Villains' Lorebook.pdf - Department of Political Science
Villains' Lorebook.pdf - Department of Political Science
Villains' Lorebook.pdf - Department of Political Science
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Jander Sundstar<br />
Elf male 8th-level fighter/vampire<br />
ARMOR CLASS: 1<br />
MOVE: 18<br />
HIT POINTS: 68 (treat as 13 HD creature)<br />
THAC0: 7<br />
NO. OF ATTACKS: 3/2 (as fighter)<br />
ALIGNMENT: Chaotic neutral (good tendencies)<br />
STR 20, DEX 19, CON 18, INT 19, WIS 16, CHA 18<br />
Weapons <strong>of</strong> Pr<strong>of</strong>iciency: Long bow, dagger, staff,<br />
long sword, short sword, whip.<br />
Nonweapon Pr<strong>of</strong>iciencies: Artistic ability (carving/sculpting),<br />
bowyer/fletcher, gaming, reading/<br />
writing (Common, elvish), singing.<br />
Equipment: His dagger, full cloak, spare gloves<br />
and clothes, carving tools and medium, partially finished<br />
works, and sharpened stakes.<br />
Magical Items: Short sword +2, and a dagger +1<br />
kept hidden beneath his clothing.<br />
Combat/Tactics: Jander’s vampiric form is unique,<br />
conforming wholly neither to standard AD&D game<br />
rules, nor the RAVENLOFT® setting’s variant rules.<br />
Jander’s abilities are summarized below. (Important<br />
statistical variants are included in the block <strong>of</strong> game<br />
information at the top <strong>of</strong> this entry.)<br />
He bites his victims, but drains one Constitution<br />
point per round rather than draining life (experience)<br />
levels. This ability is identical to that possessed<br />
by nosferatu vampires, which are described in<br />
the MONSTROUS COMPENDIUM: RAVENLOFT Appendix<br />
III: Creatures <strong>of</strong> Darkness.<br />
Jander can charm person as a normal vampire, but<br />
the victim who looks into his eyes suffers a -4<br />
penalty to the saving throw vs. spell. Jander also can<br />
charm a target with his voice alone; no penalty is applied<br />
to the target’s save when Jander uses his voice<br />
alone to charm.<br />
Jander can be struck only by weapons <strong>of</strong> +3 enchantment<br />
or better, he has 25% Magic Resistance,<br />
and he regenerates 4 hit points per round. While he<br />
still seeks to avoid it, Jander can withstand sunlight<br />
for one hour. He is also immune to the effects <strong>of</strong> running<br />
water. Like normal AD&D game vampires,<br />
Jander is immune to sleep, charm, and hold and all<br />
other mind-affecting spells as well as poison and<br />
paralysis. Cold and electrical attacks cause only half<br />
normal damage.<br />
Finally, Jander also is cursed with the black thumb<br />
that all elf vampires share. Any plant that Jander<br />
touches to his skin withers and dies. Depending on<br />
the size <strong>of</strong> the plant, the death takes time. (Trees, for<br />
example, may take weeks to fully die.) During the<br />
withering period, Jander feels the plant’s agony as his<br />
own. Fortunately, this curse is not transmitted<br />
through fabric, allowing Jander to handle plants and<br />
even maintain a garden as long he wears gloves.<br />
Jander possesses also all the abilities and vulnerabilities<br />
<strong>of</strong> normal vampires as listed in the<br />
MONSTROUS MANUAL tome, except where differences<br />
are stated above. These abilities include assuming<br />
the form <strong>of</strong> a large bat or a golden-furred<br />
wolf. Brief statistics for these forms are:<br />
Dire Wolf: Dmg 2d4, AC2 (6), THAC0 15, MV<br />
18, SZ L, ML 16.<br />
Bat: Dmg 2d6, AC 4 (8), THAC0 20, MV Fl 18<br />
(C), SD -3 penalty to opponents’ attack rolls,<br />
SZ T, ML 16.<br />
If the RAVENLOFT rules are being used to represent<br />
Jander’s current status, he possesses all the abilities,<br />
immunities, and weaknesses <strong>of</strong> an eminent<br />
vampire.<br />
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