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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 />

35

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