Climate/Terrain: | Mystrous |
---|---|
Frequency: | Very rare |
Organization: | Solitary |
Activity Cycle: | Night |
Diet: | Special |
Intelligence: | Average (8-10) |
Treasure: | Nil |
Alignment: | Lawful evil |
No. Appearing: | 1 |
Armor Class: | 2 |
Movement: | 9 |
Hit Dice: | 4+3 |
THAC0: | 15 |
No. of Attacks: | 1 |
Damage/Attack: | 1d6 |
Special Attacks: | See below |
Special Defenses: | See below |
Magic Resistance: | Nil |
Size: | S (3-4' tall) |
Morale: | Elite (13-14) |
XP Value: | 4,000 |
From the dark land of Sithicus (a domain in Ravenloft) came a breed of vampire only recently released on the Demiplane of Power: the kender vampire. While not truly the equal of the other species of vampire, these monsters are no less evil.
Kender vampires retain the same general physical properties that they did in life. Thus, they stand somewhat under four feet in height and are very slightly built. Their eyes and ears give them an impish, elven look, and their slender bodies are finely muscled, like those of gymnasts. Upon closer examination, however, the foul corruption of the undead is obvious. The skin is pale and withered, stretched tight across the bones in a manner similar to that found on mummified corpses. The teeth are long and sharp, giving the face a feral look that cannot be easily forgotten. The fingers have been reduced to little more than bones with a thin covering of flesh, and their nails have stretched into claws.
Kender vampire are able to speak only in hissing whispers. Since it is clearly quite painful for them to talk, however, they seldom do so. Their knowledge of languages seems unchanged from what it was in life, however, so they often understand a small number of other tongues.
Combat: The kender vampire moves slowly and stiffly when it attacks. Thus, the great agility and dexterity that served it so well in life have been lost in its transition to darkness. Because of this, kender vampires always act last in any combat round and never surprise their opponents. The loss of agility is somewhat compensated for by an increased physical strength and the growth of dangerous claws. Thus, they are able to inflict 1d6 points of damage in any hand-to-hand attack.
Kender vampires often use the hoopak, a combination staff-sling and bo staff. When employed as a sling, it enables the creature to hurl stones that inflict 1d4+1 points of damage to small or man-sized opponents and 1d6+1 points to larger foes. If used as a bo staff, it causes 1d4 points of damage to man-sized or smaller foes and 1d6 points of damage to larger ones.
Anyone struck by the claws of the kender vampire feels far more than the pain of a physical wound. Their attacks reach beyond the mortal body of their victim and strike directly into his spirit. The shock and pain caused by this attack is great, requiring the victim to make a saving throw vs. paralysis or be unable to act on the next combat round. Whether or not they make their saving throw, they suffer a loss of 1 point each from their Intelligence and Wisdom scores. Those kender who die from the spirit-rending attack of the kender vampire are in no danger of becoming vampires themselves, however, for these foul creatures are the product of dark sciences and magical experimentation.
The kender vampire has the ability to throw back its head once per hour and release a hideous laugh. Those within 20 yards of the vampire when it cackles must save versus spells or be affected as if they had looked upon a symbol of insanity. Those under the influence of a remove fear or similar spell are immune to this attack.
The kender vampire can be hit only by magical +1 or better weapons. Non-magical wooden weapons that strike the creature are instantly rotted and destroyed; magical wooden weapons are entitled to a saving throw vs. acid to avoid this effect.
The mystical nature of the vampire's physiology is such that it is able to regain lost hit points very rapidly. Thus, the creature regenerates 2 hit points per combat round. A raise dead spell cast upon the monster will restore it to full hit points at once.
A kender vampire that is driven to zero hit points in combat is not truly destroyed. Rather, its body is slain and it is forced to assume its spiritual form. Because this new form is very easily destroyed (see below), the kender vampire will immediately try to flee from the combat area and return to its coffin. If it is unable to reach its coffin within 12 turns, the creature will become trapped in this form and remain a poltergeist until slain.
At will, the kender vampire is able to transform itself into a purely spiritual creature similar to a poltergeist. While in this form, it is invisible and has all of the characteristics, strengths, and weaknesses of a common poltergeist. If the creature is slain while in this form, it is forever dead, and the world is free of its evil machinations.
Kender vampires are immune to sleep, charm, or hold spells and can never be influenced by any form of mind-affecting magic, They are wholly unaffected by all manner of toxins, poisons, and diseases. Spells or other attacks that rely on cold or heat (including ice and fire) inflict only half damage to kender vampires, but lightning- or electricity-based attacks inflict full damage.
Holy water splashed on a kender vampire is somewhat harmful to them, inflicting 1d4 points of damage per vial that strikes their flesh. Holy symbols pressed against their skin inflict a like amount of damage and cause the creature such pain that it must make a morale check or flee from the battle at once if possible.
Kender vampires are unusually easy to turn. It is thought that this is due to the fact that their inner spirit is unbroken by their transformation into an undead thing and, thus, they do not have the mental stamina that similar undead do when confronting devoutly religious individuals. Whether or not this is the case, kender vampires are turned as if they were only wraiths.
Kender vampires are not as hard to destroy as many other types of undead, for they are greatly vulnerable to their own hoopaks. Any vampire hunter who is able to snatch a vampire's hoopak from him and then turn that weapon against its owner will find that it inflicts full damage and has no chance of being destroyed like other wooden weapons. Further, any natural attack roll of 19 or 20 indicates that the attacker has been able to impale the creature on the end of the weapon, killing it instantly. As soon as the creature dies (either from wounds inflicted with the hoopak or by being impaled upon it) the body bursts into flames. In the next few seconds, both it and the weapon are consumed by fire and irrevocably destroyed.
The kender vampire cannot stand the sight of shimmerweed (a crystalline plant that grows on Krynn, in some secluded areas of Sithicus and scattered clearings in the woods that dominate Mystrous). The mere sight of these flowers is enough to keep the vampire from drawing within 10 yards of them. If moonlight is falling on these flowers, the prismatic display they release is enough to actually harm the creature, inflicting 1d4 points of damage for each round that the plants are within 20 yards of the vampire.
Habitat/Society: The kender vampires that roam Shyiol, removed from Ravenloft and the will of Lord Soth, are somehow even more pathetic than their brethren in the Realm of Nightmares - without direction or purpose, they lack any drive and can be seen simply languidly shuffling through the forests of Mystrous.
Ecology: The vampire kender are not natural creatures and, therefore, have no place in the biology of the world around them.
Unlike the other vampires in Shyiol, these creatures do not grow more powerful with the passing of time. It is a part of their curse that they must forever remain as they are, denied the pleasures of curiosity or the wanderlust that once gave their lives meaning. It is said that the rising of the full moon reminds these tragic souls of what they have lost and that, on that one night each month, they are unable to do anything but sit and weep beside the coffin that now serves them as both home and prison.