Master Vampire

Humanoid, Vampire, Undead, Any Race; Major

Stats

CharacteristicValueAttributeValueSkillValue
Strength50Hit Points34Combat100
Endurance65Wound Thr.18Magic90
Agility60Magicka50Evade80
Intelligence50Stamina6Observe80
Willpower70Initiative+19Stealth90
Perception60Action Pts.3Knowledge70
Personality45Speed19mSocial65
Morale75SizeStd.Physical70

Weapons & Armor

  • • Claws: 1d4; Slashing, Magic; 1m Reach
  • • Fangs: 1d8; Splitting, Magic, Feed; 1m Reach
  • Has one of: •
  • • Malachite Longsword: 1d8(1d10)+3; Slashing, Magic;
  • Reach 2m, 1.5H
  • • Malachite Battle Axe: 1d8(1d10)+3; Splitting, Magic,
  • Unwieldy; Reach 2m, 1.5H
  • • Malachite Warhammer: 1d8(1d10)+3; Crushing, Unwieldy, •
  • Magic; Reach 2m, 1.5H
  • Also has:
  • • Full Vampiric Armor: AR 7 / 3 Magic; Light, Magic
  • • Silk Cloak: Used to conceal themselves from natural daylight.

Traits

  • • Sun-Scarred (3): Any damage inflicted on a character with
  • this trait after mitigation by an attack that counts as sunlight
  • is increased by 3 before calculating the effects of the damage.
  • If this character is exposed to normal sunlight they lose 1
  • SP each hour. Cloud cover or other such weather halves the
  • rate of SP loss. The character must spend an hour in a dark
  • place before they can remove levels of fatigue/regain SP lost
  • in this manner.
  • • Dawn-Cursed (3): While in direct sunlight, the character
  • suffers 3 damage per round which ignores all damage miti-
  • gation. If the character covers themselves completely with
  • clothing and a hood with sufficient coverage, this damage
  • is reduced to 3 per hour in the sunlight.
  • • Blood of Bal: The vampire can see through the eyes and
  • hear through the ears of their thralls whenever they wish,
  • and their thralls no longer suffer the Int penalty involved
  • with their enthrallment.
  • • Dark Sight
  • • Weakness (Fire, 4)
  • • Immunity (Normal Weapons)
  • • Undead
  • • Diseased (-20, Vampiric Strain)

Spells

  • • Frost Bite 6: 13 MP; 2d8 Frost; Attack, Overload (+WpB
  • to Damage), Melee (1m)
  • • Frost Bolt 4: 10 MP; 1d10 Frost; Ranged (100m), Overload
  • (+WB to Damage), Attack
  • • Frost Storm 4: 15 MP; 1d10 Frost; Ranged (100m), AoE
  • (7m, Sphere), Upkeep, Attack
  • • Paralyze 3: 25 MP; Upkeep, Direct, Attack; Target character
  • within 50m must test Wp at +0 or be Paralyzed for 1 round.
  • • Silence 5: 19 MP; Upkeep, Direct, Attack; Target character
  • within 50m must test Wp at -20 or be Silenced for 1 round.
  • Vampire Lord T
  • The pinnacle of vampiric power, they have been “blessed” by the
  • Prince of Domination himself and are often nigh-unstoppable.
  • Their mastery of foul magic and dominating presence makes them
  • extremely deadly, and their ambitions know no bounds.

Encountering Master Vampire

pecial Abilities Feed (1 AP): The vampire feeds on a restrained, helpless, or enthralled target as a standard attack with their fangs, re- gaining HP equal to the damage dealt after mitigation. If a point of damage is dealt successfully, the target’s Endurance characteristic is reduced by 10 until after their next long rest. The vampire can choose to use this ability to Coup de Grâce the target as long as the conditions are met, in which case they regain the target’s remaining HP. Doing so costs 2 AP and the vampire cannot take actions until their AP is refreshed. Exsanguinate (2 AP): The vampire can use their fangs to Coup de Grâce the target as long as the conditions are met, in which case they regain the target’s remaining HP. After doing so, the vampire loses any remaining AP for the round. Vampiric Drain (1 AP + 11 MP): The vampire drains 2d6 magic damage to a target within 4m, restoring their own HP by the amount of damage successfully dealt (after any reduction). If this spell is affected by a reflect spell or effect, it has no net effect. Blood Grasp (1 AP + 10 MP): The vampire forces a target within a 15m range to make a -10 Str test. On a failure, the vampire can force the target to move up to 10m closer to them. This forced movement can trigger Attacks of Oppor- tunity. Shrouding Mist (1 AP + 1 SP): The vampire calls upon the eternal darkness to cause the surrounding area in a 2 kilo- meter radius to be consumed by a heavy fog. This imposes a -10 penalty to all Observe tests and any vampire within the area has their Dawn-Cursed trait value reduced by 1 for as long as the fog remains. The fog lasts for 5 hours and cannot be ended early unless affected by a more powerful magic. This ability takes five minutes to cast. Bat Form (1 AP + 1 SP): They gain the Flyer (10) trait, change their size to Tiny (-20 to hit by larger characters or at range), and reduce their max HP to 5. The effect ends after 3 rounds unless the character spends 1 SP, which re- freshes the effect for another 3 rounds. The ability ends immediately and the vampire reverts to their true form if the HP is reduced to 0. “Centuries of slaughter lie in my wake. What hope do you think you have?” - Lord Falgravn Variant: Bloodkin Master Vampire Choose a Bloodline from the Rules Compendium. Bloodkin Master Vampires gain a passive ability from the chosen bloodline. Additionally, they gain the corresponding bloodline power and talent from the Child of the Night Elite advance and one Leg- endary Nox Arcana or Hemomancy ability. Charming, seductive, deadly, and domineering, Master Vampires are near the apex of their power and are amongst the deadliest foes an adventurer can face. They are almost always accompanied by a retinue of thrall and lesser vampires who serve their will without question and seldom face threats alone. When they must enter the fray, they possess powerful vampiric abilities and blood magic that can easily make short-work of their foes. Some will live secluded lives away from society, though never without some semblance of opulence, while others may live amongst Tamrielic society as rich and powerful nobles. Alone they can be a deadly threat for any party unprepared to face them, but their control of a cadre of thralls, lesser vampires, and other foul creatures makes them especially dangerous. They should be outfitted with appropriately powerful equipment, perhaps as opulent as they are functional, and most Master Vampires will carry themselves with an aura of superiority. They typically see all those before them, including player characters, as beneath them, and will often send their minions to fight their battles rather than sully themselves against lesser foes. GMs should not use Master Vampires lightly and they serve best as the boss-level creatures for a party to face at the end of a quest- line or dungeon.

Loot

  • A Character can make a +0 Alchemy test to harvest a portion
  • of “Master Vampire Dust”, which is a Extremely Rare Illusion
  • or Restoration Ingredient, chosen when the vampire dust is
  • used.
  • raits
  • Sun-Scarred (3): Any damage inflicted on a character with
  • this trait after mitigation by an attack that counts as sunlight
  • is increased by 3 before calculating the effects of the damage.
  • If this character is exposed to normal sunlight they lose 1
  • SP each hour. Cloud cover or other such weather halves the