Vampire Lord

Humanoid, Vampire, Undead, Any Race; Extreme

Stats

CharacteristicValueAttributeValueSkillValue
Strength60Hit Points47Combat110
Endurance70Wound Thr.22Magic100
Agility65Magicka60Evade85
Intelligence60Stamina8Observe90
Willpower80Initiative+21Stealth90
Perception70Action Pts.4Knowledge80
Personality45Speed20mSocial65
Morale90SizeStd.Physical80

Weapons & Armor

  • • Claws: 1d4+2; Slashing, Poison, Exploit Weakness, Magic; •
  • 1m Reach •
  • • Fangs: 1d12; Splitting, Magic, Feed; 1m Reach •
  • • Natural Toughness (4) •
  • 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, Sp
  • 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.

Special 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 Va
  • Grâce the target as long as the conditions are met, in which Ch
  • case they regain the target’s remaining HP. Doing so costs Va
  • 2 AP and the vampire cannot take actions until their AP is Ad
  • refreshed. ta
  • • Exsanguinate (2 AP): The vampire can use their fangs to Le
  • Coup de Grâce the target as long as the conditions are met,
  • in which case they regain the target’s remaining HP. After
  • En
  • Th
  • doing so, the vampire loses any remaining AP for the round.
  • of
  • • Master of Blood & Night: The vampire lord knows all
  • to
  • non-legendary Nox Arcana & Hemomancy abilities.
  • po
  • for even the most experienced adventurers. They almost always
  • control a small army of thralls and lesser vampires, and the •
  • pursuit of their ambitions typically have dire consequences for
  • mortals.
  • It is recommended that GMs use Vampire Lords as the ultimate
  • challenge a party may face during their journeys. GMs should •
  • outfit them with powerful custom weapons, armor, and en-
  • chanted gear; the provided list of equipment are suggestions,
  • but GMs should not feel constrained by it. It may be best to
  • “build-up” a Vampire Lord over the course of a campaign, with
  • the party steadily fighting tougher and tougher vampiric foes
  • until finally facing their foul master.
  • Even alone, the Vampire Lord is an extremely difficult foe for
  • any party to fight. Their immunity to normal weapons means
  • that the unprepared party is doomed, and their complete mas-
  • tery over both Nox Arcana and Hemomancy means they have
  • powerful magical abilities to call upon in addition to any other
  • forms of magic they may know. Furthermore, simply being in
  • the presence of a Vampire Lord can cause a debilitating panic
  • effect. Their weakness to sunlight is the only chink Vampire
  • Lords have in their impressive arsenal, so providing parties the
  • means to exploit this in some way can provide for interesting
  • encounter design.
  • Lycanthropes
  • Cursed to undergo a harrowing change of form under the influence
  • of the moons, Lycanthropes are mortals who have been touched by
  • the powers of The Huntsman, Hircine. They come in a variety of
  • shapes and sizes, from swift wolves, strong boars, savage bears, to
  • even more exotic beasts. They often live on the fringes of Tamrielic
  • society, being almost universally despised, and their condition is
  • considered a curse by most. Some, however, see the transformation
  • as a gift and fully give themselves to the beast within.
  • The profiles in this section can represent the beast form of any
  • NPC cursed with lycanthropy. In these cases, the GM should
  • choose a NPC profile from Chapter 3: People to represent the
  • humanoid form of this character.
  • Werewolf
  • As swift as they are savage, these werebeasts often hunt in packs to
  • ambush any unfortunate mortals that cross their path in the
  • wilderness of Tamriel.

Encountering Vampire Lord

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 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 Frightening (+0) Flyer (3) Weakness (Fire, 4) Immunity (Normal Weapons) Undead Diseased (-20, Vampiric Strain) Venomous Claws: Attacks with their claws force the target to make a +0 Endurance test, gaining the Paralyzed condi- tion for 1 round on a failure. ells 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. riant: Bloodkin Vampire Lord oose a Bloodline from the Rules Compendium. Bloodkin mpire Lord gain a passive ability from the chosen bloodline. ditionally, they gain the corresponding bloodline power and lent from the Child of the Night Elite advance and both gendary abilities from Nox Arcana or Hemomancy. countering Vampire Lords e true pinnacle of vampiric power, Vampire Lords are some the deadliest individuals on the face of Nirn. They have been uched by the foul corruption of Molag Bal directly and are ssessed of truly terrifying abilities that are more than a match By far the most common form of lycanthrope found across

Loot

  • A Character can make a +0 Alchemy test to harvest a portion
  • of “Vampire Lord Dust”, which is a Legendary Illusion or
  • Restoration Ingredient, chosen when the vampire dust is
  • used.
  • GMs should consider the treasure a Vampire Lord has in
  • their sanctum.
  • “I hope you fight well, blood is so much tastier when terri-
  • fied! I will taste your agony!”
    • Lady Thorn
  • Traits
  • Silver-Scarred (4), Silver-Scarred (2) in non-beast form.
  • Unnatural Senses (Smell, 6), Unnatural Senses (Smell, 3)
  • in non-beast form
  • Diseased (-20, Werewolf Lycanthropy)
  • Immunity (Disease)
  • Restless: The character only restores half the health, magicka,
  • and stamina they normally would while resting.
  • Dark Sight
  • Quadruped
  • Strong Jaws: A Bite attack made by this character that deals
  • damage automatically starts a Grapple. The test to contest
  • this Grapple is made against the original test made by the
  • attacker. If the target Counter Attacks a Bite attack, the
  • Counter Attack ignores the creature’s AR and Natural
  • Toughness trait.
  • Bestial Leap: Penalties from jumping are halved.
  • Savage: Rolls damage twice and uses the highest result.