Saturday, April 11, 2015

A to Z of Vampires: Jigarkhwar

Let's head back to India and deal with another different sort of vampire.  This time it is a vampiric witch known as the Jigarkhwar.  This undead creature had been an evil witch in her previous life.  No she is a monster.

Jigarkhwar
Armor Class: 8 [11]
Hit Dice: 5d8+8** (30 hp)
No. of Attacks: 1
Damage: Special
Special:  Charm, Witch spells.
Movement: 30’
No. Appearing: 1
Saves As: Witch 6
Morale: 10
Treasure: None
Alignment: Chaotic (Chaotic Evil)*
XP: 2,200

The Jigarkhwar appears as an attractive woman whether that was her true form or not.  She attacks her victims by charming them and then extracting their liver out of their bodies in a complex ritual.  The ritual, once begun cannot be interrupted and takes 5 mins.  She extracts the liver and disguises it as a pomegranate seed. She then takes the seed back to her lair where she throws it on her magical heath fire.  There it grows back to normal size and then she eats it.  Once the liver is eaten the victim dies.  If the Jigarkhwar can be captured and the seed fed to the victim his liver will rego inside him.

She can also cast witch spells as if she were a 4th level witch. However she can't use Ritual spells.

To destroy a Jigarkhwar is a complicated process. First both sides of her head must be branded. This removes her powers.  Her eyes then must be plucked out and filled with salt. She is then hung up-sidedown in an underground cavern for 40 days.  On the morning after the 40th day she will turn to dust.

The Jigarkhwar does not make more of her kind, but instead women accused of witchcraft will return as a Jigarkhwar if she was very evil.

Friday, April 10, 2015

Friday Night Videos: More Vampire Songs

Welcome back to Friday Night Videos as we continue the Vampire theme for Vampire Month here at the Other Side.

These songs are ones we used in our games for the few times I used music.  I do sometimes like to set a tone with some music before playing, especially when I am doing horror.

Back in the day I wrote an adventure for my group called "Ravenloft III: The Necropolis".  Yeah, it was not originally named, but some of the things in the adventure later appeared in other adventures and games including what would later become the biggest "vampire game" in my life: Buffy.

The Who's Behind Blue Eyes was the "theme song" for the main anti-hero of the tale. A vampire that you were supposed to feel sorry for and help.



Queen has cemented their legacy as one of the best rock bands ever. But there was a time when this was not the case. Undaunted Freddie and crew still took risks with this song, "Who Wants to Live Forever", from the album A Kind of Magic which also served as the soundtrack to the movie Highlander. Of course a different kind of immortal was featured in the movie, but the song works for either. If you have not listened to this album I suggest you do so.



Yes it is cheese pure and simple, but Meatloaf's Bat out of Hell is one of the very, very few albums I can play D&D too.  In fact my Freshman year in college I ran Ravenloft I6 while playing this album.
Also Meatloaf should get special mention here since the video for Bat Out of Hell premiered on Friday Night Videos before it did on MTV.


Not much else on this album is D&D-ish or even Vampire-ish, but this song still has a special place in my black heart.

A to Z of Vampires: Impundulu

Something a little different today.  A vampiric spirit that takes the form of a bird when summoned by a witch.  This is a creature in the folklore of the tribes of South Africa including the Pondo, the Zulu and the Xhosa.

Impundulu
Armor Class: 5 [14]
Hit Dice: 6d8+3** (30 hp)
No. of Attacks: 2 claws, 1 bite
Damage: 1d6+2 / 1d8+1
Special: Blood drain 1-3 points of Constitution per bite, Charm, Demonic abilities
Movement: 30’ Fly 60’
No. Appearing: 1
Saves As: Monster 6
Morale: 12
Treasure: None
Alignment: Chaotic (Chaotic Evil)*
XP: 2,400

The Impundulu, or Lightning Bird, is a type of vampiric servant used by evil witches. The bird is born when lightning strikes the ground.  To all others it appears as a lighting strike, but to the witch it has chosen it appears as a bird.  Once so chosen the bird will manifest to all as an Impundulu.
The bird can also assume the form of an attractive man to lie with the witch each night.
The Impundulu may also attempt to seduce other women, and feeds on them as a vampire, but it is not an undead creature, but rather one of the Calabim, or Demons of destruction.
The Impundulu must charm his victim to gain access to her home and bed, once there he will drain 1-3 (1d6/2) points of Constitution in blood each night. After three nights he will cease his attacks.  The victim could well be close to dead at this point. Any victim lowered to 0 Con dies. Victims killed by the Impundulu will come back as weak ghost (1 hit die).
The Impundulu is immortal and is often passed down from mother to daughter.  The Impundulu is incapable of fathering children.
The feathers of the Impundulu are considered to be a great source of magic for a gris gris or other talisman.

Impundulu have all the same immunities as do other Calabim; Half damage to Cold, Fire, Gas, and Lightning.  They take full damage from magic and silvered weapon. They are fully immune to the effects of sleep spells and toxins.

The bird can be turned by a Good Cleric as if it were a vampire.  To destroy it a hunter must find the feather binding it to this world and burn it.  Usually this is with the witch that controls it.

Thursday, April 9, 2015

A to Z of Vampires: Hsi-Hsue-Kue

"Do you know, it just occurs to me. There are vampire legends on almost every inhabited planet."
- The Doctor.  Doctor Who: State of Decay

The same could be said of every culture.  Today let's go to a country so over run with vampires, ghosts and demon it is a wonder that there is any room left for normal humans.
China.

China might not be your first thought when it comes to vampires, but really it should. We are going to spend a lot of time here.

The Hisi-Hsua-Kuei or Hsi-Hsue-Kue is a demonic spirit that inhabits the bodies of the recently deceased. The spirit is completely foreign to the host body and has no memories of the body's life. It is simply an animalistic monster out to drink blood.
Killing the body will stop the problem temporarily but the demonic spirit will move on to another host to start over.  A priest must perform an exorcism on the vampire while the spirit still remains in the body in order to force it completely out and back to the hell it came from.  Alternately a cleric can also "turn" them as if they were a "Special" class undead.  If they are high enough level for a D result then the monster is truly destroyed.

This creature must return to it's grave site by daybreak or be destroyed.  Like other vampires it can also be destroyed by running water.  Holy symbols and incense will ward it off, holy water will damage it.

Also like other vampires the Hsi-Hsue-Kue cannot enter into the private homes of others or enter holy ground.

Hsi-Hsue-Kue
Armor Class: 3 [16]
Hit Dice: 8d8+8** (50 hp)
No. of Attacks: 2 claws, 1 bite
Damage: 1d6+2 / 1d8+1
Special: Blood drain 2 points of Constitution per bite.
Movement: 30’
No. Appearing: 1
Saves As: Fighter 10
Morale: 11
Treasure: None
Alignment: Chaotic (Chaotic Evil)*
XP: 3,575

Wednesday, April 8, 2015

A to Z of Vampires, Gierach

Let's head back to Eastern Prussia, in what is now Poland today.  Not that far from our last stop, but still far enough away to give us a different sort of vampire.  Let's spend some quality time with the Gierach.

Presented here are the stats are for OSRIC.

Gierach
(turned as type 10)
frequency: Rare
no encountered: 1d4
Size: Man-sized
Move: 120 ft or 180 ft flying (AA: level V)
Armour class: 1
Hit Dice: 8+3
Attacks: 3 (claw/claw/bite)
Damage: 1d6+1/1d6+1/1d4
Special attacks: See below
Special defences: See below
Magic Resistance: See below
Jair probability: 75%
Intelligence: Low
Alignment: Chaotic evil
level/xp: 8/3,950 + 10/hp

Not known for their intelligence the Gierach can be easily confused.  These are again revenant type vampires. They look like hideous corpses with red eyes, long fangs and long claws. They smell of decay and earth.  The Gierach spends most of it's time in it's coffin but it can venture out attack victims.

If you suspect a grave to have a gierach in it, lay a fishing net over it. The monster will have to untie all of the knots before it can leave to hunt.  You can also spread poppy seeds or salt on it's grave for the same results.

The gierach leaves it's grave and searches for blood to consume.   Like base vampires, it will drain 2 points of Con per attack.  The gierach is not a subtle creature, it attacks with the purpose of feeding as much as possible and then getting back to it's grave.

The gierach is repelled by holy symbols, garlic and salt.  Holy water can damage it and sunlight can kill it.  It can transform into a large wolf or a large bat-like creature.  A gierach reduced to 0 hp will become smoke and will return to its grave.

To destroy it you must find it's grave before noon and burn the body and clothing till nothing but ash remain.  The ash must then be scattered.   Failing to do so could result the gierach's return.

Tuesday, April 7, 2015

A to Z of Vampires, Farkaskoldus

Today we travel to Hungary and enter a part of the world over run with vampires, vampire legends and stories.  It is my pleasure to introduce the Farkaskoldus ("Far-kiss-ole-dis").

This creature is a revenant type vampire. Which means it was dead and now it rises from it's grave. As opposed to spiritual, psychic or astral vampires.  It is also something of a cross between a werewolf and vampire.  I have read some material that suggests it is what happens to a werewolf when they die and come back as a vampire.

In death they still resemble werewolves. They can shift to a wolf-like form.

They are equipped with deadly claws and a bite, but their preferred prey is a baby.  Human babies typically only have 2-3 points of Constitution and the Farkaskoldus drains 1 per night.   If there are number of unexplained deaths among babies then the hunt for Farkaskoldus must begin.

They can be found in their coffins (which they must return too by daylight) with their abdomens distended and full of blood. They will also show no signs of decay.



Farkaskoldus
Armor Class: 1 [19]
Hit Dice: 8d8+8** (48 hp)
No. of Attacks: 2 claws, 1 bite
Damage: 1d6+2 / 1d8+1
Special: Blood drain, shapeshift
Movement: 45'
No. Appearing: 1-3
Saves As: Fighter 10
Morale: 9
Treasure: None
Alignment: Chaotic (Chaotic Evil)*
XP: 2,075

The Farkaskoldus is a viscous vampiric monster.  It survives solely on the blood of newborns and babies younger than 6 months.  It must drain at least 3 Con points per each full moon or be forever destroyed.
Farkaskoldus are affected by all the same things that affect vampires; holy symbols, garlic, holy water.  Additionally silver coated weapons also do +1 of damage.
To destroy one of these creatures one must find it in it's grave, cut off the head and burn the body to ashes.

Links
http://tashasthinkings.blogspot.co.uk/2014/04/atoz2014f.html
https://mariwells.wordpress.com/2014/02/12/farkaskoldus/

Monday, April 6, 2015

A to Z of Vampires, Estrie

For E lets take a look into Jewish folklore.  Today I present you with the Estrie, which is something like a vampire + demon + witch.

Like a vampire the Estrie is a corpse that crawls out of her grave (Estries are always female) to drink the blood of the living.  They are possessed by a demonic spirit, but may have been witches when they were alive.   The name Estrie comes from the French Strix or night owl. A word that also is related to Strega, Stirge and a host of related creatures.

Estrie by Feline Zegers

Estrie
Armor Class: 4 [15]
Hit Dice: 6d8+6** (38 hp)
No. of Attacks: 2 claws, 1 bite (monster form) OR 1 (human form)
Damage: 1d6+2 / 1d8+1 OR by weapon type.
Special: Blood drain, cause fear (as per spell), witch spells, shapeshift
Movement: 30’ (90' fly)
No. Appearing: 1
Saves As: Fighter 7
Morale: 10
Treasure: None
Alignment: Chaotic (Chaotic Evil)*
XP: 1,750

The Estrie is a type of vampire that can pass for a normal human during the daylight hours.  Indeed she can appear to be living, have good alignment (if detected) and even walk onto holy soil and wear holy symbols.  However at dusk she will revert to her vampiric form which appears to be a rotting corpse.  She can shapechange after that, but it takes a full turn for her to do so. The estrie must kill anyone witnessing this transformation or she will loose her powers (fear, spells) over them.
As a vampire the estrie can also shapeshift into large night owl, a large black cat or into smoke if she is reduced to 0 or fewer hp.  Unlike a vampire the estrie can be hit with normal, non magical, items.
The estrie can cause fear but she lacks the charm power of many other vampire types.  She can though cast spells as if she were a 3rd level witch; specifically of the Mara tradition.
Estrie's are strong (18 strength) in their "Vampire" form, but seem to be normal humans in their "human" form.
The estrie attacks with a claw/claw/bite routine.  A successful bite inflicts 1d8+1 damage.  A critical hit bite (a roll of 20) does damage and drains the victim of 1 point of Constitution.
If someone offers her bread in any form she is powerless against that person until after the next sunset.  In her vampire form she cannot enter a dwelling without permission.
In order to fly the estrie must have her hair unbound and allowed to to blow in the wind.  Some scholars believe she needs her hair to fly or at least to navigate.
Her favored prey are young men, ones that would be enchanted by a young woman without the need of arcane inducements.  She will attack these men as they sleep, not wanting to enter into combat. The estrie must feed every night.  In this form of attack she drains either 2 points of Constitution or 2 points of Strength each night. If only attacked once or twice the victim can regain lost points with bed rest at the rate of 1 per week.  If the victim has been attacked three times then the rate is 1 point per 2 weeks.   Any victim drained to 0 in either Constitution or Strength will die.  Male victims, the most common, will return from the dead as a shadow.  The rare female victim will return as an estrie herself.
An estrie must return to her grave before dawn.  She must remain in her grave till "noon". By this it is when the sun has passed it's mid-day point.  After this she may rise and appear human.
To destroy an estrie one must first force her back into her grave.  Then the body must be exhumed.  The mouth of the creature, which is always open, must be filled with dirt from her own grave and then sewn shut.  The head is then removed.