![]() To avoid serious injury, disfigurement, or death by exsanguination, you need to know the proper combat strategies and techniques to ward off a stronger, faster, more agile undead opponent looking to drain the life from your body. ![]() They are not the least bit picky about their quarry, so long as it is alive.WHEN DARKNESS FALLS WHEN THE UNDEAD RISE WITH A HUNGER FOR BLOOD WHEN THE HUNT IS ONAND YOU ARE THE PREY WILL YOU BE READY? In the inevitable event of a vampire attack, the average citizen will be forced to engage in vicious hand-to-hand combat. They enjoy dining on both blood and brain matter, and they receive sustenance from both as well. Since there technically is no “day” in Bluetspur, they are not constrained by the clock and sleep whenever the urge to rest overcomes their ravenous appetites.Įcology: Vampire illithids mature in a matter of weeks, rather than years, thanks to their undead status. In the meantime, they run wild across the expanses of Bluetspur, seeking out and attacking any living thing. Also, they are quite likely to penetrate the misty borders and invade other realms of Ravenloft - such a monstrosity is sure to thrill and delight the Dark Powers. Habitat/Society: Vampire illithids are a recent development and are not known to the general populace of Bluetspur yet, but they are sure to find their way back into the complex as their deepening hunger drives them to sniff out life wherever it hides. ![]() Both insane and immortal, vampire illithids always fight to the “death” and then find the nearest shelter within 250 feet in which to regenerate. Thereafter, it attempts to hit an adversary with each of its four tentacles each round, inflicting 1d6+4 points of crushing damage per hit, in addition to its life energy drain. In combat, a vampire illithid employs its mind blast once per round until it is engaged by an opponent in physical melee. Affected victims must also make a madness check (see the Forbidden Lore boxed set), also with a -4 penalty. Anyone caught within a mind blast’s area of effect must successfully save vs. While their lack of sanity prevents them from using mind control techniques such as the vampiric charm-gaze, their illithid heritage allows them to use a special psionic mental blast that spreads in a cone 60 feet long, 5 feet wide at its base, and 20 feet wide at its end. Furthermore, they regenerate 3 hit points of damage per round. If they successfully do so, they also gain two Hit Dice worth of hit points back from previously assessed damage (but they cannot gain more hit points then they started with). Their powerful negative energy essence allows them to drain two life energy levels from anyone they strike. Like their undead cousins, vampire illithids exist on both the Positive and Negative Material planes at the same time. They have vampiric strength (18/76) and receive a bonus of +2 to hit and +4 to damage, which improves as they grow older (see Van Richten’s Guide to Vampires for information on vampire age categories). Now they run free across the surface of the realm.Ĭombat: Vampire illithids combine the battle tactics of both vampires and conventional mind flayers. The vampire illithids regenerated, however, and were washed out of the mind flayer complex. When the hatchlings proved insane and completely uncontrollable, they were destroyed and thrown into the common water dump, where all victims of mind flayers are thrown after they expire. They were first created by Lyssa Von Zarovich and the High Master IIlithid of Bluetspur in an attempt to create a creature that could successfully convert the High Master into a vampire (conventional methods were not viable). Vampire illithids are the result of evil experiments that were meant to be terminated. +1 or better magical weapon needed to hit
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