Monsters of Eberron - Vampires
Monsters of Eberron - Vampires
Monsters of Eberron - Vampires
“The first vampire was an elf named Vol. After living for centuries, Vol
saw the end of his life approaching and was determined to escape death.
He prayed to the Sovereigns, but they dismissed his prayers. All journeys
have an end, Kol Korran told him. Do not fear what lies beyond, Arawai
said. Trust in our love. But Vol had no faith in the Sovereigns, and so he
turned to the Dark Six in his quest for immortality. They were willing to
aid him… but they had demands. The Keeper pledged not to take Vol’s
life, but only so long as Vol continued to add to the Keeper’s hoard,
sending him a steady stream of innocent souls. The Fury made Vol a
natural predator, but charged him to prey upon his own kind. The
Mockery made Vol a master deceiver able to move unrecognized among
the living, but demanded that he spread terror with his deeds. And the
Shadow made Vol the master of the night, able to command its creatures,
to dissipate into mist, to enforce his will upon weak minds. They made
Vol a champion of the shadows, a corpse imbued with a semblance of life
so it could kill and kill again, spreading terror and feeding the Keeper.
The Sovereigns could not simply undo what the Six had created, but they
laid their own bans upon Vol. Dol Arrah cursed Vol; he might be the king
of the night, the light of day would burn him to ash. Boldrei forbade Vol
from entering any home, unless he was invited within. And Arawai said
that as Vol had broken the cycle of nature, wood and water would be his
enemies. Running water reflects the endless motion of nature, and it
would tear away the vampire’s false life. And a simple stake of wood,
driven through the heart, would lay the vampire to rest.”
This is a story the Vassals tell. The elves of Aerenal don’t believe in the
Sovereigns; they say it is Mabar that empowers a vampire to live on
after death so long as they feed the Endless Night with a steady stream of
blood and souls. Gift of the Shadow or the Endless Night, it makes little
difference. The vampire is a corpse animated in violation of nature,
which must consume the blood and essence of the living to sustain its
undead existence. They hide among the living in order to prey upon them,
and have the power to spread their corruption—consuming the souls of
those they drain of blood, allowing them to rise as hungry spawn. But
they cannot stand Arrah’s light, and they cannot enter a home without an
invitation. So cling to the light and take care you know those you
welcome into your home—for the vampires are waiting in the shadows,
and they are hungry.
VAMPIRE STORIES
Set aside mechanics for a moment. What is it that makes a vampire spooky? What are
hooks you can work into a story? Here’s a few.
Keeping all those things in mind, let’s consider some of the ways adventurers might
encounter a vampire.
The Random Encounter. The adventurers are racing to reach an artifact in Xen’drik
before the Order of the Emerald Claw finds it… and the captain of the Emerald Claw
force is a vampire. In such a scenario, the fact that the enemy is a vampire may only
become relevant in battle; they’re just a powerful foe to be overcome. Of course, they’ll
primarily want to move at night and will have difficulty with water. But the DM might also
emphasize their ability to charm people to get the things they want… or play up the
infestation aspect as a weapon in their arsenal. Perhaps the artifact is hidden
somewhere in a region populated by small villages of tabaxi. The adventurers discover
a village that appears to be completely empty; the Emerald Claw has clearly passed
through, but there is absolutely no sign of the tabaxi inhabitants. Then as night falls, the
former villagers burrow up out of the ground, red eyes gleaming in the moonlight; the
vampire killed them all, and left them to return as spawn as a trap for the adventurers.
Such a scenario is both an opportunity for a challenging fight and a chance to showcase
the utter cruelty and bloodthirst of the vampire, who’s willing to drain an entire village
just to mock their rivals.
The Spreading Cult. You have a quest that’s brought you to this small town, and that’s
going to keep you there for a while, a quest that has nothing to do with vampires. But
some of the people are acting strangely. When a blood-drained corpse shows up on the
edge of town, you suspect there’s a vampire about… and perhaps you even have a
clash with a spawn that proves it. But how do you go about discovering the identity of
the vampire, and how do you balance it with your primary quest? How do you deal with
it if someone vital to your quest becomes a spawn—or if you discover the identity of the
vampire, only to realize that you need their help to accomplish your quest? I’ve
suggested this as a small town scenario, but in a large town the spread of a vampire’s
brood could be lost amid the noise of everyday activity. Perhaps the vampire targets a
local gang; they’re already prone to violence, so a few deaths will go unnoticed. Once
they’ve secured the gang, they start spreading throughout the entire underworld. Or
perhaps they’re pursuing a political agenda… and once again, what do you do if you
discover this, but you and the vampire both want the same political outcome? Do you
destroy the vampire if it means losing that crucial vote? An interesting secondary
question is what you do about the spawn after you defeat the master vampire. Do you
hunt them all down, even those that used to be your friends or loved ones? Or do you
believe that they can resist the hunger and retain their humanity?
The Desperate Spawn. A vampire exerts control over the spawn that it creates. But
some spawn cling to their humanity and seek to defy their undead master. Your
adventurers could receive assistance from just such a spawn. They might be very
limited in the help they can provide, or only able to assist in certain places or at certain
times. But this can be a compelling way to have a vampire as an ally. Of course, the
question is whether the adventurers can trust the spawn… does it truly seek to retain its
humanity? Or does it simply want its master slain so it can be independent and pursue
its own malevolent path?
The Repentant Monster. Vampires don’t have to do evil or to be evil. The hunger of
Mabar—or whatever power animates the vampire—drives them to prey on the living,
but they can fight these urges. The vampire mentors of the Blood of Vol are an example
of this; they are sustained by blood freely given by the faithful, and (at least in theory)
devote their undead existence to guiding and protecting Seekers. While there’s nothing
wrong with having a vampire who’s never done anything bad in its entire existence, a
repentant monster can be a compelling character. Most vampires begin as spawn under
the control of a sire, who might make them do terrible things; consider a certain vampire
king in Eberron canon who was forced to murder his beloved spouse. Or consider Angel
from the Buffy series; his infamous past highlighted his currently heroism and also
served as a lingering threat. This ties to a vampire’s longevity. How will adventurers
react when they learn that the vampire NPC who’s serving as a patron or mentor now
was an infamous murderer when they served alongside Malleon the Reaver? Do they
believe that they are truly repentant?
In considering these stories—I should call out the following concept from Chronicles of
Eberron:
Once you have one vampire, it’s easy to make more … so why aren’t
vampires more common? The primary reason is that it’s not easy being a
vampire. A vampire is bound to Mabar, and Mabar is hungry. This fuels
a vampire’s thirst for both the blood and life energy of the living, and
over time, it becomes increasingly difficult for a vampire not to see all
living creatures as prey. A weak-willed vampire quickly devolves into a
feral predator; such creatures use the statistics of vampire spawn, but
their Intelligence is more a measure of cunning than of rational thought.
It takes strong will to maintain your personality as a vampire, and
stronger still to maintain any empathy or compassion for other
creatures. This is why vampires are seen as monsters, for many do
become ghoulish killers that need to be hunted down by templars of the
Silver Flame, the knights of Dol Arrah, or the Aereni Deathguard. This is
an additional reason most vampires don’t make legions of spawn; all it
takes is one spawn going feral and drawing templars to town to lead to a
deep purge. Undead have no rights under the Code of Galifar, and
destroying a vampire isn’t considered murder; you’d just better be sure
the mayor is a vampire before you kill him.
You don’t have to embrace this idea, and it’s also something that could vary by strain. In
the case of a cult, the idea is that the willpower of the sire sustains the spawn, but that if
the master is slain the spawn could devolve into monsters. Likewise, in cultures like the
Blood of Vol or the Bloodsails where vampirism is an accepted tool, a newborn will be
guided through their new existence, so the feral collapse is rare. But it’s a reason
people aren’t lining up to become vampires… and a challenge you’ll have to deal with
when facing a cult.
VAMPIRIC POWER
The default vampire in the Monster Manual has a Challenge Rating of 13-15… far too
powerful for a starting party of adventurers. It also feels pretty dramatically powerful to
use in many of the situations that have been described above. Is every vampire
Bloodsail CR 13? Are you going to run up against a CR 15 vampire “mentor” if you start
a brawl in a Seeker community? The CR 15 vampire spellcaster works great for The
Ancient Enemy or They Are The Land… but it can be overpowering when you just want
to have a vampire leading a small Emerald Claw cell.
While this is a practical solution to the power level of a vampire, the default vampire
spawn lacks many of the classic vampire powers and isn’t the most interesting
opponent. I’m posting a companion article on my Patreon that provides additional
options for vampire spawn to make them more interesting enemies.
Qabalrin vampires use the Vampire and Vampire Spawn stat blocks from the Monster
Manual, and have the standard weaknesses. Their Charm effect involves manipulation
of desire and allure; their victims adore them. The Bloodsails have developed a magic
item they call the Torc of Blood and Salt. When attuned, this protects a vampire from
being harmed by running water; however, water dramatically bubbles and steams when
in contact with the vampire.
Do y’know the story of King Odakyr, lad? This was before Karrn the Conqueror, before
anyone ever sought the Divinity Within. Odakyr was a warlord and a tyrant, and he drew
power from the darkness in the land. It was said the shadows obeyed his beck and call.
He was a cruel man, and his own son eventually brought an end to his reign with a
sharp length of steel. But just one day after Odakyr was laid beneath the stones, he
rose from his barrow and slew the young prince. He ruled on then, holding court only at
night, and his council had more shadows than it did ministers. It was Halon Harn who
finally did him in, the greatest grandsire of House Deneith, the model for the Sentinel
Marshals of today. But some say Odakyr’s shadow slipped away after the battle… and
that he still lingers, haunting his long-buried barrow.
The Bone King of Mabar can transform chosen mortals into vampires. Often this starts
with a warlock-like pact. As with the story of Odakyr, the mortal might gain powers tied
to the shadows of Mabar—abilities in line with those of a Hexblade or Undead warlock.
When the individual dies, they rise again, infused with the hunger of the Endless Night.
This is the source of the academic name for the line, as old stories speak of tyrants
rising in their barrows. This can be a useful option for a recurring villain; the adventurers
may bring an enemy down or see them die, only to have them return later in the
campaign as a vampire. When a barrowbone vampire is finally destroyed, its spirit is
drawn to the domain of the Bone King in Mabar, where it lingers as a wraith.
Barrowbone vampires don’t have dainty fangs. When they reveal their true nature, their
jaws distend to reveal rows of needle-like teeth. Long bone talons extend from their
fingers; barrowbone vampires inflict slashing damage with their unarmed attacks. When
a barrowbone is struck with a grievous wound, shadow leaks from them instead of
blood. Barrowbone vampires don’t cast shadows—but the Bone King typically grants a
vampire an undead shadow that accompanies the vassal, concealing this absence.
A barrowbone vampire may use the vampire or vampire spawn stat block as a
foundation, reflecting the power of the vassal. Make the following changes to the base
stat block.
Barrowbone vampires aren’t Harmed By Running Water and don’t have the
Forbiddance weakness. However, they are vulnerable to Radiant damage.
A barrowbone can only use its Shapechange to assume mist form; for the
barrowbone, this manifests as transforming into a shadow.
A barrowbone’s Children of the Night trait summons 1d4 Shadows.
While the barrowbone’s Charm action causes a creature to become charmed,
the experience for the victim is one of abject terror; the victim feels that they must
do what the vampire asks of them or they will be destroyed.
A humanoid drained and slain by a barrowbone’s bite returns after burial with the
statistics of a ghoul. These ghoul-spawn retain their appearance and memories
from life, though like vampire spawn they are under the control of the vampire that
made them. They cannot create other ghouls.
Barrowbone Example: King Odakyr. As described in the legend above, Odakyr ruled
as a tyrant long before the Seekers of the Divinity Within settled in the region that still
bears his name. Over the centuries he has occasionally returned and sought to
dominate the mortals that dwell in his ancestral domain, but Seeker champions have
driven him back. Yet no one has ever found his resting place, hidden deep below the
Mabaran manifest zone at the heart of the region. Odakyr is now the site of Fort Bones.
Adventurers could get drawn into Odakyr’s attempt to return and seize control of Fort
Bones; perhaps the Bone King has given him power over the Karrnathi undead! Or
perhaps it’s a dungeon crawl, and adventurers need to delve into his deep crypt to
recover an artifact the Bone King gave to the fallen tyrant long ago…
Souldrinkers don’t have fangs. They have a second tongue with a barbed end that can
extend up to a foot from their mouth. In their vampiric form they appear to be ancient,
with papery skin stretched over bone and eyes of pure darkness sunk deep in their
sockets. They can use either the vampire or vampire spawn stat blocks as a foundation,
with the following changes.
Souldrinkers aren’t harmed by Running Water or by Stakes to the Heart. They are
vulnerable to psychic damage, as they feel things very intensely. They can only be
truly destroyed by psychic damage, eradicating their will to return.
A souldrinker can use Shapechange to assume the form of a beast that can be
summoned with Find Familiar. Each souldrinker has a specific beast form it can
take; once chosen this cannot be changed.
Souldrinkers retain traces of the memories of the creatures they drain. A
Souldrinker can speak with the voices of its victims, using these to taunt
adventurers with those they’ve lost. A Souldrinker can cast speak with
dead targeting its victims, as if their bodies were present. When the sun sets, a
Souldrinker can choose one skill or tool that one of its former victims was
proficient in; for the next 24 hours, the Souldrinker has proficiency and expertise
with that skill.
Souldrinkers do not have the Children of the Night trait.
Souldrinkers don’t create spawn. Someone reduced to zero hit points by a
Souldrinker can only be restored to life by a wish spell. The DM must decide if the
souls remain within the Souldrinker—in which case, the victims could be restored
to life through normal methods if the Souldrinker is destroyed—or if they are
channeled to a specific place or power, such as the Lair of the Keeper.
Malefic Vampires: Spawn of the Overlords
Ultimately, vampires are creatures that appear to be humanoids and prey on humanoids
in order to prolong their unnatural existence. Many of the overlords can corrupt mortals
to create predators. Such malefic vampires may be undead, or they may be fiends; it’s
up to the DM to decide if they are a corpse animated by demonic forces, or a mortal
husk possessed by fiendish power. There’s a few examples of malefic vampires, but it’s
not a conclusive list.
The Cold Sun. Vampires created by the overlord Masvirik manifest serpentine
traits. When they reveal their vampiric nature their jaws distend and reveal long,
serpentine fangs; they shed their skin, revealing scales underneath. In addition to
the standard effect, someone bitten by a Cold Sun vampire must make a
Constitution saving throw (DC 17 for a vampire, DC 14 for spawn) or be paralyzed
for one minute; the victim repeats the saving throw at the end of each of their
turns, ending the effect on success and gaining immunity to that vampire’s venom
for one minute. Poison Dusk vampires aren’t harmed by running water, but they
are vulnerable to fire damage. A Poison Dusk vampire can shapechange into mist
or into a tiny snake; the Children of the Night action can be used to summon 1d4
swarms of poisonous snakes.
The Heart of Winter. Vampires created by the overlord Draal Khatuur have veins
filled with frozen blood. They don’t actually drink blood, but instead absorb the
heat from creatures they embrace. When they reveal their vampire form, their
flesh is encased in frost and they radiate an aura of cold, inflicting 5 cold damage
on any creature that starts its turn adjacent to the vampire. Iceblood vampires are
immune to cold damage and vulnerable to fire damage. In place of Charm, they
can use an effect that mimics hold person; the victim is actually frozen for the
duration of the spell. Icebloods don’t have the Forbiddance weakness, but they
cannot move within 5 feet of a source of fire equal to or larger than a torch. The
only form an iceblood vampire can take with shapechanging is a cold mist.
Iceblood vampires don’t have the Children of the Night trait, but they can cast Ray
of Frost, which manifests as the vampire trying to suck the warmth from the target
at a distance.
The Oathbreaker. Eldrantulku loves to sow strife and intrigue among allies, and
oathbreaker vampires use their gifts to set feuds in motion and cause vendettas.
Once an oathbreaker vampire has tasted a humanoid’s blood, it gains a number of
benefits. It can use its Shapechanger ability to duplicate the appearance of the
victim (or to assume a misty form). It can cast dream on the victim once per day.
And it can cast detect thoughts on the victim from any distance, provided they are
both on the same plane. The victim feels that they are being watched when this
occurs, but cannot identify the source of the sensation. If a victim makes a
successful saving throw against either dream or detect thoughts, they are immune
to the oathbreaker’s manipulations for 24 hours. Oathbreaker vampires don’t have
the Children of Night trait.
The Gatekeeper. Katashka delights in spreading fear of the undead among
mortals, and prefers its minions to be ghastly and dramatic. The nosferatu
presented in Van Richten’s Guide to Ravenloft is a good example of a vampiric
creature Katashka would create; the Gatekeeper is also known to create Spawn of
Kyuss, though in Eberron these are “Spawn of Katashka.”
While academics use the term “Thelanian,” most Thelanian vampires are natives of the
material plane. Often they are transformed due to a connection to an archfey, similar to
the relationship between the Bone King of Mabar and the barrowbone vampires. Lady
Talon is an example of a Thelanian vampire; she is tied to the fey of the Riverwood, and
has become something more than mortal. Thelanian vampires are considered to be fey
as opposed to undead, but the key is that they are still unnaturally extending their life by
consuming the blood or energy of others. The cosmetic details of a Thelanian vampire
should reflect the Archfey or tale that has spawned them. The Archfey of the Riverwood
is tied to owls, and so is Lady Talon; and as a spirit of the Riverwood, she enjoys
running water. Typically, every Thelanian vampire will be unique; learning about the fey
or the tale they are tied to will be the key to understanding their powers.
ALTERNATE WEAKNESSES
Chronicles of Eberron suggests a number of alternative weaknesses for vampires.
Here’s a few ideas that could be used instead of or in addition to the standard options.
These ideas aren’t especially restricted to vampires; they could be tied to oathbound,
death knights, or any other undead with an appropriate story.
Anchors. The Monster Manual suggests that a vampire must be tied to its coffin and to
grave dirt from the site of its original burial. But depending on the strain of the vampire
and its personal story, it could be connected to something other than a coffin. This could
be similar to a lich’s phylactery, an object that facilitates the vampire’s return if it is
destroyed. Perhaps a barrowbone tyrant doesn’t flee in mist form, but they are tied to
their spiked adamantine crown. They will only truly be defeated (and condemned to
wraithdom) if the crown is destroyed; otherwise, some weak-willed mortal will be
compelled to put on the crown, and their body will be reshaped into that of the vampire.
Or perhaps specific abilities of the vampire are tied to an object. A handsome vampire
keeps a portrait made of them in life in their mansion; if it is burnt, the vampire will be
unable to conceal their true nature, becoming hideous and withered. A Thelanian
vampire might be tried to a tree. They meld with the tree when they rest or retreat, and
the sap of the tree is instead all the blood the vampire has drained from its victims.
Ghostlight. Something familiar to players of Phoenix Dawn Command, this is the idea
that certain undead are vulnerable to relics and reminders of their original death. By
learning the history of the creature, adventurers can learn how to effectively defeat it.
King Odakyr was first killed by his son, a human wielding a dagger. The closer
adventurers can get to recreating this original death, the more bonuses they should
receive. At the simplest level, a human attacking Odakyr with a dagger could get
advantage to attack rolls. If the human is wearing a piece of clothing or jewelry that
belonged to Odakyr’s son, the king might be vulnerable to the damage they inflict. If
they can find the actual dagger originally used to kill him, they might get all of that and
negate his regeneration, or score critical hits on an 18-20. Conversely, you could say
that Odakyr cannot be permanently slain any other way, which is why he lingers to this
day; the dagger is lost and has never been found. The point of this is to encourage and
reward investigation; the only way to defeat the undead creature is to understand it, and
to confront it with its own mortality.
The Power of Faith. While many divine spellcasters have ways to harm undead, on its
own a holy symbol has no power over a vampire. In my campaign, I like to give such
symbols power based on the faith of the vampire. If a vampire (or other sentient undead
creature) was an especially devout follower of a particular faith, it must make a Wisdom
saving throw (DC 13) when someone uses an action to brandish a holy symbol of that
faith and castigate them. If it fails the saving throw, the undead creature is frightened of
the symbol until the end of the brandishing character’s next turn. For a more intense
situation, a DM could allow a character of strong faith to take a bonus action to engage
in an opposed Religion check with the vampire; if the adventurer wins the contest, the
vampire has disadvantage on attack rolls against them and they have advantage on
saving throws against its attacks until the end of their next turn. In both of these cases,
the key is that the vampire has to have once had faith, and the adventurers have to
know what it was they believed in. The point is that if a Souldrinker vampire believes its
power comes from the Keeper, there is a level at which it believes it is an abomination
in Dol Arrah’s eyes—and thus it responds to being cursed in her name. But a Qabalrin
vampire that never believed in any power greater than itself won’t be shaken by your
invocation of Aureon or the Flame.