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Call of Cthulhu

Compendium

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Vampire

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Attributes

Vampire

Blood-sucking freaks

STR 105
CON 65
SIZ 50
DEX 50
INT 65
POW 65

Hitpoints: 11
Damage Bonus: 1d4
Build: 1
Magicpoints: 13
Move: species rate +2 (human vampire MOV 10)

Abilities

Fighting attacks: Vampires have the usual range of unarmed attacks open to humanoids.
Bite: Depending on the style of your vampire, the vampire may have to hold the victim to continue draining its victim’s blood, or the act of biting may subdue the victim to the vampire’s will. Either way the vampire drains 2D10 STR (blood) from the victim each round thereafter.
Gaze: If the target fails an opposed POW roll the target is hypnotized and can be made to follow simple instructions. If these instructions are self-destructive, at the start of a round the target’s player may attempt an INT roll to snap out of it.
Special Powers: Once physical attacks have exceeded its hit points, the vampire turns into smoke or mist at the end of the round after which its hit points reached zero, thereafter regenerating hit points at the rate of 1 point per round. If, when at zero hit points, a stake is driven through its heart the vampire is killed and reduced to ashes.

Attacks

Attacks Per Round: 1
Armor: 0, but can reform after hit points are exceeded.
Dodge: 25
Fighting: 50% damage: 1d4 + damage bonus or weapon damage
Bite: 50% damage: 1d4 plus special (see Bite)
Gaze: Hypnotized, see Gaze

Armor: 0, but can reform after hit points are exceeded.
Sanity Loss: 0/1D4 Sanity points to be attacked; 1/1D3 to witness a transformation. Vampires of human appearance cost no Sanity points to see.