Skeleton age table

undead · CR 4 · from Complete Netbook of Undead
Skeleton age table

Description

Extra Hit DiceExtra Thac0Extra A.C.Extra AbilityExtra XP
Old (100 years)+1+1+1NoneOriginal Xp x 5
Very Old (1000 years)+2+2+2NoneOriginal Xp x 10
Ancient (5000 years)+3+3+3NoneOriginal Xp x 15
Scion (10000 years)+5+5+5Regenerates 1 hp / roundOriginal Xp x 20
Total Negative Plane Connection (25000 years +)+10+10+10Regenerates 5 hp / roundOriginal Xp x 50

Also in this section of the source

Alchemical Vampire

StatisticValue
Climate/TerrainKislova
FrequencyVery Rare (4%)
OrganizationSolitary or group
Activity CycleAny
DietCarnivore
IntelligenceAverage (8-10)
TreasureNil
AlignmentLawful Evil
No. Appearing1 or 10
Armor Class0
Movement14
Hit Dice7+3
THAC013
No. of Attacks1
Damage/Attack1d4 or special
Special AttacksBlood Drain, Poison
Special DefensesHit only by magical or iron weapons, Regeneration
Magic ResistanceNil
SizeM
Morale16
XP Value7,000

Alchemical vampires are only found in Kislova, creations by the domain lord Baroness Ilsabet Obour. They are similar to nosferatu, but do not gain power as they age. Other differences are below.

Appearance

An alchemical vampire generally retains the appearance it had in life, looking like a normal human being. The only difference is that when not actually interacting with other beings, their faces tend to take on a strange blankness of expression that indicates their lack of true emotion and life.

Combat

Alchemical vampires attack once with sharp fingernails for 1d4 points of damage, injecting a deadly poison into the bloodstream of their victim. An unsuccessful save vs. poison causes 40 points of damage, a successful one only 10 points of damage. Only creatures which have an active bloodstream and are affected by poisons need check for this. Alchemical vampires can also cause a loss of 1 point of Con per round with their bite, like a nosferatu. Unlike their more common kin, alchemical vampires do not have any ability to transform into mist or animals.

Only iron weapons or ones of magical origin can affect an alchemical vampire. They regenerate from all other weapons too quickly to be affected. Alchemical vampires also regenerate 2 hp per turn while they are away from direct sunlight. If reduced to 0 hit points, they will dissolve into an acidic fluid (which causes 5 hp dmg to living tissue only, no save). This fluid is capable of flowing at the alchemical vampire’s full movement rate, and will immediately attempt to find a dark area in which to regenerate.

Alchemical vampires are not affected by sunlight, except the above lack of regeneration. They must rest 8 hours of every day in some dark place away from sunlight or they gradually lose hit points until they are destroyed. An alchemical vampire can be defeated by driving an iron stake through its heart, but that only renders them inert until the stake is removed. To permanently destroy it, the body of the vampire must be dissolved in strong acid.

Habitat

Alchemical vampires live only in the domain of Kislova, where they act as the elite guard of the domain lord. Unless they have been ordered to work as a squad, they tend to work and hunt alone.

Ecology

As undead beings, alchemical vampires have no place in the natural ecology. N

All 820 monsters in the Netbook Bestiary