Skeleton age table
Description
| Extra Hit Dice | Extra Thac0 | Extra A.C. | Extra Ability | Extra XP | |
|---|---|---|---|---|---|
| Old (100 years) | +1 | +1 | +1 | None | Original Xp x 5 |
| Very Old (1000 years) | +2 | +2 | +2 | None | Original Xp x 10 |
| Ancient (5000 years) | +3 | +3 | +3 | None | Original Xp x 15 |
| Scion (10000 years) | +5 | +5 | +5 | Regenerates 1 hp / round | Original Xp x 20 |
| Total Negative Plane Connection (25000 years +) | +10 | +10 | +10 | Regenerates 5 hp / round | Original Xp x 50 |
Also in this section of the source
Alchemical Vampire
| Statistic | Value |
|---|---|
| Climate/Terrain | Kislova |
| Frequency | Very Rare (4%) |
| Organization | Solitary or group |
| Activity Cycle | Any |
| Diet | Carnivore |
| Intelligence | Average (8-10) |
| Treasure | Nil |
| Alignment | Lawful Evil |
| No. Appearing | 1 or 10 |
| Armor Class | 0 |
| Movement | 14 |
| Hit Dice | 7+3 |
| THAC0 | 13 |
| No. of Attacks | 1 |
| Damage/Attack | 1d4 or special |
| Special Attacks | Blood Drain, Poison |
| Special Defenses | Hit only by magical or iron weapons, Regeneration |
| Magic Resistance | Nil |
| Size | M |
| Morale | 16 |
| XP Value | 7,000 |
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