Vampires

Vampire

Medium sentient undead evil humanoid (9d6)
STR 15 (5d6) AGI 21 (6d6) END 15 (5d6)INT 15 (5d6) LOG 15 (5d6) WIL 15 (5d6) CHA 15 (5d6) LUC 1 (1d6) REP 15 (5d6)MAG 10 (4d6)
MELEE DEFENCE 36RANGED DEFENCE 27MENTAL DEFENCE 18VITAL DEFENCE 27
HEALTH 54SOAK 14 ; VULN 1d6 holyIMMUNE Sick, Bleeding, Fatigued
INITIATIVE 9d6PERCEPTION 7d6 ; superior darksight, lifesenseSPEED 9; CLIMB+ 9; JUMP 42'/15'CARRY 300lb (max lift 750lb)
REACH 5-ftACTIONS 2
🅜 Bite 9d6 melee (5d6+5 damage; blood drain)🅞 Charm 5d6 mental (range 6; charmed) 
Skills history 8 (3d6), stealth 8 (3d6), disguise 8 (3d6), perception 10 (4d6), concentration 8 (3d6), hardy 10 (4d6), reactions 10 (4d6),  brawling 10 (4d6), charm* 6 (3d6), afflicton* 6 (3d6), summoning* 6 (3d6), creation* 6 (3d6)Gear -

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CALLED SHOT. When reduced to zero HEALTH, a vampire is not slain. Instead, it is paralysed. In order to slay a vampire, it must either be beheaded or staked in the heart. A vampire can remain paralysed for centuries, returning to unlife with a drop of nourishing blood. A called shot to the heart with a wooden stake can paralyse a vampire instantly.
Sunlight. Every turn that a vampire begins in direct sunlight, it suffers 1d6 fire damage. Even when not in direct sunlight, vampires suffer -2d6 to all dice pools during daylight hours.
Apotropaics. Certain items can ward off vampires. Good holy items, and garlic, inflict a -1d6 die penalty to any attribute check made by the vampire if within 10' of the offending object. This also causes considerable discomfort to the vampire.
Invitations.  Vampires cannot enter a private dwelling without an invitation from somebody who lives there.   Once an invitation has been extended, the vampire may enter freely thereafter.
Preternatural celerity.  Vampires can move incredibly fast. Once per round, on its turn, a vampire can move its SPEED as a free action, appearing as little more than a blur to onlookers.
Spiderclimb.  Vampires can scale vertical surfaces as though they were horizontal. A vampire gains a CLIMB speed equal to its regular SPEED.
Regeneration. Vampires regenerate 2d6 HEALTH at the start of every turn.  This power only works at night.
Charm. Vampires can make a 5d6 mental attack as a single action against any target within 30'. If successful, the target is Charmed.
Children of the night. Once per day when in an outdoor environment, vampires can spend two actions to summon 1d6 wolves which arrive within 1d6 turns and remain under the vampire's control. This power only works at night.
Shapechange. Avampire can spend two actions to change into the shape of a wolf or a bat. It can change back by spending a further two actions. This power only works at night.
Dark arts. Vampires can create magical effects equivalent to a cantrip related to darkness or mists.
Blood drain. A bite attack allows the vampire to sink its teeth into its victim and drain its blood. This reduces the victim's END dice pool by 1d6 but does not do normal damage.  When the dice pool reaches 0d6, the victim is slain. A creature slain by the drinking of its blood by a vampire rises three days later as a vampire under its creator's control. It remains forever under the control of its creator unless its creator is destroyed. The spawn is considered permanently Dominated by its creator (see Conditions).

Vampire Spawn

Medium sentient undead evil humanoid (5d6)
STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)
MELEE DEFENCE 20RANGED DEFENCE 15MENTAL DEFENCE 10VITAL DEFENCE 15
HEALTH 30SOAK 10; VULN 1d6 holyIMMUNE Sick, Bleeding, Fatigued
INITIATIVE 5d6PERCEPTION 4d6; superior darksight, lifesenseSPEED 5; CLIMB+ 5; JUMP 12'/6'CARRY 120lb (max lift 300lb)
REACH 5-ftACTIONS 2
🅜 Bite 5d6 melee (3d6+3 piercing damage; blood drain)
Skills hardy 3 (2d6), combat 3 (2d6), perception 1 (1d6), movement 3 (2d6), reactions 3 (2d6), stealth 3 (2d6)

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Instant slay. Unlike full vampires, when reduced to zero HEALTH, a vampire spawn is instantly slain, dissolving in a mess of blood. 
Sunlight. Every turn that a vampire spawn begins in direct sunlight, she suffers 1d6 fire damage. Even when not in direct sunlight, vampires suffer -2d6 to all dice pools during daylight hours.
Apotropaics. Certain items can ward off a vampire spawn. Good holy items, and garlic, inflict a -1d6 die penalty to any attribute check made by a vampire spawn vampire if within 10' of the offending object. This also causes considerable discomfort to a vampire spawn.
Invitations.  Vampire spawn cannot enter a private dwelling without an invitation from somebody who lives there. Once an invitation has been extended, a vampire spawn may enter freely thereafter.
Preternatural celerity.  Vampire spawn can move incredibly fast. Once per round, on its turn, a vampire spawn can move its SPEED as a free action, appearing as little more than a blur to onlookers.
Spiderclimb.  Vampire spawn can scale vertical surfaces as though they were horizontal. Vampire spawn gain a CLIMB speed equal to their regular SPEED.
Blood drain. A bite attack allows a vampire spawn to sink its teeth into its victim and drain its blood. This reduces the victim's END dice pool by 1d6 but does not do normal damage.  When the dice pool reaches 0d6, the victim is slain. A creature slain by the drinking of its blood by a vampire rises three days later as a vampire under its creator's control. It remains forever under the control of its creator unless its creator is destroyed. The spawn is considered permanently Dominated by its creator (see Conditions).