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Vampires by Jay Verkuilen

Vampires are creations of Morgoth and Sauron (who was known as a Lord of Vampires in the First Age).  Fell spirits bound into demonic man/bat form.  Most of the breed were probably destroyed in the War of Wrath at the end of the First Age but some may still lurk in various dark corners of Middle Earth, either serving Sauron—their master of old—or engaging in their own evil pursuits. The stats below represent the “typical” case, if such a thing can be said to exist.  If there was ever any real consistency to the breed in the Elder Days, they have lost such in the intervening ages.  The general man/bat mixture is relatively constant, but beyond that it is hard to say.  Some vampires can pass for men in bad light (the weaker ones, typically), others have taken on different animal features (frequently gaining an affinity to that beast in the process), while others appear simply horribly twisted and deformed.  Most vampires aren’t very bright, but vampire lords can be expected to be much more cunning (with correspondingly higher Wits and appropriate Lore skills).

(Tux and tails and pseudo-Hungarian accents optional.)

Attributes: Bearing 14(+4), Nimbleness 12(+3), Perception 12(+3), Strength 15(+4), Vitality 13(+3), Wits 5(0)

Reactions: Stamina +4, Swiftness +3, Willpower +4, Wisdom +4

Skills: Armed Combat: Natural Weapons (Claws) +8, Insight (Corruption) +5, Intimidate (Fear) +10, Jump (Take Off and Landing) +10, Observe (Smell) +5, Stealth (Lurking) +6, Track (Smell) +5

Health: 17

Special Abilities:

Drink Blood: A vampire’s bite drains 1 point of Vitality in addition to doing 2D6+2 damage. The bite is normally only useful if the vampire is in close combat, however.

Iron Claws: A vampire’s claws are made of iron and can rend the most powerful armor. Damage is 2D6+4, mundane armor protects at half its effectiveness.

Flight: Vampires can fly at double pace.

Radiate Fear: Continuous Intimidate effect at half strength (generally the roll is +8, modified by circumstance). Just being in the general presence with no line of sight merits a roll at +4.

Hurt by Sunlight: Vampires are fatigued by sunlight or other “holy” light, e.g., the Phial of Galadriel. Full sunlight would require Weariness checks at TN 20, with the light on a very cloudy day TN 5. Dawn is especially painful to them: +5 TN. Each level of failure incurs another weariness level.

Spells: Beast Summoning (Creatures of darkness only, e.g., rats, wargs, bats, etc.), Blade Shattering, Command, Dumbness, Enslave Beast, Evoke Fear, Fog Raising, Forgetfulness, Holding Spell, Mastery of Shapes (Creatures of darkness), Misdirection, Power of the Land, Sense Power, Shadow of Fear, Shadows and Phantoms, Veiling Shadow. Most vampires do not possess all these spells, of course, but they can be expected to have some. Lords will, of course, be better spellcasters, and some will have their spells converted to Abilities.

Demi-Vampires:

It is said that Morgoth, Sauron, or other practitioners of sorcery bred vampires and men, elves, or orcs on occasion. Precisely what powers they may have is unknown, but it is reasonable to expect that they would be rather more powerful than members of the race in question but conversely weaker than full-blooded vampires.


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