Vampire, Van Helsing

Chris Van Deelen

No. Enc: 1d4
Alignment: Chaotic
Movement: 90’ (30’)
                     210’ (70’) Fly
AC: 5
HD: 12
Attacks: 3 (bite, claw, claw) or 2 (claw, claw) or 1 (wing slap)
Damage: 1d6 / 1d10 / 1d10 or 1d10 / 1d10 or 1d8 + special
Save: 14
Morale: 6
Hoard Class: V, X, XII

 Vampiric mutants are very common among the wastes. No one really knows why so many creatures ended up developing the dietary requirement change mutation, but for some reason the need for blood seems to be at the top of the list for those creatures that have this drawback.

The Van Helsing Vampire differs from more classic vampire-like mutants in the fact that it can go out during the daytime without too much risk to itself. For some unknown reason, many of the vampire-like mutants are vulnerable to UV radiation and as such have to stick to the darkness to hunt. These vampires are slightly vulnerable but not to the extent that many others are.

If there is no cloud cover, the Vampire will suffer only 1d10 hit points of damage per turn, not per round, and any UV based weapons do an additional 25% damage to the creature.

Physically, these vampires do appear human, and are usually quite indistinguishable from most un-mutated humanoids. The only real tell is that they tend to be quite pale, although with the myriad of alternate skin tones that are found, this isn’t a dead giveaway.

They do have two forms though. A human form and then a human / bat-like chimera form. This other form gives the creature the ability to fly at tremendous speeds and tends to cause terror when witnessed by other creatures.

In this form, the vampire becomes more obvious – the ears lengthen and become pointed, their teeth grow into sharp fangs and their hands and feet grow long sharp talons. Of course the wings appear, and are attached to the arms, side and legs. The skin also takes on a more bluish tinge, as if the body is lacking in oxygen.

In combat, the creatures can use the bite and claws that are found when they take their full vampire form, even if they still look human. In their winged shape, they can either bite, slap a foe with their powerful wings, or use their feet talons. Any creature hit by a wing slap must make dexterity save or be knocked prone on top of taking damage from the attack.

When they bite, they can choose to grapple with the victim and continue to inflict bite and blood drain damage every turn. They are incredibly strong, having the strength equivalent of 20 for any grapple check (if the Mutant Lord uses a grappling system, alternately see Wisdom from the Wastelands issue 11: Optional Combat Rules), or the victim can attempt to break free using raw strength. It will then be strength versus strength check, with each side rolling a d20 and adding their strength. The highest roll wins.

Each round that the victim is grappled, the vampire will automatically inflict its bite damage and an additional 1d6 points of damage caused by blood drain. All blood drained this way heals the vampire for the equivalent amount of damage (if it drains 6 hit points, it will heal 6 hit points) or it can build up a hit point reserve through this method (much the way a creature with Vampiric field can).

These creatures can reproduce in two ways. First they can transmit their genetic mutation via a bite, transforming a victim into one of these creatures in 3 days. The kicker is that they actually have to kill the victim before it will arise as a newly created creature. Anyone who survives an attack from these creatures will not be transformed.  Those who are killed and then rise lose all previous mutations and gain this creatures mutations instead.

The second way is that they can reproduce sexually. The difference is that the females don’t give birth to live offspring. Instead they lay clusters of eggs, typically 1-12 eggs at a time. The young offspring develop in these eggs over a nine month period and are then born live.  The young always are born looking like the bat chimera and stay that way until they reach puberty and are then able to shapeshift between forms.

These creatures are cruel and enjoy inflicting pain and terror on those unfortunate enough to live in their territory. They are also very greedy and will sometimes take tribute from creatures less able to defend themselves in order to be left alone.

Of course the size of the tribute determines how long the vampires will leave the creatures, and more often than not the vampires will eventually kill the tribute payer just out of spite and then loot the victim’s home of all valuables.

These creatures also love luxury and always build their lairs in elaborate homes or ruins that are fixed up and made comfortable to them.

Mutations: Aberrant form (natural weapons, xenomorphism – bat chimera), bizarre appearance (coloration change), dietary requirement change (blood), genetic replication, increased physical attribute (strength), increased senses (hearing, sight, smell), metamorph (special), Vampiric field (special)

Source: Van Helsing (2004)

Chris Van Deelen is the author of the Skirmisher Publishing LLC sourcebook Creatures of the Tropical Wastes sourcebook, co-author of its Wisdom from the Wastelands game supplement and contributor to the 'Sword of Kos: Hekaton' Anthology.