Okay, so, I may have lost track of my intended submission for the AdventUre Calendar 2024 this year, but then again, I am writing stuff every day. Today: I participated in the Secret Santicorn 2024 in the OSR Discord server, which means I got assigned a prompt to blog about. So, for Vance from Leicester’s Ramble, here’s Several Vampires That Aren’t Quite Vampires!
So, a wereperson is a person that transforms into a creature at full moon, or other intervals. A vampire is a person who has traits of, and can transform into, a vampire bat.
If we were to think of other kinds of vampires, based on other creatures, that’d mean they wouldn’t necessarily suck blood. For this exercise, let’s pick “sucks blood” as the core vampire trait that we will pivot our variations around.
So, what else sucks blood, and what would they be like?
Hirudinarian
Leech-Vampire; from the animal class of Hirudinea
- Can flatten and elongate their body to squeeze through tiny gaps.
- Secretes anticoagulants through their skin when they feed
- Able to detect heartbeats through vibrations
- Amphibious, lurking in swamps and water bodies
Bite
- Y-shaped triple incision, like a Mercedes-Benz logo
- Wound keeps weeping blood due to anticoagulant
- Circular bruising around the bite site
- Surface skin might appear slightly dissolved
Subtle tells when in human form
- Flexible movements
- Sways slightly when standing still
- Skin always appears slightly moist
Clues
| 1d6 | Clue |
|---|---|
| 1 | Local wells and water sources become fouled |
| 2 | Increase in unexplained drownings |
| 3 | Blood-tinged water from the taps or wells |
| 4 | Strange Y-shaped scars on livestock |
| 5 | Figure seen emerging from river at night |
| 6 | Persistent fog over wetlands |
B/X Statblock
Armour Class: 2 [17]
Hit Dice: 7+3** (34hp)
Attacks: 1 × bite (1d6 + blood drain)
THAC0: 12 [+7]
Movement: 120′ (40′)
Swimming: 180′ (60′)
Saving Throws: D8 W9 P10 B10 S12
Morale: 10
Alignment: Chaotic
XP: 1,250
- Blood Drain: Upon successful bite, latches on and drains 1d4 hp per round automatically
- Regeneration: 3hp per round unless fully dried out
- Squeeze: Can compress body to fit through 2-inch gaps
- Amphibious: Can breathe water and air equally well
- Anticoagulant: Victims continue bleeding 1hp/round for 1d6 rounds after feeding ends
- Special Defenses:
- Half damage from non-magical weapons
- Unaffected by sleep, charm, hold
- Weaknesses:
- Salt causes 2d6 damage per round of contact
- Cannot regenerate if completely dried out
Culicid
Mosquito-Vampire; from the animal class of Culicidae
- Ultra-light bones and ability to jump incredible distances
- Can detect prey through heat signatures and CO2 emissions
- Proboscis (their “syringe”) might extend from their forearm or wrist rather than face
- Injects victims with a euphoric substance that makes the feeding painless
- Could have an unsettling high-pitched hum when agitated
Bite
- Single precise puncture mark with a tiny exit hole nearby
- Distinctive raised welt around the wound
- Victims often don’t notice until later due to the anesthetic
- Sometimes leaves small track marks where the proboscis probed for a vein
Subtle tells when in human form
- Incredibly light footsteps
- High-pitched voice that sometimes buzzes
- Arms seem slightly too long
Clues
| 1d6 | Clue |
|---|---|
| 1 | Unusual number of people reporting vivid, euphoric dreams |
| 2 | Local dogs constantly alert to high-pitched sounds humans can’t hear |
| 3 | Strange shadows passing overhead on moonlit nights |
| 4 | Unexplained anemia cases with single puncture marks |
| 5 | Birds refusing to roost in certain areas |
| 6 | People report feeling watched from above |
B/X Statblock
Armour Class: 3 [16]
Hit Dice: 7** (31hp)
Attacks: 1 × proboscis (1d4 + blood drain)
THAC0: 13 [+6]
Movement: 120′ (40′)
Flying: 180′ (60′)
Saving Throws: D8 W9 P10 B10 S12
Morale: 9
Alignment: Chaotic
XP: 1,250
- Blood Drain: On hit, drains 1d6 hp and induces euphoric state
- Heat Vision: Can detect warm-blooded creatures within 120′
- Jump: Can leap 60′ horizontally or 30′ vertically
- Flight: Silent flight except for distinctive hum when attacking
- Proboscis Strike: Can attack at 10′ reach
- Special Defenses:
- Half damage from non-magical weapons
- Unaffected by sleep, charm, hold
- Weaknesses:
- Smoke causes confusion for 1d4 rounds
- Cannot fly if wings get wet
Ixodid
Tick-Vampire; from the animal class of Ixodidae
- Incredibly patient hunters who can wait motionless for weeks
- Ability to gorge themselves on massive amounts of blood, swelling in size
- Extremely tough skin that’s hard to penetrate
- Transmits diseases
- Has hooks or barbs that make them very hard to remove once they latch on
Bite
- Wide, deep crater-like wound
- Often found in skin folds or hairline
- Might find remnants of their cement-like feeding tube
- Surrounding skin looks stretched where they attached
Subtle tells when in human form
- Very deliberate, patient movements
- Thick, tough-looking skin
- Segment pattern in their irises
Clues
| 1d6 | Clue |
|---|---|
| 1 | Pets refuse to enter certain buildings |
| 2 | Multiple cases of mysterious wasting disease |
| 3 | Local healing magic becomes less effective |
| 4 | Unexplained disappearances of homeless people |
| 5 | Blood banks reporting break-ins with minimal evidence |
| 6 | People reporting feeling of being watched for days before disappearing |
B/X Statblock
Armour Class: 0 [19]
Hit Dice: 8+3** (39hp)
Attacks: 1 × bite (1d8 + blood drain + disease)
THAC0: 12 [+7]
Movement: 90′ (30′)
Saving Throws: D8 W9 P10 B10 S12
Morale: 12
Alignment: Chaotic
XP: 1,750
- Blood Drain: Upon successful bite, drains 2d4 hp per round
- Disease: Save vs. Poison or contract magical disease
- Tough Hide: Additional -2 AC against piercing/slashing
- Latch: -4 to remove once attached
- Gorge: Can drain up to 4x own body weight in blood, growing larger
- Special Defenses:
- Half damage from non-magical weapons
- Unaffected by sleep, charm, hold
- Weaknesses:
- Fire does +2 damage per die
- Must rest 1 week after gorging






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