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Vastonia's Monster Gallery!

 

VAMPIRE MEHDRITH

Climate/ Terrain: Any land

Frequency: rare

Organization: Solitary

Activity Cycle: night

Diet: Special

Intelligence: exceptional (15-16)

Treasure: individuals nil (layer F)

Alignment: chaotic evil

NO.Appearing: 1-2

Armor Class: 1

Movement: 12'', FL 24'' B

Hit Dice: 12

Thaco: 4

NO. of Attacks: 2

Damage/Attack: 8-16/8-16 or 1d6+6/1d6+6

Special Attacks: energy drain, bite (see below)

Special Defenses: Immune to the effects of holy water, mirrors and other holy items which normally effect vampires.

Magic Resistance: 75%

Size: M (6-7') wingspan 8-12'

Morale: 20 fearless

XP Value: 14,000 ea

Appearance: Unlike normal vampires, these terrifying lords of the undead hold no resemblance to that of a human. They are! in every way, what nightmares are made of. Mehdrith have flowing red or black hair, eyes of pooling blood and sharp harpy-like talons which extend from their feet. Mehdrith also have large wings, similar to a giant bat, which protrude from their upper rear torso, like that of vile demons. Mehdrith also have very muscular physiques to support their impressive frames, thus allowing Mehdrith to easily handle most enemies with sheer brute power.

All Mehdrith have sharp hooked teeth within their mouths, much like normal vampires. Which are readily used to drain blood from their victim's. In times of simple rage or blood lust, these fangs grow up to 2 inches in length and become very obvious to any who are unfortunate enough to witness them. At a distance "with wings tucked neatly beneath a cloak" a Mehdrith could be mistaken for a common foe, or at best just another figure in the shadows of darkness.

Combat: Like their brethren vampires, the Mehdrith use their immense strength (19) and powerful fist strikes to take down their enemies. Their fist's cause from 8-16 damage each, while a strike from their legs (talons) cause 1-6 + 6 damage, but talon attacks are generally used during aerial assaults only.

The mere touch of a Mehdrith causes a victim to lose two life energy levels permanently, providing a successful saving throw VS death magic is unsuccessful. All saving throws VS the Mehdrith's powerful draining effect are made at a -3 penalty, thus representing their powerful synchronism with the negative material plane from which their life essence eternally walks. This saving throw must be made for each occurrence where the Mehdrith successfully strikes his/her victim.

The Mehdrith's gaze can bring a victim to tears or simply overtake their minds. Emanating fear, a Mehdrith's pupilless glance can intimidate even the boldest warrior. Anyone attempting to engage a Mehdrith in melee combat must save VS breath weapon or immediately flee in terror. Those who save may continue without suffering any additional effects. The Mehdrith's stare can also be used to hypnotize victim's in the same manor as normal vampires. When caught in a Mehdrith's gaze, one must save VS spells at a -2 penalty or be under similar effects to that of a charm person spell.

If a Mehdrith so chooses, they can attempt a bite attack (1d4 damage) on any person or creature which stands before them. If a bite attack is successful and the victim fails a saving throw VS paralyze/poison, they will fall to the ground paralyzed for 2d4 rounds. This is usually long enough for the victim to be completely bled and drained of all life. A Mehdrith can suck one pint of blood per round of feeding. If a victim were to wake during this feeding, they would be virtually drunk with weakness. For argument sake, a victim loses 15% of their total hitpoints per round of a Mehdrith's feeding. Remember a drunk warrior can still fight, just not very good.

Weapons of less than +3 enchantment simply pass through a Mehdrith, causing no damage what so ever. All others cause normal damage, but will be daunted by the Mehdrith's regenerative properties, which allow them to heal four hitpoints per round, regardless of condition. If reduced to zero hitpoints and left alone, a Mehdrith will soon gain it's feet and become fully functional within minutes. If reduced to -10 hitpoints the Mehdrith will instantly dissipate into gaseous form, from which time they will attempt to escape the scene, returning to their coffin's or layer of solitude. After a minimum of eight hours within their coffin's/place of rest, the Mehdrith will return to it's corporeal form. If ever a time comes where the Mehdrith cannot return to it's place of rest within 12 hours after becoming non-corporeal, the Mehdrith will cease to exist and be forever slain.

Just like typical vampires, Mehdrith are immune to Sleep, Charm and Hold spells as well as all types of poisons and any attacks which cause paralysis. Spells that are cold or electrical based cause half damage. Mehdrith's can assume (non-corporeal) gaseous form at will, making them next to impossible to attack and allowing them the ability to escape almost any sort of confinement. Mehdrith also possess the ability to scale sheer surfaces, like that of their brethren, allowing them to quickly scamper up walls, crevices etc. Although flight is the preferred mode of transportation.

The only typical vampiric ability the Mehdrith do not possess is the power to summon the aid of lesser creatures, such as rats, bats, spiders etc. However any single Mehdrith could have control of many other lesser vampires, but that's left up to the DM's discretion.

The Mehdrith's only real weakness is that of sunlight. A Mehdrith exposed to direct sunlight will burst into flames within one full round of exposure. This is quite a violent scene and anyone caught up in the fray could suffer burns equaling 1d6 hitpoints of damage. However this only turns the Mehdrith into it's non-corporeal form, allowing them to return at a later time. Garlic enrage Mehdrith, although it could hold em at bay if presented with true courage and conviction. Mehdrith shun the scent of garlic and will not approach it's presence unless the circumstances are unavoidable or easily rid of.

The only sure fire way to utterly annihilate a Mehdrith is to plunge a wooden steak directly through it's heart and take further precautions to ensure it stay's dead. IE. head removal, burning the body etc. This destroys the Mehdrith's essence forever! Only a called shot at a -5 penalty will ever strike a Mehdrith's heart. A natural 20 could also have the same effect if the DM so desires.

For all other info concerning Mehdrith Vampires please use normal vampire statistics found in the Monsterous Compendium.

Habitat/Society: Mehdrith are usually found within ancient burial tombs, graveyards, underground chambers or other places of death and desolation. Like other vampires, Mehdrith prefer to live near areas of the deceased, making their layers amidst locations where people fell victim to murder, suicide, torture or mass death. Some Mehdrith make their layer's atop forgotten towers or perhaps within eerie mountain tops.

Ecology: Spawn of demonic incantation and of eternal life, Mehdrith are Vastonia's most powerful vampire race. More commonly found in Rhuwythium, the Mehdrith vampires have also been seen within the continents of Tarpathia and Vastonia. Legends of the land claim of another type of Mehdrith called the Methwane. A more powerful Mehdrith that can kill people with a scream like that of a banshee. See Legends & Lore for more details.

Variants: None

 
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Cole E Austin