Types of Vampire:
Newborn- Humans who have recently been infected with the disease of Vampirism, they have few of the cursed gifts of their condition, but similarly, almost none of the weaknesses. Treat them as what they were before being infected, but with a few changes.
Statblock:
To create a Newborn Vampire, create his normal statblock, add the following abilities, then roll for the random results.
All Newborn Vampires have the following abilities/conditions:
Blood Drain: Newborn Vampires have a 1d6 bite attack that causes the target to take 1d6 CON damage. If this CON damage reduces a creature to 0 CON, it dies. If the Vampire can regenerate, this heals him for 1d6 HP.
Undying Thirst: All Vampires thirst for blood. If given a chance to drink blood, the Vampire must succeed a morale check to resist the urge.
Infectious: Vampires carry the disease known as Vampirism. If a non-Vampires comes into contact with a Vampire's bodily fluids, such as when bitten, during sex, or any other situation where a blood-borne infection could be spread, that creature must succeed on a CON save. On a failed save, that creature becomes infected with Vampirism.
They have a 50% of having:
Vampire Eyes: As a free action, they can make eye contact with a human (or humanoid) and force that human to save. On a failed save, the human becomes frightened by the Vampire and will not approach it. The human must succeed on a COG save each round or run and hide. On a successful save, the human overcomes their animal fear and resists the Vampire's influence.
They have a 20% of having:
Sunlight Sensitivity: The Vampire's eyes and skin are sensitive to sunlight. They have disadvantage on all checks and saves while in direct sunlight. They also have difficulty seeing- their eyes have become quite sensitive to light. Wearing dark glasses or lenses will negate this effect.
Enhanced Senses: Compared to a human's blunt senses, this Vampire has heightened senses. He can see in low light, though not perfect darkness, he can hear heartbeats when it is quiet and he can track scents like a bloodhound. He makes all checks based on sensing or perceiving things with advantage, but when forced to save against some disruptive sensory effect, such as a bright light or loud sound, he has disadvantage on the save.
They have a 10% chance of having:
Regeneration: As an action on his turn, the Vampire can regain 1d6 HP. If injured with fire or a silver weapon, he can only heal 1d4. Damage from holy or blessed weapons cannot be healed this way and can only be healed by resting over time.
Fledgling
HD 1d6
AR 1d3
Atk Weapon or Enhanced Strength (1d6+2/1d6+2) or Blood Drain
Mor 13
Saves (7+HD) or less
Undead: Undead do not feel pain or get tired. They are immune to poison and disease. They do not need to eat, sleep or breathe. Any spell that says "Undead" in its title or description is talking about something like this.
Sunlight Vulnerability: Undead take 1d6 radiant damage for every round they spend in sunlight.
Blood Drain: Fledgling Vampires have a 1d6 bite attack that causes the target to take 1d6 CON damage. If this CON damage reduces a creature to 0 CON, it dies. This heals the Vampire for 1d6 HP.
Enhanced Senses: Compared to a human's blunt senses, Fledgling Vampires have heightened senses. They can see in low light, though not perfect darkness, they can hear heartbeats when it is quiet and they can track scents like a bloodhound. They makes all checks based on sensing or perceiving things with advantage, but when forced to save against some disruptive sensory effect, such as a bright light or loud sound, they have disadvantage on the save.
Regeneration: As an action on his turn, a Fledgling Vampire can regain 2d6 HP. If injured with fire or a silver weapon, he can only heal 1d6. Damage from holy or blessed weapons cannot be healed this way and can only be healed by resting over time.
Undying Thirst: All Vampires thirst for blood. If given a chance to drink blood, the Vampire must succeed a morale check to resist the urge.
Infectious: Vampires carry the disease known as Vampirism. If a non-Vampires comes into contact with a Vampire's bodily fluids, such as when bitten, during sex, or any other situation where a blood-borne infection could be spread, that creature must succeed on a CON save. On a failed save, that creature becomes infected with Vampirism.
Tactics:
- Rush in, trusting your regeneration to save you
- Target anyone carrying anti-Vampire weapons first
- If all targets carry anti-Vampire weapons, target the biggest threat
A Fledgling, also called a Child or Neophyte, is a Vampire that has finally started to gain some actual power from the curse laid upon them. However, they have inherited a number of weaknesses, along with their newfound abilities. They burn in sunlight and are harmed by the touch of silver now, unlike their Newborn cousins. They are also sensitive to loud noises and bright lights, as they are not used to their superhuman senses yet. They find pungent odors, such as garlic, revolting.
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Elder
HD Varies, see below
AR Varies, see below
Atk Varies, see below
Mor 15
Saves (7+HD) or less
Undead: Undead do not feel pain or get tired. They are immune to poison and disease. They do not need to eat, sleep or breathe. Any spell that says "Undead" in its title or description is talking about something like this.
Sunlight Vulnerability: Undead take 1d6 radiant damage for every round they spend in sunlight.
Fear Aura: Elder Vampires, can if they wish, radiate an Aura of Fear. All creatures within 50' must save. On a failed save, those creatures become frightened and take 1d6 COG damage per round they can see or hear the Vampire or are otherwise threatened by it. If this COG damage reduces a creature to 0 COG, the creature runs away or hides. If neither is possible, it will beg for mercy. If that produces no effect, then the creature will fight, but only so it can escape.
Frightened creatures cannot move closer to an enemy. Additionally, creatures who pass their save must save again each time the Elder does something sufficiently scary, such as killing another party member.
Blood Drain: Elder Vampires have a Bite Attack that does 2d6 CON damage to any creature it hits. If this CON damage reduces a creature to 0 CON, it dies. This heals the Vampire for 2d6 HP.
Enhanced Senses: Compared to a human's blunt senses, Elder Vampires have heightened senses. They can see in low light, though not perfect darkness, they can hear heartbeats when it is quiet and they can track scents like a bloodhound. They makes all checks based on sensing or perceiving things with advantage, but when forced to save against some disruptive sensory effect, such as a bright light or loud sound, they have disadvantage on the save.
Regeneration: As an action on his turn, an Elder Vampire can regain 2d8 HP. If injured with fire or a silver weapon, he can only heal 1d8. Damage from holy or blessed weapons cannot be healed this way and can only be healed by resting over time.
Undying Thirst: All Vampires thirst for blood. If given a chance to drink blood, the Vampire must succeed a morale check to resist the urge.
Infectious: Vampires carry the disease known as Vampirism. If a non-Vampires comes into contact with a Vampire's bodily fluids, such as when bitten, during sex, or any other situation where a blood-borne infection could be spread, that creature must succeed on a CON save. On a failed save, that creature becomes infected with Vampirism.
Sleep of Death: The Vampire must rest in a coffin each night or lose 1d6 HP per day. This HP cannot be recovered until the Vampire rests in a coffin again. The Coffin must be lined with soil from the land where the Vampire was born or where his ancestors were interred. He can also rest on this earth alone, without need for a coffin.
Specific Death Condition: The Vampire has a specific death condition. He must be staked through the heart, beheaded and his neck stump stuffed with garlic and sage. The head must be buried far away from the Vampire's corpse. Unless that condition is met, the Vampire will return to unlife in (12-HD) months (min 1). His servants, if he has any, know this and will steal his body away for safe keeping. The only other way to ensure the Vampire dies is through immolation by sunlight.
Staked: If impaled through the heart with a stake at 0 HP, the Vampire will go into a state of torpor until the stake is removed. They will be helpless at this point, indistinguishable from a normal corpse.
Tactics:
- Depends on the Elder, see below
Also called Mature Vampires or Middle-Bloods, a name they loathe, Elders are Vampires who have been changed for some time now. They are fully Undead, reigning over petty courts of other Undead, human sycophants and other foul creatures. They are powerful, yes, but nearly as much as they claim.
They are also more than a little out of touch, their personality having been frozen at the moment they became true Undead. They have difficulty understanding the changes to mortal society and will often be obsessed with ideas and grievances from decades or centuries ago.
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To generate an Elder Vampire, roll on the Tables below:
How old is this Elder?
1d3
1- Young, for an Elder. The Elder has only been a Vampire for decades. He has 1d6+2 HD. He has an AR of 2. He makes two Attacks that do 1d8+2 damage on a hit.
2- Mature. The Elder has been a Vampire for a century or more. He has 1d8+2 HD. He has an AR of 3. He makes two Attacks that do 1d8+4 damage on a hit.
3- Old. The Elder has been a Vampire for multiple centuries. He has 1d10+2 HD. He has an AR of 4. He makes two Attacks that do 1d8+6 damage on a hit.
What is their Affiliation?
1d3
1- Independent. The Elder follows the old law, that the strong rule and the weak obey. He does not belong to any organization and refuses to bow to any.
2- Clan Elder. The Elder is part of a Vampire Clan, part of the entrenched aristocracy who spends his time locked in byzantine political intrigues, competing with his unaging rivals to stay atop the unstable pyramid that is Vampire society.
3- Returned. The Elder was staked, but not killed, in ancient times and entered torpor for an extensive amount of time. He has been largely forgotten and has no clue how much time has passed since he was staked, or how the world has changed in the years since he entered torpor.
Do they have any servants?
1d4
1- Not yet. The Elder is currently alone, but likely not for long.
2- Their Spawn. The Elder is accompanied by 1d4 lesser Vampires, who serve at his pleasure. These lesser Vampires have a 50% of being Newborn or Fledgling Vampires.
3- Mortal Servant. The Elder is assisted by a human, or a member of the local community. This mortal serves the Vampire because 1d4 [1= He is being controlled by magic; 2= He was persuaded by the Vampire to serve him in exchange for some potential reward; 3= He was part of a blood cult that worshiped Vampires and potentially, this Elder, as a divine being; 4= He hates his neighbors or another group of people and wants to use the Vampire to harm those people.]
4- As above, except the Vampire is served by a group of mortals. These mortals are part of a 1d6 [1= A family that has served the Vampire for generations; 2= A blood cult that worships Vampires in general or this one specifically; 3= A secret society that serves the Vampire in exchange for learning dark magic and possibly being changed into a Vampire; 4= A pleasure cult that views being infected with Vampirism as a great "blessing"; 5= A criminal syndicate which works for money, or seeks to leverage the Vampire's power to expand their hold on the criminal underworld (they are more naive than the pleasure cultists); 6= A group that holds onto some ancient belief or grievance that has long been forgotten by everyone besides them and the Vampire.]
Do they have any other powers?
1d2
1- No. He trusts in his own strength.
2- Yes. The Elder knows 1d6 Blood Arts and can cast them in place of an Attack.
What tactics does the Elder use?
1d4
1- Evaluate your enemies and when you find the strongest or most dangerous one, target them ruthlessly.
2- Attack and retreat, use fabian tactics. Avoid fairness.
3- Target the weak links, spread fear among the lesser enemies
4- Stroll in confidently and attack the first thing you see. A lion doesn't care for the opinions of sheep.
Ancient
HD 1d8+10
AR 5
Atk Weapon or Superhuman Strength (1d10+6) x3 or Superhuman Strength (1d10+6) and Blood Drain
Mor 17
Saves (7+HD) or less
Statblock Changes:
Use the Elder Statblock, with the following changes.
Stuff of Nightmares: Ancient Vampires cannot be injured by non-magical weapons, unless those weapons are silver (or silver-edged) or blessed/holy. They take damage from fire and magical weapons normally.
Regeneration: An Ancient Vampire's regeneration lets them heal 3d8 HP as an action. Other then that, it works the same as an Elder's.
Blood Sorcerer: Ancient Vampires know 1d8+2 Blood Arts.
Specific Death Condition: If not staked through the heart, beheaded and then having their body burned to ash and scattered into a river or at a crossroads, an Ancient Vampire will return to life in a year and a day. Alternatively, immolation by sunlight will permanently destroy an Ancient Vampire.
Tactics:
- Treat all enemies with brazen contempt, unless they prove dangerous
- Make conversation and badly ape class and sophistication
- Kill those who prove annoying
- If actually in danger, destroy all responsible and all who saw your weakness
Ancient Vampires, or the Old Blood as they grandiosely refer to themselves, are Methuselahs from a previous Age. They have either woken after a long period of torpor or have been secretly maneuvering in the shadows for a long time. These towering Blood Gods are extremely powerful and cruel, having long forgotten anything that once resembled their humanity.
While an Elder can still pretend to be human, Ancients will rarely bother with any sort of pretense. They have lived for so long that all creatures now can fit into only two categories for them- food or tools. While younger Vampires can still retain some shred of their humanity, these creatures have long ago shed such trappings. They are predators, a mockery of man clad in ill-fitting skin.
To generate the servants of an Ancient Vampire, roll on the tables below:
The Ancient Vampire is served by a...
1d8
1- A family line of humans, many of whom are practitioners of dark and blood magic. Some of their ancestors were even "gifted" with the curse of Vampirism, so they could continue to serve the Vampire in death. The family regards the Vampire as their patron. The Vampire might have even once been one of their ancestors while he still lived.
2- A blood cult that has members in many important positions, from the Church to the Aristocracy and the powerful Guilds. They serve the Vampire in hopes of gaining immortality through the curse. They are not the most physically powerful, but they command great sums of money and have large webs of influence. They can make many problems simply disappear with a word to the right person.
3- A band of Ghouls who feed on the desiccated corpses of the Vampire's kills. They revere him as a predator-king and are plenty eager to bow and scrap at his feet, in exchange for more meat. They also have more than a few half-ghouls in the group, who act as a buffer and keep prying eyes away by being as normal as they can be.
4- A mystery cult, with increasing levels of membership that reveal more and more of the truth. Only the innermost ring of members know about the Vampire, those outside it are either dupes who genuinely believe in the religion or greedy people seeking an easy way to gain money and power.
5- An exceptionally brutal mercenary company that prefers to be paid in slaves and plunder as opposed to coin, though they will take it. Rumored to be a refuge for Wizards practicing dark magic and necromancers who create 'Immortal Soldiers'. But surely those are just stories, right?
6- A Sage's Collective or Wizarding Order that is well-regarded for it's deep history and breadth of knowledge. They possess many secrets that were long ago forgotten by others, though they will only teach them to their own members (or those who pay a considerable fee). And while there are dark rumors about them, such as how people often disappear in the city beneath their headquarters, surely that is just scuttle-butt, the kind that occurs when too many scholars of High Art gather in one place.
7- A slave-trading company that specializes in moving human flesh from seller to customer for very reasonable prices. They likely deal in other things as well, but they are known for their early involvement in the slave trade. They are very cheap and do not charge nearly as much as their competitors, making them a great fit for any less scrupulous customer.
8- A small nation or province of an Empire that has a black reputation for being afflicted by plagues, curses and monster attacks, as well as dark magic, cults and sedition. The people there are also said to be excessively clannish, backwards and barbaric. They are unsophisticated rubes who believe in wild superstitions that more civilized folk rightly ignore as poppycock.
The Ancient Vampire's favorite servant is...
1d10
1- An especially loyal human. This human has a 50% of being a normal person (1 HD) or an equal chance of being a powerful Fighting Man with 1d6+1 class levels. The human is devoted to their master for any number of reasons but could easily be motivated by the prestige of serving such a powerful being, a lust for power, misplaced loyalty or anything else.
2- A lesser Vampire, one of their spawn. The Vampire is a 1d6 [1= Newborn; 2-5= Fledgling; 6= Elder.] The lesser Vampire feels a natural kinship with their sire and longs to attend and serve them, in the same way a child longs to bask in a parent's approval.
3- A Magi. The Magi has a 50% of being able to cast spells as a level 1d4+1 Wizard, or is a skilled Alchemist. The Magi is researching Alchemy in the hopes of discovering the secret of immortality. However, he does not wish to become a Vampire, as he does not want to end up like his Ancient Master.
4- An ancient Ghoul. Ghouls live only to feed and the Ancient Vampire has proved an endless meal ticket. For that reason alone, the Ghoul has decided to remain as the Vampire's attendant. When well-fed, and he's almost always, the Ghoul is jolly and gleeful, though still terribly evil.
5- An intelligent Undead. The servant is a 1d4 [1= Wight; 2= Wraith; 3= Mummy; 4= Lich.] The Undead may be bound by magic and forced to serve, but they could just as likely serve willingly, either because they appreciate the bleakness of the Vampire's perspective or hope to nudge the Vampire into helping them accomplish a task they could not do alone.
6- A Demon. Demons love Vampires as they are mortals at their finest, cruel, violent and endlessly depraved. The Demon is endlessly willing to serve, while encouraging the Vampire to engage in greater acts of wickedness.
7- An Elf or other long-lived race. The Vampire sought a companion long ago, one who could understand the isolation caused by a perspective frozen by time. His companion understood him then. Now neither of them care how the world has changed- they barely notice, except to complain and to make notes on what they plan to change. Regardless of what race the Vampire's companion is, the companion has HD equal to at least 1/2 the Vampire and is very powerful in his own right.
8- A Succubus. Vampires usually lose their sexual drives once they become Undead and so it was with this Vampire, until he met this Demon of Lust. Now he has become inflamed for her and wants to possess her forever. The Succubus is aware of this and is using her appeal to manipulate the Vampire to do this. Note that this could be reversed- an Ancient Vampire Queen could find herself losing her head over an Incubus. Also note that while the Demon of Lust is doing the manipulation, they might be in far more danger than they realize.
9- A Hag. Hags are masters of manipulation so this one has either fooled the Vampire and dragged him into some complicated scheme without his knowledge, or he knows exactly what she's up to and he's just going along out of boredom or hunger. Alternatively, she may be far too terrified of him to do such a thing and instead acts as his spy-mistress and agent.
10- A Skinwalker. Skinwalkers all crave power, so acting as the right hand to the most powerful thing they've ever seen seems like not only an excellent survival strategy, but a potential way to gain more power and influence.
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Treasures of the Kindred:
These are treasures that might be in the possession of an Elder or Ancient Vampire. If a Newborn or Fledgling has such a treasure, it was likely loaned or out stolen. Either way, the real owner will come looking for it soon enough.
1d8
1- Stygian Glass. A black mirror that acts as a scry-glass. Has a terrible demon face that can appear in it and be instructed to follow commands. It always follows orders exactly, but will offer the owner of the mirror bad advice, misleading information and a highly skewed perspective. It will claim to be unable to lie (this is a lie). It wants to see you die, simply for it's own amusement. Also, it will beg you not to break the mirror. If you do, it will die (this is a lie).
2- Eclipse. A huge, glittering war-scythe, with a blade sharp enough to shave with. It does 1d8+Atk damage on a hit. 3/Day, it can extinguish any light source smaller than a bonfire. It can also neutralize a source of fire, instantly snuffing it out. If the fire is magically generated, the conjuror of the flame gets a save to resist the effect. If the owner successfully saves, then the charge is not used up. Note that this ability does not work in direct sunlight.
3- Pall of Darkness. A glass bottle filled with thick black smoke. 1/Day, if uncorked, the bottle will swiftly fill 30 cubic feet with darkness, dropping the light level massively. This darkness blinds anyone who does not have the ability to see in the dark and even if a creature can see in low-light, they still have disadvantage on all checks made to see or attacks aimed with vision. This darkness will spread each round until it covers 100' cubic feet or the bottle is corked up. This darkness lasts for 10 minutes or until the bottle is corked up. If opened in direct sunlight, the darkness lasts only 1 minute before it is dispelled.
4- Eye of the Abyss. A beautiful amulet of amber and jet, shaped like a cat's eye. If worn by a spellcaster, it grants them +2 MD and an Affinity (+2) towards Necromancy spells. If worn by a non-spellcaster, it grants magical abilities equivalent to a Level 1 (free-form) Wizard and an Affinity towards Necromancy spells (+1).
5- Mourner's Shroud. A funerary shroud, made of fine silk and woven with beautiful designs of horses. If anyone places this shroud over a sleeping person, that person will fall into a state of suspended animation. As long as the shroud covers them, they will not need food, water or air. They also will not be able to wake up or move until the shroud is removed. All creatures, besides the one who placed the Shroud over the sleeping creature, must save upon seeing the shroud-covered body. On a failed save, they will regard the creature as dead and be totally convinced of this fact, despite any evidence to the controversy. If the Shroud is removed, the sleeping creature can wake up as normal and anyone who believed the creature to be dead, upon seeing evidence to the controversy, will wonder why they whole-heartedly believed such a silly thing.
6- Orb of Kingship. When activated, 1/Month it will give the user the ability to speak in an incredibly persuasive manner and cause a mass charm effect to sweep over any group of creatures standing before him. Those creatures must save, on a failed save, they will be Charmed to the user of the Orb for 1 Month. However, after the Charm effect wears off the creatures will return to their more normal behavior and may start to question any decisions they made while Charmed or orders they were given. Additionally, each time the Charm effect is used on the same group of creatures, it weakens as they slowly build a tolerance.
7- Winter's Thorn. A spear with a tip of frozen ice, it does 1d6+Atk damage, with an additional +1d6 ice damage on a hit. 3/Day, it can also create walls or structures of ice, as long as they are within the following dimensions: 30' long, 5' wide and 10' high.
8- Slavemaster's Ring and Slave's Band. A collar of hammered silver and a matching ring, both adorned with rubies. When the Slave's Band is put on, it cannot be removed, except by the wearer of the Slavemaster's Ring. When the wearer of the Slavemaster's Ring takes damage, the wearer of the Slave's Band takes an equivalent amount of psychic damage, unless the ring's wearer does not wish for this to happen. The bearer of the Slavemaster's Ring can also induce physical sensations on the one who wears the Slave's Band, including pleasure or pain.
Becoming a Vampire:
Any Vampire can infect you with Vampirism by accident if you come into contact with their infected fluids (blood, saliva, sexual fluids) but most often, Vampires take care to not spread their curse to everyone they meet. Most often, the people allowed to become Vampires are those who have served a Vampire for many years or are otherwise favored by a Vampire. For example, a lover, a favored servant, an especially talented craftsmen, etc.
The most common way people contract Vampirism is through their bite. The second most common way is through sex with an infected person. Many rakes and loose women will contract Vampirism at some point. They will often go out of their way to hide this, as in most cultures, Vampirism carries the sentence of exile at minimum, or death in the more puritanical societies. If someone is found to have Vampirism, rumors of them engaging in wild orgies under the moon while worshiping evil gods are sure to follow, regardless of how the disease was contracted.
Some prostitutes also catch the disease and often spread it to many through their trade, so Vampirism is sometimes referred to as "Whore's Bite". This is the topic of much speculation- many prostitutes have been accused of having fangs in their genitals, which they use to spread the disease, for example. Young people are told to maintain their chastity, or they will surely be cursed with the living death of Vampirism.
Optional Rule: Vampiric Degeneration
In my revised Vampire class, I considered the idea of Vampires degenerating over time. The idea was that Vampires slowly decline over time and if they do not control themselves, they will slowly transform into a more bestial form that is more powerful, but less controlled, similar to Vampire: the Masquerade's Humanity system.
If you incorporate such a system, note that most Vampire Elders and Ancients must practice at least some form of discipline in their feeding, as otherwise they would have long ago degenerated into Strigoi.
Strigoi are basically Vampires, but with the intelligence of an animal. They have the strength and raw power of a Vampire, but cannot use most of a Vampire's other powers, as they lack the knowledge of how to employ them. Strigoi also generally follow the orders of Vampires, unless they are hungry, in which case they just rush in and attack, feeding until sated. Once well-fed, a Strigoi becomes docile and can be easily commanded by a Vampire of a similar or higher rank.
For this reason, Vampire Elders and Ancients who degenerate into Strigoi are usually destroyed, as they are too dangerous to keep around and too difficult to control. Lesser Strigoi are often kept by a Clan or Household to be used as a tool of terror, a weapon in times of war and occasionally as brute laborers, as though dumber than most dogs, Strigoi are still powerful physically. Just keep them away from the blood-serfs, or you're looking at a massacre.
Why do Vampires look different?
Why are there so many different types of Vampires, not necessarily in abilities, but in terms of appearance? Here are a few explanations for why.
1d4
1- Vampires descend from their sire. Whatever their sire looked like, the older a Vampire gets, the more like his sire he will become. If his sire was beautiful, he will be beautiful. IF his sire was a disgusting freak- so will he, eventually.
2- When you become a Vampire, your body is slowly modified to express your inner nature. The older you get, the more pronounced this gets. If you were a deceitful person, your features will become bland, unremarkable and average, so to better deceive others. If you were an evil monster, you will become twisted and unnatural looking. If you were vain, you will become more and more attractive as the years go by.
3- When you become a Vampire, depending on your starting morality, you degenerate a certain amount. Those who are virtuous or at least neutral will end up looking mostly human. Those who are bad but not evil will gain some traces of inhumanity, such as cold eyes, corpse-like complexion, etc. Those who are evil are more monstrous. The most wicked barely resemble humans at all, except as a cruel parody, like they were made by an evil god to mock you as they drained your corpse of life.
4- A Vampire's body often changes dramatically throughout their unlife because of regeneration, deliberate modifications, slight errors when shapeshifting or altering your appearance with magic. They are not as stagnant as they appear. So maybe they reason the Vampire looks like a beautiful man is because he wants too. Maybe he's a blood-sucking beast in appearance because he wants to be.
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