Monster
Vampire
- Resistance (RES)
- 4
- Reluctance to negotiate (RN)
- 6
- Agility (AGI)
- 11
- Strength (dice)
- 3K6
- Weapon
- –
- Spells
- –
- Treasure
- J
- Tiles
- 2
- Special ability
- Charm
RES: Resistance, RN: Reluctance to Negotiate, AGI: Agility, Strength: K6 dice rolled in combat, Tiles: monster tile count. Treasure codes refer to the Treasure table.
How it plays
Its Charm is free in the first two rounds: a character who fails to resist joins the Vampire's front rank, can't cast spells and fights you until the Vampire dies or someone casts Release. Resistance 4 means two spells in three fail against it, and agility 11 with 3K6 strength make it brutal in melee. Put your highest-resistance characters in front and keep Release prepared.
- It resists a spell on a 1K6 roll of 1–4, so about 67% of your spells fail against it.
- Its attacks wound 100% of the time and average 3.2 wounds per attack at maze level 1.
- Reluctance to negotiate 6: you can try negotiation, then a bribe, before you fight.
- It lairs in 2 of the 36 resident-monster outcomes and wanders in 1 of the 18 wandering outcomes.
- Group size on the encounter tables: 1.
Figures are for maze level 1 and come straight from the rulebook tables. Deeper levels add strength, agility and reluctance to negotiate (table 6.7).
Full rules: 8.0 Monsters, Negotiation, and Bribery· 9.0 Combat· 15.0 Special Abilities of Certain Monsters· Monster stats table (8.2)