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  The Chronicles 
  of Mhoriedh™ 
   
  VAMPIRES 
  OF THE 
  OLDEN LANDS™ 
   
  By James Mishler 
   
  &  
  Jodi Moran-Mishler 
   
  Published by 
  James Mishler Games 
  
   
  2 
  VAMPIRES OF THE OLDEN LANDS 
   
  PUBLISHER: James Mishler 
   
  AUTHORS: James Mishler and Jodi Moran-Mishler 
   
  DESIGN & LAYOUT: James Mishler  
   
  DEDICATED TO THE MEMORY OF BELA LUGOSI 
   
  Find out more information about the Olden Lands™, the Chronicles of Mhoriedh™, and other products from James Mishler 
  Games at http://jamesmishlergames.blogspot.com or e-mail us at jamesmishler@gmail.com 
   
  Vampires of the Olden Lands © 2013 James Mishler. All Rights Reserved. Vampires of the Olden Lands, Olden Lands, and 
  Chronicles of Mhoriedh are Trademarks of James Mishler. All Rights Reserved. 
   
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  This book is published pursuant to a License from Troll Lord Games. The Castles & Crusades rules-based content appearing in 
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  The body text of this product is in Souvenir; titles, logos, and section headings are in Baldur. Thanks to Patrick “Mad Irishman” 
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  3 
   
  VAMPIRES AND OTHER BEASTS 
   
  Various superstitions, mostly developed by the peasantry of 
  the vampire-haunted land of Strigoria and the far-travelled 
  Seirgar gypsies, may or may not be efficacious against 
  individual vampires on an individual basis. For such things to 
  work against the vampire, often it must believe in them as 
  much as the peasant who is using them! If a vampire, in its 
  mortal life, was brought up believing that seeing its reflection 
  in a mirror will destroy it, when it is a vampire, unless another 
  vampire is able to disabuse it of that notion, you can be 
  certain that it will avoid mirrors at all costs… and perhaps 
  even be harmed if it does see its reflection in a mirror! 
   
  Of all the vampire types, the only single truism across all 
  bounds is that the holy symbols of the God of Law, whether it 
  is the various crosses of the First Prophet, the hexagon of the 
  Second Prophet, or the octagons of the Third Prophet, will 
  cause the vampire to recoil, even if held in the hands of a non-
  believer, dangling loosely from a chain on a neck, or simply 
  hanging on a wall or sitting on a table. Held in the hand of a 
  believer and presented, a vampire must make a Wisdom save 
  [LL: Save versus Spells] to approach the one presenting the 
  symbol. Clergy of the God of Law and priests of certain 
  Goodly Pagan gods are able to use their holy symbols to 
  actively turn or even destroy vampires through the power of 
  the their deity, as they can other forms of undead, though 
  their ability to do so is partially based on their own faith. 
   
  Common peasant beliefs regarding things that ward off 
  vampires include various items and methods listed below. 
  Most offending objects do not harm vampires, but will cause 
  them to recoil. This causes a vampire to delay any attack by at 
  least 1d4 rounds while it tries to find a way to maneuver 
  around the offending object. If it is not a sure method against 
  that specific type of vampire, they usually get a Wisdom save 
  [LL: Save versus Spells] to avoid it altogether. 
   
  Baby Rattle: This is only sure against the szalbaphir; 
  others are not affected. 
   
  Blessed Candlelight: A vampire must make a 
  Wisdom save [LL: Save versus Spells] to enter an 
  area lit by candles blessed by a cleric of Law or a 
  priest of a Goodly Pagan god. 
   
  Blessed Incense: A vampire must make a Wisdom 
  save [LL: Save versus Spells] to enter an area filled 
  with the smoke of incense blessed by a cleric of Law 
  or a priest of a Goodly Pagan god. 
   
  Child’s Doll: This is only sure against the szalbaphir; 
  others are not affected. 
   
  Garlic: This is only sure against the mhoroiphir and 
  the strighoiphir; others get a Wisdom save [LL: Save 
  versus Spells] to avoid it completely. 
   
  Holly: This is only sure against the szalbaphir; others 
  get a Wisdom save [LL: Save versus Spells] to avoid 
  it completely. 
   
  Holy Bells: The sound of the ringing of bells 
  consecrated to the God of Law or a Pagan god of 
  Good automatically cause a vampire to recoil for as 
  long as they are rung; the grave of a vampire within 
  hearing distance of the morning bells of Gods Day 
  will give off smoke and steam, as the vampire within 
  thrashes and moans in pain from the sound. 
   
  Holy Water: If a vampire sees a vial of the holy water 
  of the God of Law, he must make a Wisdom save 
  [LL: Save versus Spells] or recoil in fear, for he 
  knows the power within. 
   
  Hymns: Hymns sung in praise of the God of Law or 
  even a Good-aligned Pagan god can cause a vampire 
  to recoil. 
   
  Icons: The various icons used in the Western Rites, 
  Elysian Rites, and lesser sects of the Gregorian 
  Church can be efficacious in causing a vampire to 
  recoil, if they are true blessed icons. 
   
  Knots: According to the Seirgar gypsies, vampires, 
  due to the tangled web of their un-life, have a mystic 
  tie with knots. Placing a knotted string or rope on a 
  door or window will cause a vampire to pause and 
  contemplate the knot for 1d4 rounds if it fails a 
  Wisdom save [LL: Save versus Spells]. 
   
  Mirrors: Not all vampires are afraid of mirrors; 
  mhoroiphirs and strighoiphirs abhor mirrors and 
  avoid them at all costs, while others are less 
  concerned, but might still recoil. 
   
  Netting: Netting, placed over windows and doors, 
  operates much like a knotted string or rope, above, 
  with the addition that if the vampire fails his saving 
  throw with a Natural 1, the vampire has become 
  entangled in the netting and is paralyzed. 
   
  Poppy Seeds: A vampire must make a Wisdom save 
  [LL: Save versus Spells] to cross a line of poppy 
  seeds or to walk on ground upon which poppy seeds 
  have been strewn. 
   
  Prayer Beads: A vampire must make a Wisdom save 
  [LL: Save versus Spells] to cross through a door or 
  other portal that is draped with prayer beads 
  dedicated to the God of Law or a Goodly Pagan god. 
   
  Prayers: Prayers chanted in praise of the God of Law 
  or even a Good-aligned Pagan god can cause a 
  vampire to recoil. 
   
  Rose Petals: These are only sure against the 
  lhamphir; others get a Wisdom save [LL: Save versus 
  Spells] to avoid them completely. 
   
  Running Water: A vampire must make a Wisdom 
  save [LL: Save versus Spells] to cross over a river or 
  other source of running water, in whatever form, 
  other than at a bridge. 
   
  Salt: A vampire must make a Wisdom save [LL: Save 
  versus Spells] to cross a line of salt or to walk on 
  ground upon which salt has been strewn. 
   
  Stake: A vampire must make a Wisdom save [LL: 
  Save versus Spells] or recoil when he first sees a 
  stake in the hands of a combatant. 
   
  
   
  4 
  BHABAPHIR [GRANNY SOUL-SUCKER] 
  CASTLES & CRUSADES 
  No. Enc:  
  1 (1 in lair) 
  Size:  
   
  Medium 
  HD:  
   
  5 to 7 (d12) 
  Move:   
  40’ 
   
  Climb: 20’ 
  AC: 
   
  16 
  Attacks:   
  2 Claws (1d3) or Spit 
  Special:   
  Adopt Minion, Alternate Form,  
  Cause Fever, Create Larva, Darkvision 60’,  
  Day Walker, Gaseous Form, Illusions, 
  Regeneration, Sorcery, Spider Climb, 
  Venomous Spittle, Vulnerabilities 
  Saves:   
  M & P 
  Int:  
   
  High 
  Alignment:  
  Chaotic Evil 
  Type:   
  Undead (Unique) 
  Treasure:  
  5 to 7 
  XP:  
   
  5 HD: 560 + 5/hp 
   
   
  6 HD: 840 + 6/hp 
   
   
  7 HD: 1,350 + 7/hp 
   
  LABYRINTH LORD 
  No. Enc.: 
  1 (1) 
  Alignment: 
  Chaotic Evil 
  Movement: 
  150’ (50’) 
   
  Climb: 90’ (30’) 
  Armor Class: 
  3 
  Hit Dice:  
  5 to 7 
  Attacks:  
  2 Claws or Spit 
  Damage:  
  1d3/1d3 
  Save: 
   
  F5 to F7 
  Morale:  
  9 
  Hoard Class: 
  VI, VIII, IX 
  XP:  
   
  5 HD: 800 
   
   
  6 HD: 1,320 
   
   
  7 HD: 1,840 
   
  Bhabaphirs are horribly twisted old ladies, the corrupted “wise 
  woman” of a village transformed into a vicious and most evil 
  form of undead. The means for such a thing to pass are 
  several. First and foremost, the wise-woman may delve into 
  eldritch things that are beyond her ken and thus be horribly 
  transformed, possessed perhaps, by a demonic spirit. 
  Similarly, she may be corrupted by Chaos through feelings of 
  jealousy, envy, or hatred for those in her community whom 
  she feels may take advantage of her. Too, another bhabaphir 
  may visit the village in disguise and “convert” the local wise-
  woman. Finally, she may fall in secret to the service of 
  another, more potent vampire, and also be transformed. 
   
  Whatever the source of the transformation, the once gentle 
  and kind wise-woman has become a terrible, potent source of 
  evil and destruction. Her one goal is the utter destruction of 
  her village, beginning with the future of the village – the 
  children. These she slowly poisons with her venomous spittle, 
  disguised as a potion or nostrum to cure a fever or other 
  common childhood illness. Once the child succumbs to the 
  venom, she steals the body from its coffin, for the soul of the 
  child is trapped within in the form of a soul-larva egg, which 
  she trades to night hags for favors, spells, magic items, and 
  other things. 
   
  By day and at most times, bhabaphirs look much as they did 
  in life; the nature of their labors requires it. Only the victim, 
  once he has been reduced to less than half his original 
  Charisma, can usually see the bhabaphir for what it truly is – a 
  walking, desiccated, blackened corpse. However, once she has 
  been turned (not controlled, but turned), her true appearance 
  becomes apparent to all, and the illusion of her hale 
  appearance never works again on any who see her true form. 
   
  ORGANIZATION: The bhabaphir usually works alone, though 
  she sometimes recruits a single lesser undead or monstrous 
  minion to keep around as “muscle.” This minion is covered by 
  an appropriate illusionary cover as needful (see adopt minion, 
  below). 
   
  ECOLOGY: Bhabaphirs are unnatural, undead creatures and 
  have no place in the normal ecology. 
   
  TREASURE: The bhabaphir collects treasure as a measure of 
  her success; she lovingly recalls each coin paid to her to save 
  a child that she was slowly killing, every gem handed over for 
  a love potion that caused hate, and so on. Her trove of scrolls 
  and potions are for her own use, usually gained in trade from 
  night hags in return for the soul-larva of her victims. The 
  bhabaphir keeps her treasures hidden in her secret lair, where 
  also can be found her magic shawl (see vulnerabilities, below). 
   
  RANGE: Bhabaphirs most commonly arise in Strigoria, 
  Bagaudia, and Mhordlakh, but can be found elsewhere, 
  wherever the Gregorian Church or other Lawful faith is weak 
  and the rural, rustic tradition of the wise-woman lives on. 
   
  
   
  5 
  COMBAT: Bhabaphirs fear combat, as unlike their more 
  potent vampiric cousins, they are not immune to normal 
  weapons and have minimal physical prowess; thus they flee 
  combat if at all possible. They usually cower behind their 
  minion while calling for aid from fellow villagers, asking them 
  to “save them from these terrible outlaws!” If the jig is up and 
  she must fight, she takes on the form of a black mountain lion 
  and attacks using the mountain lion’s natural abilities. 
   
  ADOPT MINION: A bhabaphir can adopt a single monstrous 
  creature as its minion, with all the powers and abilities of a 
  familiar. It is usually something intelligent, at least of ghoul-like 
  level of power, and can include undead, lycanthropes, small 
  dragons, humanoids, and other generally man-sized creatures 
  of equal or lesser power than the bhabaphir. The minion is 
  provided with an illusionary cover if need be, though the 
  power does not provide it with greater intellect or the ability to 
  speak any new languages. The illusion of its “normality” is 
  broken if it attacks in any way un-natural to a normal form, 
  such as with claws or a breath weapon. 
   
  ALTERNATE FORM: A bhabaphir can take the form of a 
  black raven, a black cat, or a black mountain lion. She often 
  visits her victims at night in the black cat form; she only takes 
  the black mountain lion form at great need, or when hunting 
  down meddlesome adventurers outside the environs of her 
  native village. 
   
  CAUSE FEVER: The bhabaphir can cause a child to suffer 
  from a fever; a common, normal, childhood malady. She can 
  target any child within 60’, even if she cannot see the child. 
  The child gets a Charisma saving throw [LL: Save versus 
  Death] to save against the effect; if the save is successful, that 
  child cannot be targeted again until after the New Moon. If 
  successful, the child grows feverish and ill for three days, or 
  longer, if the child is plied with the life-stealing potions of the 
  bhabaphir. 
  CREATE LARVA: If the bhabaphir slays a victim with her 
  potion of life draining, the child’s soul will be trapped within 
  its body. This also happens if an adult consumes the potion, 
  which acts as a potion of poison, and dies. Once the 
  bhabaphir recovers the body, stealing it from its grave, she 
  can pull the soul-larva egg from the body. 1d3 days later the 
  egg hatches into a soul-larva, a 6” to 2’ long maggot-like 
  creature with the mewling face of the victim. The bhabaphir 
  usually trades these to night hags, liches, vampires, and other 
  creatures of such ilk in return for spell knowledge, magic 
  items, or favors. She usually keeps soul-larvae magically 
  trapped in a bottle until needed. The larvae are hidden in her 
  secret lair, along with her treasures. 
   
  DAY WALKER: Unlike most vampires, the bhabaphir has no 
  fear of the sun, and is not damaged by it in the least. 
  However, as she cannot use her alternate form, create larva, 
  regeneration, spider climb, or venomous spittle abilities by 
  day, she is careful not to arouse any suspicions and avoid any 
  sort of confrontation by day. 
   
  GASEOUS FORM: A bhabaphir can assume the form of an 
  invisible cloud of gas at will, as the spell gaseous form. If a 
  bhabaphir in any form other than gaseous and is reduced to 0 
  hit points, it automatically assumes the gaseous state and 
  retreats to its lair. There, it will heal if at all possible and 
  prepare for another attack. 
   
  ILLUSIONS: Bhabaphirs can use the following illusionist spells 
  as though they were an illusionist of a level equal to twice their 
  hit dice, each once per day, no more than one per round: 
  dancing lights, ghost sound, change self, charm person, 
  faerie’s glamour, obscuring mist, eyes of fire, and misdirection. 
  She also can provide an illusionary cover for her minion that 
  lasts 24/7. 
   
  REGENERATION: Bhabaphirs can be struck by any weapon, 
  but regenerate damage at a rate of 2 hit points per round 
  from any weapon that is not blessed, silvered, or magical, or if 
  made of wood, made of ash, juniper, or hawthorn. 
   
  She can otherwise only heal damage through application of 
  the sorcerous cause wounds spells or by consuming a soul-
  larva. Each soul-larva consumed cures her of 5 points of 
  damage per level of the soul (0-level counting as 1st level). 
   
  SORCERY: Bhabaphirs can memorize and cast spells as 
  though they were a sorcerer of a level equal to their hit dice. 
  Among the spells they know they invariably possess the 
  poultices of healing spells, and other various other nostrums 
  and elixirs common to the duties required of a village wise-
  woman, as well as 1d3 spells of each level of more potent, 
  deadly sort, learned in trade from night hags and sorcerers. 
  They can memorize one additional spell of each level that they 
  can cast. 
   
  The bhabaphir also has the ability to cast such spells as would 
  be appropriate in the form of the evil eye; that is, she can cast 
  the spell with a mere glance, forgoing the usual hand gestures, 
  magic words, and material components (providing the cost of 
  the material components are negligible, i.e., less than 5 gp). 
   
  SPIDER CLIMB: Bhabaphirs can adhere to and climb any 
  surface. 
   
  VENOMOUS SPITTLE: Bhabaphir spit is venomous; when 
  spit at a target the range is 15 feet and the damage dealt is 
  1d4 plus the hit dice of the bhabaphir (Dexterity save for half 
  damage [LL: Save versus Breath Weapon]). However, she 
  normally only uses her spittle to create a potion of life 
  
   
  6 
  draining, which can only be properly administered to a child 
  who has a fever caused by her cause fever ability. Any other 
  who consumes such a potion merely suffers as though he had 
  consumed a potion of poison. 
   
  When properly administered, if the child fails a Charisma 
  saving throw [LL: Save versus Death] the potion causes the 
  child’s fever to continue for another day, and during that day 
  causes the child to suffer 1d3 points of Charisma damage. 
  During that day no healing can occur, including magical 
  healing. If the child withers away and dies due to Charisma 
  loss, the child’s soul is trapped within his body in a soul-larva 
  egg. If the child saves three times in a row against the effect of 
  the potion, he is immune to its effects and the effects of the 
  bhabaphir’s cause fever ability ever after, and has a +4 bonus 
  to save against any spell or ability used by any bhabaphir. If he 
  survived and his Charisma fell below half normal, he will 
  always be able to see bhabaphirs and their minions in their 
  true form. 
   
  VULNERABILITIES: Refer to the complete listing of 
  vulnerabilities above for the various lesser vulnerabilities of the 
  bhabaphir. 
   
  Every bhabaphir has a magic shawl that contains her essence; 
  she must wear it as she creates her life-draining potion, 
  hatches the soul-larva egg, and performs her various 
  blasphemous rituals and rites. It is otherwise usually hidden in 
  her secret lair. The shawl is immune to any form of damage 
  so long as the bhabaphir exists. Anyone who holds the shawl 
  commands the bhabaphir utterly; she has no saving throw 
  against any demand placed upon her by the bearer of the 
  shawl. If someone holds her shawl and commands her to do 
  so she can still perform her blasphemous rites, but this is the 
  only way she can perform them if she does not have the 
  shawl. 
   
  To slay a bhabaphir, one must first find her shawl, and then 
  command her to sleep. While she sleeps, her heart must be 
  cut out, and then placed in a bowl of holy water; her heart 
  then dissolves. Her body must then be buried at a crossroads 
  outside its native village, with 3’ long blessed iron stake driven 
  into the ground through her chest, where the heart would be, 
  into the good, clean earth. If this is done, her shawl falls into 
  molder and tatters, and she is permanently dead. 
   
   
  EKIMMU [SPIRIT VAMPIRE, VAMPIRE LORD] 
  CASTLES & CRUSADES 
  No. Enc:  
  1 (1 in lair) 
  Size:  
   
  Medium 
  HD:  
   
  10 to 12 (d12) 
  Move:   
  50’ 
  AC: 
   
  20 
  Attacks:   
  Incorporeal Touch (Special) 
  Special:   
  Create Spawn, Darkvision 60’,  
  Eldritch Wizardry, Energy Level Drain, 
  Incorporeal, 
  Possession, 
  Regeneration, 
  Sorcery, Telekinesis, Vulnerabilities 
  Saves:   
  M & P 
  Int:  
   
  Genius 
  Alignment:  
  Chaotic Evil 
  Type:   
  Undead (Unique) 
  Treasure:  
  10 to 12 
  XP:  
   
  10 HD: 6,900 + 10/hp 
   
   
  11 HD: 8,525 + 11/hp 
   
   
  12 HD: 10,175 + 12/hp 
   
  LABYRINTH LORD 
  No. Enc.: 
  1 (1) 
  Alignment: 
  Chaotic Evil 
  Movement: 
  240’ (60’) 
  Armor Class: 
  -1 
  Hit Dice:  
  10 to 12 
  Attacks:  
  1 Touch 
  Damage:  
  Drain 3 Life Energy Levels 
  Save: 
   
  F10 to F12 
  Morale:  
  11 
  Hoard Class: 
  XVII, VIII, IX 
  XP:  
   
  10 HD: 7,300 
   
   
  11 HD: 8,400 
   
   
  12 HD: 8,400 
   
  Ekimmu are the original vampiric spirits that birthed the entire 
  line of vampire types. They are themselves descended from 
  Chaos cultists of Elder Deshret who ascended to a state of 
  Undeath during the Wars of Chaos. The earliest ekimmu 
  settled in the Mountains of Blood, a debatable land on the 
  border between Deshret and Avalondë, where countless souls 
  had fallen in battle during the Wars of Chaos. There they built 
  the Kingdom of Blood and began the long series of kingdoms 
  built on vampirism and sorcery. 
   
  Today only seven of the original ekimmu remain; they are 
  most potent, with 25 or more hit dice, and verge on the status 
  of quasi-deities. The ekimmu usually encountered today are 
  either their spawn, the spawn of their spawn, or strighoiphirs 
  who have ascended beyond their physical bodies. 
   
  ORGANIZATION: Ekimmu are usually encountered singly, 
  unless they have set up a small kingdom in the area, in which 
  case their lair will also be home to at least 3d4 lesser 
  vampires, lycanthropes, and other undead and monstrous 
  creatures of various types per rank (3d4 for common ekimmu 
  lords, 6d4 for barons, up to 15d4 for kings). In such kingdoms 
  the ekimmu is the absolute unquestioned ruler, and may be 
  
   
  7 
  the liege lord of other lesser vampires who have their own 
  domains and servants. 
   
  The vampire domains of the high vales of the Mountains of 
  Blood are large-scale kingdoms of this sort, with each larger 
  realm ruled by an ekimmu who has several lesser ekimmu and 
  lesser vampires serving as his feudal minions. Ekimmu barons 
  usually have 13 to 15 HD, counts 16 to 18 HD, dukes 19 to 
  21, and kings 22 to 24 HD. 
   
  ECOLOGY: Ekimmu are unnatural, undead creatures and 
  have no place in the normal ecology. 
   
  TREASURE: Though the ekimmu long ago moved beyond the 
  bounds of the mortal coil, they still appreciate wealth for its 
  own sake, especially objects of beauty that remind them of 
  their mortal lives. They also value treasure for its use in 
  tempting and controlling mortal beings. If it has magic items in 
  its treasure, it can use any item useable by fighters, sorcerers, 
  and wizards. 
   
  RANGE: Ekimmu are rarely found outside of the Mountains of 
  Blood or Strigoria; the few that leave their homeland are 
  usually exiles, fleeing destruction by their enemies. These tend 
  to settle in the Underworld, ruins, or in large cities where 
  there are plenty of mortals to prey upon. 
   
  COMBAT: Ekimmu love to engage in combat, in either their 
  incorporeal form or in the body of a possessed victim. In 
  incorporeal form they have an insubstantial touch that drains 
  three life energy levels from the victim hit. In possessed, 
  physical form they have all the attacks, abilities, and 
  vulnerabilities of a strighoiphir, with the exception that their 
  bite attack deals up to three life energy levels in damage rather 
  than two and the minimal level of enchanted weapon needed 
  to deal lasting damage depends on their power as an ekimmu. 
   
  CREATE SPAWN: If the ekimmu slays a human, half-elven, 
  half-ogre, half-orc, goblin-man, or gnole victim with his energy 
  drain ability, he may, if he chooses, cause the victim to rise 
  again as a strighoiphir, mhoroiphir, or other lesser form of 
  vampire. He can also cause it to rise again as a spectre, 
  wraith, wight, ghast, ghoul, or zombie, if he so chooses. Only 
  13+ HD ekimmu can create other ekimmu; these will be of 
  the 10 HD variety. Also, rather than create a lesser undead, 
  he may choose to possess the body of the drained victim (see 
  below). 
   
  ELDRITCH WIZARDRY: An ekimmu has the spell-casting 
  abilities of an eldritch wizard [LL: magic-user] of a level equal 
  to its hit dice. It can memorize one additional spell of each 
  level it knows. It must maintain a spell book just like any other 
  wizard. 
   
  ENERGY LEVEL DRAIN: When an ekimmu drains a victim of 
  all its life energy, the soul of the victim is trapped within the 
  ekimmu, and the ekimmu knows everything the soul knew in 
  life. The victim cannot be raised or resurrected, even with a 
  wish spell, until the ekimmu is slain and the soul is freed. 
  Ekimmu trade these souls with one another for amusement 
  and edification; they are able to transform the soul into a soul-
  larva or otherwise transfer it to a vessel such as a jar or gem at 
  will. There is, however, a 1% cumulative chance per month 
  since the soul was taken (up to a 90% chance) that it has been 
  consumed utterly and cannot be retrieved by any means. 
   
  INCORPOREAL: An ekimmu is by nature incorporeal unless 
  it has possessed a body. The ekimmu cannot move in the sun 
  while it is incorporeal, but neither does the sun do it any 
  harm; it simply fades and floats invisibly in a dream-like trance 
  state if it is caught in the sun. Thus, generally, the ekimmu 
  remains hidden indoors or underground by day. 
   
  POSSESSION: An ekimmu may possess the body of a victim 
  it has drained completely of life energy. The body will seem to 
  be exactly as it was in mortal life, with no damage done; the 
  ekimmu can also choose to have the body take on any form it 
  has ever held, from its own original mortal form to any form it 
  has ever possessed. The transformation takes place in an 
  instant, with a mere thought. 
   
  In effect, the body is now a strighoiphir, with all the attendant 
  abilities and vulnerabilities, though as noted under combat its 
  energy drain remains more potent. The body has its own pool 
  of hit points, separate from the hit points of the ekimmu, the 
  hit dice and hit point total of the body equal to that of the 
  ekimmu. If the body is reduced to 0 hit points, rather than 
  going gaseous, the incorporeal form of the ekimmu retreats 
  from the body and the body falls into corruption and rot. 
   
  REGENERATION: Ekimmu in possessed corporeal form can 
  be struck by any weapon, but regenerate damage at a rate of 
  3 hit points per round from any weapon that is not magical 
  and of at least +3 or greater enchantment. An ekimmu king 
  regenerates damage from weapons of less than +4; the 
  remaining Seven Founders regenerate damage from weapons 
  of less than +5 enchantment. 
   
  In incorporeal form they can only be hit by weapons of the 
  appropriate magical level or greater. 
   
  In their incorporeal form they can heal damage only through 
  application of the sorcerous cause wounds spells or by 
  consuming life energy levels. Each life energy level consumed 
  cures 5 points of damage. If needful, it can drain the souls it 
  has within itself to heal; it has at any one time a number of 
  souls equal to its hit dice plus 1d6, each with 1d6 life energy 
  levels. Once a soul is drained completely, it is utterly 
  destroyed. 
   
  SORCERY: An ekimmu has the spell-casting abilities of a 
  sorcerer [LL: Chaotic Evil cleric] equal in level to its hit dice. It 
  can memorize one additional spell of each level it knows. It 
  must maintain a ritual book just like any other sorcerer. 
   
  TELEKINESIS: In either physical or incorporeal form, an 
  ekimmu possesses the power of telekinesis as though they 
  were a spell-caster equal to their level. 
  
   
  8 
  VULNERABILITIES: Ekimmu in their incorporeal form are 
  immune to most normal items that keep vampires at bay; they 
  are only affected by ringing bells, blessed candles, hymns, 
  prayers, and holy symbols. 
   
  An ekimmu can only be slain permanently when in possession 
  of a body and staked, as per a strighoiphir. 
   
  LHAMIRA [VAMPIRE-WITCH] 
  CASTLES & CRUSADES 
  No. Enc:  
  1 (1 in lair) 
  Size:  
   
  Medium 
  HD:  
   
  6 to 8 (d12) 
  Move:   
  40’ 
   
  Climb: 20’ 
  AC: 
   
  16 
  Attacks:   
  2 Claws (1d6) or Kiss 
  Special:   
  Alternate Form, Blood Drain,  
  Charming Gaze, Children of the Wastes,  
  Create Spawn, Darkvision 60’,  
  Gaseous Form, Kiss of Oblivion,  
  Regeneration, Spider Climb, Vulnerabilities,  
  Witchcraft 
  Saves:   
  M & P 
  Int:  
   
  High 
  Alignment:  
  Chaotic Evil 
  Type:   
  Undead (Unique) 
  Treasure:  
  6 to 8 
  XP:  
   
  6 HD: 900 + 6/hp 
   
   
  7 HD: 1,395 + 7/hp 
   
   
  8 HD: 2,025 + 8/hp 
   
  LABYRINTH LORD 
  No. Enc.: 
  1 (1) 
  Alignment: 
  Chaotic Evil 
  Movement: 
  150’ (50’) 
   
  Climb: 90’ (30’) 
  Armor Class: 
  3 
  Hit Dice:  
  6 to 8 
  Attacks:  
  2 Claws or Kiss 
  Damage:  
  1d6/1d6 
  Save: 
   
  M6 to M8 
  Morale:  
  10 
  Hoard Class: 
  XIV 
  XP:  
   
  6 HD: 1,570 
   
   
  7 HD: 2,190 
   
   
  8 HD: 3,060 
   
  Lhamiras are a rare form of vampire generally only found in 
  the South or West, rarely elsewhere (though there is a 
  population in the Northern Wilds known locally as the 
  lheannaun). Lhamiras are exclusively female and invariably 
  beautiful; or at least, they take on a beautiful appearance. 
  Their true form is bestial, being a cross between a human 
  female and some several other monstrous forms; known 
  variations include jackals, serpents, tigers, scorpions, lions, 
  centipedes, lizards, foxes, wyverns, worms, and hyenas. This 
  form however is never seen unless the lhamira wishes it to be 
  seen, a being is on the verge of death (i.e., at 0 hit points or 
  dying of poison or disease), or she has been turned by a cleric 
  of the God of Law. 
   
  Lhamiras, being a form of “living vampire,” are able to mate 
  with humans, half-elves, half-ogres, half-orcs, goblin-men, 
  gnoles, and the various beasts that make up her constituent 
  form. The result of any such mating is a dhamphir if male, or 
  if female a magical beast, a lamia, which in the Olden Lands 
  are not exclusively leonine in form, but may take on any one, 
  two, or all three of the bestial forms of her mother. 
   
  ORGANIZATION: Lhamiras usually live and work alone. On 
  rare occasions they may be accompanied by a mhoroiphir 
  lover, though there is a 50% chance that they are already 
  falling out with one another. 
   
  ECOLOGY: Lhamiras are unnatural, undead creatures and 
  have no place in the normal ecology. 
   
  TREASURE: The lhamira rarely collects treasure, save for 
  jewelry, which she enjoys wearing. All treasure possessed will 
  be in the form of jewelry. 
   
  RANGE: Lhamiras commonly arise in Deshret, Kryx, Eosha, 
  the Purple Plains, the Paynim Coast, and Strigoria, but can be 
  found elsewhere. 
   
  COMBAT: Lhamiras loathe combat, preferring to flee if 
  combat is necessary. They first sacrifice any current lover in 
  combat, without remorse or second thought. If forced into 
  personal melee, their hands grow into tremendous claws that 
  deal savage damage. She also possesses at least one of the 
  salient physical abilities of her constituent beasts, i.e. a 
  scorpion sting, a lion’s bite attack, or so forth, should she 
  choose to manifest it. 
   
  ALTERNATE FORM: A lhamira can assume one form from 
  each of three categories: serpent, lizard, or wyvern; scorpion, 
  centipede, or worm; and lion, tiger, or jackal/fox/hyena. 
  These are her constituent types. A lhamira in an alternate 
  form retains all special qualities, but loses its special attacks. 
  True seeing and other effects will not reveal a lhamira in 
  alternate forms, and these forms cannot be dispelled. 
  However, a lhamira killed in any form will become gaseous 
  (see below). Lhamiras are immune to polymorph attacks 
  unless the lhamira wishes to be affected. 
   
  BLOOD DRAIN: If a lhamira successfully enchants a target 
  with her charming gaze, the target will be held in the lhamira’s 
  grip. The lhamira brings the victim to its mouth, where it will 
  bite it and begin to drain it of blood. This attack automatically 
  inflicts 1d4 points of damage per round. For each point 
  drained from a victim, a lhamira heals one hit point.  
   
  If a lhamira is able to drain a victim of a number of hit points 
  equal to its hit dice in this way, it is satiated for the day, and 
  will release its grip. A victim of this bite does not experience 
  pain; instead, they become euphoric during the process, and 
  
   
  9 
  some may become addicted to it. Once a victim is bitten, it will 
  not struggle to escape the lhamira’s clutches. 
   
  A lhamira must use this ability every day, or it weakens. Every 
  day after the first in which it has not feasted upon blood it 
  loses one hit die; this damage cannot be regenerated, and in 
  fact, under these conditions it loses its ability to regenerate. 
  Animal blood will suffice, but it must drink twice as much as 
  normally required. If it is reduced to zero hit dice in this 
  fashion, it is reduced to an inanimate corpse, though it still is 
  not dead, merely in a death-like state. If blood is applied to its 
  lips, it regains one hit die and 1d12 hit points, and animates 
  immediately, attacking with abandon, gaining a +4 bonus to 
  hit, -2 penalty to AC, and ignoring all morale checks. Every 
  point of Wisdom it drains it regains one hit die to its 
  maximum, and every hit point of blood it drains it regains one 
  hit point, again, up to its maximum. 
   
  CHARMING GAZE: The intense gaze of a lhamira is 
  intoxicating, as overwhelming feelings of both fear and lust 
  cross the victim’s mind. A creature that looks into a lhamira’s 
  eyes must make a Charisma save [LL: Save versus Spells]. 
  Males suffer a -2 penalty to the save, females gain a +2 bonus 
  to their save. Failure results in the victim suffering the effects 
  of a charm person spell. A person charmed in this manner will 
  defend the lhamira at all costs, even against former allies. 
   
  CHILDREN OF THE WASTES: Lhamiras are able to 
  summon other predators and scavengers of the wastes, having 
  a special bond with these creatures. A lhamira can summon a 
  swarm of smaller creatures, 3d6 medium creatures, or 2d4 
  large creatures of her constituent types. They can summon 
  only once per day, but success is guaranteed. Summoned 
  creatures arrive 2d4 rounds after being called by the lhamira. 
  The summoned creatures obey the lhamira without 
  reservation, and remain until killed or released. 
   
  CREATE SPAWN: A human, half-elven, half-ogre, half-orc, 
  goblin-man, or gnole victim killed by the lhamira’s kiss can be 
  brought back to un-life, under the control of the slaying 
  lhamira. The lhamira usually must want to use this ability; it is 
  not automatic. Males will be brought back as mhoroiphirs, 
  females as lhamiras, and children as szalbaphirs. 
   
  GASEOUS FORM: A lhamira can assume the form of a cloud 
  of misty gray gas at will, as the spell gaseous form. If a lhamira 
  in any form other than gaseous and is reduced to 0 hit points, 
  it automatically assumes the gaseous state and retreats to its 
  lair. There it reforms with 1 hit point, regenerates or heals if 
  at all possible, and prepares for another attack. 
   
  KISS OF OBLIVION: The lhamira’s kiss can be applied to any 
  being she has charmed. She may apply the kiss at the same 
  time she is draining blood, if the victim is charmed. Each 
  round she applies the kiss, the victim suffers 1d3 points of 
  Wisdom damage (no saving throw). If the victim is drained to 3 
  Wisdom or less, the charm is permanent. If drained to zero 
  Wisdom, the victim dies, and can be raised as an undead at 
  the option of the lhamira (see create spawn). If the victim 
  survives, Wisdom heals as normal. The lhamira knows at all 
  times the hit points and Wisdom score of a victim she is 
  draining. 
   
  REGENERATION: Lhamiras can be struck by any weapon, 
  but regenerate damage at a rate of 2 hit points per round 
  from any weapon that is not magical and of at least +1 
  enchantment. 
   
  They can otherwise only heal damage through application of 
  the sorcerous cause wounds spells, by draining blood, or by 
  consuming the stored life energy levels of those it has slain 
  through draining their wisdom. Each life energy level 
  consumed cures 5 points of damage. A lhamira has at any 
  one time a number of stored souls equal to its hit dice plus 
  1d6, each with 1d6 life energy levels. Once a soul is drained 
  completely, it is utterly destroyed. 
   
  SPIDER CLIMB: Lhamiras can adhere to and climb any 
  surface. 
   
  VULNERABILITIES: Refer to the complete listing of 
  vulnerabilities above for the various lesser vulnerabilities of the 
  lhamira. 
   
  A stake driven through the heart of a lhamira will paralyze it 
  as long as the stake remains in place. If it is removed, the 
  lhamira awakens and functions normally immediately. 
   
  To permanently kill a staked lhamira, it must have its head cut 
  off, its mouth filled with a blessed holy symbol, the various 
  disparate bestial parts all cut apart and separated from each 
  other and the human portions, and each grouping separately 
  burnt to ashes and scattered to the four winds from the 
  highest point in sight. 
   
  WITCHCRAFT: A lhamira possesses the spell-casting abilities 
  of a witch equal to her hit dice in level. 
   
  
   
  10 
  LHAMPHIR [PLAGUE BEARERS] 
  CASTLES & CRUSADES 
  No. Enc:  
  1 (1 in lair) 
  Size:  
   
  Medium 
  HD:  
   
  4 to 6 (d12) 
  Move:   
  40’ 
   
   
  Burrow: 20’ 
   
  Climb: 20’ 
  AC: 
   
  16 
  Attacks:   
  2 Claws (1d4) 
  Special:   
  Alternate Form, Black Breath, Create  
   
   
  Spawn, Darkvision 60’, Drain Health,  
   
   
  Gaseous Form, Hypnotism, Plague Bearers,  
   
   
  Regeneration, Spider Climb, Vulnerabilities 
  Saves:   
  M & P 
  Int:  
   
  High 
  Alignment:  
  Chaotic Evil 
  Type:   
  Undead (Unique) 
  Treasure:  
  4 to 6 
  XP:  
   
  4 HD: 260 + 4/hp 
   
   
  5 HD: 540 + 5/hp 
   
   
  6 HD: 780 + 6/hp 
   
  LABYRINTH LORD 
  No. Enc.: 
  1 (1) 
  Alignment: 
  Chaotic Evil 
  Movement: 
  150’ (50’) 
   
  Burrow: 90’ (30’) 
   
  Climb: 90’ (30’) 
  Armor Class: 
  3 
  Hit Dice:  
  4 
  Attacks:  
  2 Claws 
  Damage:  
  1d4/1d4 
  Save: 
   
  F4 
  Morale:  
  8 
  Hoard Class: 
  VI, VII 
  XP: 
   
  4 HD: 300 
   
   
  5 HD: 800 
   
   
  6 HD: 1,320 
   
  The lhamphir arises on rare occasions from those who were 
  slain through plague; only the first slain in a settlement might 
  arise as a lhamphir, if proper precautions are not taken. If the 
  body is given final rites and a proper burial or cremation 
  according to the Good or Lawful faith to which the victim 
  belonged, then the lhamphir cannot arise. Otherwise, there is 
  a percentage chance equal to the Charisma score plus the 
  level of the victim that he arises as a lhamphir. If the 
  community and his family abandoned him during his illness, 
  this chance doubles that he arises as a lhamphir, eager to 
  avenge himself upon those who turned on him. 
   
  The lhamphir exists to spread the plague that slew him. He 
  does this by sneaking in at night to cause the disease, first in 
  family members, then in others of the community. Once 
  victims fall ill, he makes their disease worse by draining their 
  health through their breath as they sleep at night. Once he 
  slays a victim in this fashion, the victim will either arise again 
  as a lhamphir or as a ghoul, at the option of the slayer. 
  Lhamphirs usually look much as they did in life; they do not 
  have fangs, though their skin is pale. If they are seen in a 
  mirror, they appear as a corpse, bloated and blotchy and 
  ravaged with the disease that slew it. 
   
  ORGANIZATION: The lhamphir works alone. Even if he 
  creates a new lhamphir, he continues to work alone, as the 
  new lhamphir is sent on to another settlement to further 
  spread the plague. Ghouls remain in the lair of the lhamphir 
  to guard the beast’s coffin and treasures; when a new 
  lhamphir is created half the ghouls are sent with it to the new 
  location. 
   
  ECOLOGY: Lhamphirs are unnatural, undead creatures and 
  have no place in the normal ecology. 
   
  TREASURE: The lhamphir collects treasure simply for the 
  pure joy it brings as it reminds him of his revenge. For all the 
  treasures he gathers are from the personal wealth, jewelry, 
  and family heirlooms of the victims he has slain. The treasure 
  is kept in his lair, which is usually in a basement, catacomb, or 
  ruin near to the settlement he haunts. The treasure is guarded 
  by 1 to 8 plague ghouls of his creation. 
   
  RANGE: Lhamphirs are found wherever plague stalks the 
  land. They most commonly arise in Strigoria, Bagaudia, and 
  Mhordlakh, but can be found elsewhere, especially with the 
  spread of the Great Plague in recent years. 
   
  COMBAT: Lhamphirs fear combat, as unlike their more 
  potent vampiric cousins, they are not immune to normal 
  weapons and have minimal physical prowess; thus they flee 
  combat if at all possible. When forced into combat, they use 
  their claw attacks to grab onto targets, using their cause 
  disease abilities subsequently as much as possible. 
   
  ALTERNATE FORM: A lhamphir can take on the form of a 
  rat, a rat swarm, or a giant rat at will, with the transformation 
  requiring one full round. 
   
  BLACK BREATH: The lhamphir can cause disease as per the 
  spell by breathing its black breath into the victim. It prefers to 
  do this while its prospective victim is sleeping, but can use this 
  as an active attack in melee. If both the lhamphir’s claw 
  attacks hit, he has grabbed the target and in the same round 
  gets to try to breathe its disease into the mouth of the victim. 
  Prospective victims get a Constitution saving throw [LL: Save 
  versus Death] to avoid the disease. If the victim is sleeping, it 
  gets a penalty of -4 to save against the disease; if it is held and 
  active, the saving throw is as normal. 
   
  The disease varies according to the nature of the disease that 
  slew the lhamphir. If you do not use specific diseases, assume 
  the disease causes the victim to immediately fall unconscious if 
  the save is failed, to remain unable to take any action during 
  the course of the disease, and that 1 point of Constitution 
  damage is suffered for each day the victim suffers the disease.  
   
  
   
  11 
  The victim gets an additional saving throw each day; if the 
  save is failed, the Constitution damage is suffered, and no 
  healing can occur on that day. Once the victim saves three 
  times in a row against the disease, the disease breaks. If the 
  victim is reduced to zero Constitution, he dies of the disease. 
   
  BURROW: Lhamphirs can burrow through soil and dirt easily 
  with their claws, though solid rock is still too solid for them to 
  burrow through. 
   
  CREATE SPAWN: If the lhamphir slays a human, half-elven, 
  half-ogre, half-orc, goblin-man, or gnole victim of his disease 
  by use of his drain health ability to drain his last point of 
  Constitution (not merely through loss of Constitution through 
  the disease), he may, if he chooses, cause the victim to rise 
  again the next night as a lhamphir or a ghoul. If he creates a 
  ghoul spawn, the ghoul will not cause paralysis with its bite 
  and claw attacks; instead the attacks might cause the plague, 
  as per the black breath ability of the lhamphir. 
   
  DRAIN HEALTH: A lhamphir may cause Constitution 
  damage to a victim who is suffering from his disease. He does 
  so by literally sucking out and inhaling the healthy breath of 
  the victim as he writhes in the pain caused by the disease. 
  Each round the lhamphir can deal an additional 1 point of 
  Constitution damage to his victim. If the lhamphir drains the 
  health of a victim in the night, the victim automatically fails his 
  saving throw against the disease the next day. Lhamphirs 
  rarely drain a single victim fully in a night, preferring to draw 
  out the pain and suffering caused by the disease. 
   
  GASEOUS FORM: A lhamphir can assume the form of an 
  invisible cloud of gas at will, as the spell gaseous form. In its 
  gaseous state, it is a cloud of virulent disease; if any being 
  passes through it, it must make a saving throw as though the 
  lhamphir had breathed its black breath at it. If a lhamphir in 
  any form other than gaseous and is reduced to 0 hit points, it 
  automatically assumes the gaseous state and retreats to its lair. 
  There, it will heal and prepare for another attack. 
   
  HYPNOTISM: Three times per day the lhamphir can use the 
  hypnotism spell as though it were an 8th level illusionist. 
   
  PLAGUE BEARERS: Any victim of its black breath ability to 
  cause disease becomes a bearer of the plague for as long as 
  he suffers from it. Anyone who comes into contact with the 
  plague-ridden victim must make a saving throw or catch the 
  plague himself; only one such save must be made per day. 
   
  REGENERATION: Lhamphirs can be struck by any weapon, 
  but regenerate damage at a rate of 2 hit points per round 
  from any weapon that is not blessed, silvered, or magical, or if 
  made of wood, made of ash, juniper, or hawthorn. 
   
  They can otherwise only heal damage through application of 
  the sorcerous cause wounds spells or by or by consuming life 
  energy levels of those it has slain through draining their health. 
  Each life energy level consumed cures 5 points of damage. A 
  lhamphir has at any one time a number of souls equal to its hit 
  dice plus 1d6, each with 1d6 life energy levels. Once a soul is 
  drained completely, it is utterly destroyed. 
   
  SPIDER CLIMB: Lhamphirs can adhere to and climb any 
  surface. 
   
  VULNERABILITIES: Refer to the complete listing of 
  vulnerabilities above for the various lesser vulnerabilities of the 
  lhamphir. 
   
  When exposed to daylight, a lhamphir is rendered powerless 
  and unable to move or attack. It will begin to smolder, and 
  after six rounds of exposure, will burst into flame and burn to 
  ashes. This permanently destroys the lhamphir.  
   
  A stake driven through the heart of a lhamphir will paralyze it 
  as long as the stake remains in place. If it is removed, the 
  lhamphir awakens and functions normally. 
   
  To permanently kill a staked lhamphir, its must be burned to 
  ashes and the ashes mixed with rose petals and buried in 
  consecrated ground. 
   
   
   
   
  
   
  12 
  MHOROIPHIR [LIVING VAMPIRE] 
  CASTLES & CRUSADES 
  No. Enc:  
  1 (1 in lair) 
  Size:  
   
  Medium 
  HD:  
   
  Usually 7 to 9 (d12) 
  Move:   
  40’ 
   
  Climb: 20’ 
   
  Fly: 
  50’ 
  AC: 
   
  17 
  Attacks:   
  Slam (1d6) or Bite (1d4 + Drain) 
  Special:   
  Alternate Form, Blood Drain,  
  Charming Gaze, Children of the Night,  
  Class Abilities, Create Spawn,  
  Darkvision 60’, Day Walker, Energy Drain,  
  Gaseous Form, Regeneration,  
  Spider Climb, Vulnerabilities 
  Saves:   
  M & P 
  Int:  
   
  Average 
  Alignment:  
  Chaotic Evil 
  Type:   
  Undead (Unique) 
  Treasure:  
  10 to 12 
  XP:  
   
  7 HD: 1,485 + 7/hp 
   
   
  8 HD: 2,150 + 8/hp 
   
   
  9 HD: 2,900 + 9/hp 
   
  LABYRINTH LORD 
  No. Enc.: 
  1 (1) 
  Alignment: 
  Chaotic Evil 
  Movement: 
  150’ (50’) 
   
  Climb: 90’ (30’) 
   
  Fly: 
  180’ (60’) 
  Armor Class: 
  2 
  Hit Dice:  
  Usually 7 to 9 
  Attacks:  
  1 Slam or 1 Bite 
  Damage:  
  1d6 or 1d4 + Drain 
  Save: 
   
  F7 to F9 
  Morale:  
  10 
  Hoard Class: 
  XVII 
  XP:  
   
  7 HD: 2,540 
   
   
  8 HD: 3,560 
   
   
  9 HD: 5,200 
   
  The mhoroiphirs are one of the two vampire types most 
  people think of when they think of vampires, the other being 
  the closely related strighoiphirs. Mhoroiphirs are called “living 
  vampires” because they seek to emulate the lives of the living; 
  they are undead, but are not fully separate from the life they 
  once led. They pretend to be alive; generally, save when 
  hunting and feeding, they look and act completely normal, as 
  they did in life. 
   
  Mhoroiphirs can result from several sources, the most 
  common being created as the spawn of an existing 
  mhoroiphir. They can also be created by lhamiras, 
  strighoiphirs, and ekimmu. Finally, they might arise naturally, 
  or rather, unnaturally, especially in the land of Strigoria. These 
  methods include, among others: 
   
  Dying without being consecrated to the God of Law; 
   
  Committing suicide; 
   
  Practicing sorcery, black witchcraft, or eldritch 
  wizardry in life; 
   
  Having a spell-caster’s familiar jump on your corpse 
  before you are buried; 
   
  Eating the flesh of an animal killed by a vampire; 
   
  Being slain by a lycanthrope; 
   
  Death by murder un-avenged; 
   
  Dying while cursed by a sorcerer or witch. 
   
  Mhoroiphirs created by another vampire are under the control 
  of their creator until such a time as the creator is slain or the 
  spawn grows more powerful than the master. Often the 
  creator does not stay around and leaves the victim to their 
  own resources. Those created by accident or mishap are free-
  willed from creation, and are often very confused and may not 
  even at first understand that they are dead, let alone undead! 
   
  Thus, many mhoroiphirs begin un-life seeking to live the same 
  lives they had as mortals. Some even succeed, if they are able 
  to hide well enough. Mhoroiphirs are day walkers, able to walk 
  about in the daylight without suffering damage, though they 
  lose many of their abilities and immunities in daylight. 
   
  Mhoroiphirs are also the sires and dams of the dhamphirs, the 
  half-dead, a race of beings detailed later in this work. 
   
  ORGANIZATION: Mhoroiphirs usually live and work alone, 
  though they may still live with their mortal family. Those who 
  have embraced their vampiric nature usually live apart and 
  often keep 1d4 ghouls and 1d4 charmed victims as servants. 
   
  ECOLOGY: Mhoroiphirs are unnatural, undead creatures and 
  have no place in the normal ecology. 
   
  TREASURE: The mhoroiphir collects treasure for the same 
  reason mortals do; to enjoy it and the power wealth brings. 
  Some also enjoy collecting trophies from their greater 
  conquests, their more important victims, and the weapons and 
  gear of those who sought to slay them. 
   
  RANGE: Mhoroiphirs commonly arise in Strigoria, Bagaudia, 
  the Western Marches, Mhordlakh, Itlania, Elysion, Gyrax, the 
  Septarchy, and on the Paynim Coast, but can be found 
  elsewhere. 
   
  COMBAT: Mhoroiphirs often lust after combat, for it makes 
  them feel more alive than anything else, and the extra blood is 
  merely a bonus. That does not mean they are stupid or 
  foolish, though newly-minted mhoroiphir often can be. Usually 
  they take out clerics and other spell casters first, and then 
  engage in a game of cat-and-mouse with their other victims. 
   
  ALTERNATE FORM: A mhoroiphir can assume the form of a 
  bat, giant bat, rat, giant rat, wolf, dire wolf, or medium-sized 
  vhukodlakh, and can remain in these forms indefinitely. A 
  mhoroiphir in an alternate form retains all special qualities, but 
  loses its special attacks (save in vhukodlakh form). True seeing 
  and other effects will not reveal a mhoroiphir in alternate 
  
   
  13 
  forms, and these forms cannot be dispelled. However, a 
  mhoroiphir killed in any form will become gaseous (see below). 
  Mhoroiphirs are immune to polymorph attacks unless the 
  mhoroiphir wishes to be affected. 
   
  BLOOD DRAIN: If a mhoroiphir successfully strikes an 
  opponent with its slam attack, the target must succeed at a 
  Strength save [LL: Save versus Wands] or be held in the 
  mhoroiphir’s grip. If the save fails, a mhoroiphir uses its great 
  strength to bring the victim to its mouth, where it will bite it 
  and begin to drain it of blood. This attack automatically inflicts 
  1d4 points of damage per round. For each point drained from 
  a victim, a mhoroiphir heals one hit point.  
   
  If a mhoroiphir is able to drain a victim of a number of hit 
  points equal to its hit dice in this way, it is satiated for the day, 
  and will release its grip. A victim of this bite does not 
  experience pain; instead, they become euphoric during the 
  process, and some may become addicted to it. Once a victim 
  is bitten, it will not struggle to escape the vampire’s clutches. 
   
  A mhoroiphir must use this ability every day, or it weakens. 
  Every day after the first in which it has not feasted upon blood 
  it loses one hit die; this damage cannot be regenerated, and in 
  fact, under these conditions it loses its ability to regenerate. 
  Animal blood will suffice, but it must drink twice as much as 
  normally required. If it is reduced to zero hit dice in this 
  fashion, it is reduced to an inanimate corpse, though it still is 
  not dead, merely in a death-like state. If blood is applied to its 
  lips, it regains one hit die and 1d12 hit points, and animates 
  immediately, attacking with abandon, gaining a +4 bonus to 
  hit, -2 penalty to AC, and ignoring all morale checks. Every 
  life energy level it drains it regains one hit die to its maximum, 
  and every hit point of blood it drains it regains one hit point, 
  again, up to its maximum. 
   
  CHARMING GAZE: The intense gaze of a mhoroiphir is 
  intoxicating, as overwhelming feelings of both fear and lust 
  cross the victim’s mind. A creature that looks into a 
  mhoroiphir’s eyes must make a Charisma save [LL: Save 
  versus Spells]. Failure results in the victim suffering the effects 
  of a charm person spell. A person charmed in this manner will 
  defend the mhoroiphir at all costs, even against former allies. 
   
  CHILDREN OF THE NIGHT: Mhoroiphirs are able to 
  summon other night–time predators, having a special bond 
  with these creatures. A mhoroiphir can summon a swarm of 
  bats or rats or 3d6 wolves. They can summon only once per 
  day, but success is guaranteed. Summoned creatures arrive 
  2d4 rounds after being called by the mhoroiphir. The 
  summoned creatures obey the mhoroiphir without reservation, 
  and remain until killed or released. 
   
  CLASS ABILITIES: When a mhoroiphir is created it begins its 
  undead existence with a number of 12-sided hit dice equal to 
  half any class levels it had when it died, rounded up, before its 
  creator first drained it. Thus, a 5th level thief drained and 
  transformed into a mhoroiphir rises as a 3 HD mhoroiphir 
  with 3rd level thieving abilities. The mhoroiphir can continue 
  to advance in hit dice and abilities as normal, though it only 
  earns 10% normal experience. Once it reaches 9 HD/levels, it 
  only earns 1% normal experience, and thus mhoroiphir above 
  9 HD/levels are very rare. 
   
  A cleric of the God of Law who is transformed into a 
  mhoroiphir will become a priest of one of the gods of Chaos, 
  usually the Dungeon Gods or the King of Hell. A paladin who 
  falls to vampirism will become an anti-paladin. A 0-level being 
  who is transformed into a mhoroiphir begins as a 1 HD 
  mhoroiphir and advances as per a fighter, sorcerer, or thief, 
  depending on its best ability score. 
   
  Note that in most cases, a Judge will require a player 
  character who has become a vampire to become an NPC 
  under the Judge’s control. 
  CREATE SPAWN: A human, half-elven, half-ogre, half-orc, 
  goblin-man, or gnole victim killed by the mhoroiphir’s energy 
  drain can be brought back to un-life, under the control of the 
  slaying mhoroiphir. The mhoroiphir usually must want to use 
  this ability; it is not automatic. It may still occur unintentionally 
  if the victim meets any of the requirements listed above, or in 
  any case if the victim makes a percentage roll equal to or less 
  than half his level rounded up. 
   
  A mhoroiphir can also choose to create ghoul spawn instead 
  of mhoroiphir spawn. 
   
  DAY WALKER: Unlike most vampires, the mhoroiphir has no 
  fear of the sun, and is not damaged by it in the least. 
  However, as he cannot use his alternate form, children of the 
  night, flight, regeneration, or spider climb abilities by day, he is 
  careful not to arouse any suspicions and avoid any sort of 
  confrontation by day. 
   
  ENERGY DRAIN: A mhoroiphir can choose to drain one life 
  energy level during any round in which it is draining blood 
  using its bite attack. Once it bites a victim it knows 
  automatically how many levels it has, and how close it is to 
  death through blood drain or life energy level drain. 
   
  
   
  14 
  GASEOUS FORM: A mhoroiphir can assume the form of a 
  cloud misty gray of gas at will, as the spell gaseous form. If a 
  mhoroiphir in any form other than gaseous and is reduced to 
  0 hit points, it automatically assumes the gaseous state and 
  retreats to its lair. There it reforms with 1 hit point, 
  regenerates or heals if at all possible, and prepares for another 
  attack. 
   
  REGENERATION: Mhoroiphirs can be struck by any weapon, 
  but regenerate damage at a rate of 2 hit points per round 
  from any weapon that is not magical and of at least +1 
  enchantment. 
   
  They can otherwise only heal damage through application of 
  the sorcerous cause wounds spells, by draining blood, or by 
  consuming the stored life energy levels of those it has slain 
  through draining their life energy. Each life energy level 
  consumed cures 5 points of damage. A mhoroiphir has at any 
  one time a number of stored souls equal to its hit dice plus 
  1d6, each with 1d6 life energy levels. Once a soul is drained 
  completely, it is utterly destroyed. 
   
  SPIDER CLIMB: Mhoroiphirs can adhere to and climb any 
  surface. 
   
  VULNERABILITIES: Refer to the complete listing of 
  vulnerabilities above for the various lesser vulnerabilities of the 
  mhoroiphir. 
   
  A stake driven through the heart of a mhoroiphir will paralyze 
  it as long as the stake remains in place. If it is removed, the 
  mhoroiphir awakens and functions normally. 
   
  To permanently kill a staked mhoroiphir, it must have its head 
  cut off, its mouth filled with blessed bread, and the body and 
  head together must be burned to ash and buried in 
  consecrated ground. 
   
   
   
   
  STRIGHOIPHIR [DEAD VAMPIRE] 
  CASTLES & CRUSADES 
  No. Enc:  
  1 (1 in lair) 
  Size:  
   
  Medium 
  HD:  
   
  10 to 12 (d12) 
  Move:   
  60’ 
   
  Climb: 30’ 
   
  Fly: 
  90’ 
  AC: 
   
  20 
  Attacks:   
  Slam (1d10) or Bite (1d6 + Drain) 
  Special:   
  Alternate Form, Blood Drain,  
  Children of the Night, Class Abilities,  
  Create Spawn, Darkvision 60’,  
  Dominating Gaze, Energy Drain,  
  Gaseous Form, Spider Climb,  
  Vulnerabilities 
  Saves:   
  M & P 
  Int:  
   
  Superior 
  Alignment:  
  Chaotic Evil 
  Type:   
  Undead (Unique) 
  Treasure:  
  10 to 12 
  XP:  
   
  10 HD: 5,100 + 10/hp 
   
   
  11 HD: 6,300 + 11/hp 
   
   
  12 HD: 7,500 + 12/hp 
   
  LABYRINTH LORD 
  No. Enc.: 
  1 (1) 
  Alignment: 
  Chaotic Evil 
  Movement: 
  210’ (70’) 
   
  Climb: 120’ (40’) 
   
  Fly: 
  270’ (90’) 
  Armor Class: 
  -1 
  Hit Dice:  
  10 to 12 
  Attacks:  
  1 Slam or 1 Bite 
  Damage:  
  1d10 or 1d6 + Drain 
  Save: 
   
  F10 to F12 
  Morale:  
  11 
  Hoard Class: 
  XVII, VIII, IX 
  XP:  
   
  10 HD: 5,900 
   
   
  11 HD: 6,600 
   
   
  12 HD: 6,600 
   
  A strighoiphir is a “dead vampire,” that is, it is the result of a 
  vampire that has been slain once but risen again, due to the 
  required ritual being incomplete or incorrectly performed. 
  Strighoiphirs can also result from an ekimmu or strighoiphir 
  creating such a beast. 
   
  Lesser vampires who rise as a strighoiphir return at half their 
  previous HD/levels, rounded up, and lose any non-class 
  related abilities they possessed in their previous form. Though 
  they have greater power, they are generally less concerned 
  with the world at large, and abandon their former lives, 
  pursuing solitude and isolation from the mortal world. From 
  time to time they may get the itch to see what is going on in 
  the mortal world, if for no other reason than to seek out fresh 
  blood… 
   
  
   
  15 
  Strighoiphirs usually have the form they had as mortals, 
  though aged, world weary, and often uglier than they were in 
  real life, often wolfish or rat-like in appearance. Males tend to 
  but do not always lose their hair, and are bald. Ears are long 
  and often pointed, and eyes are sunken, while fingers are 
  longer than in life and usually clawed. Unless fully sated on 
  blood, their visage is often pale and haggard and their fangs 
  are most prominent. 
   
  ORGANIZATION: Strighoiphirs usually live and work alone, 
  eschewing all other company, though they sometimes keep 
  1d4 mhoroiphir, ghast, or ghoul spawn and 1d4 dominated 
  victims as servants. They are often served by large numbers of 
  lesser undead such as skeletons and zombies. The spawn and 
  servants are usually lieutenants who command other forces 
  outside of the strighoiphir’s own lair, leaders of a primary line 
  of defense that keep the strighoiphir from ever being 
  bothered. Such minions often include orcs, goblinoids, 
  nomads, barbarians, or gypsies. All know that “the master” 
  dwells in the castle hidden in the high valley, but few ever see 
  him. 
   
  ECOLOGY: Strighoiphirs are unnatural, undead creatures and 
  have no place in the normal ecology. 
   
  TREASURE: The strighoiphir collects treasure for the same 
  reason mortals do; to enjoy it and the power wealth brings. 
  Some also enjoy collecting trophies from their greater 
  conquests, their more important victims, and the weapons and 
  gear of those who sought to slay them. 
   
  RANGE: Strighoiphirs commonly arise in Strigoria, Bagaudia, 
  and Mhordlakh, but can be found elsewhere. 
   
  COMBAT: Strighoiphirs rarely engage personally in combat, 
  leaving that to their minions and undead servants. When they 
  are forced to do so, they operate s per mhoroiphirs, reducing 
  their victims to gibbering, weeping madmen before finally 
  taking their lives and their souls. 
   
  ALTERNATE FORM: A strighoiphir can assume the form of a 
  bat, giant bat, bat swarm, rat, giant rat, rat swarm, wolf, dire 
  wolf, or large-sized vhukodlakh, and can remain in these forms 
  indefinitely. A strighoiphir in an alternate form retains all 
  special qualities, but loses its special attacks (except in the 
  vhukodlakh form). True seeing and other effects will not reveal 
  a strighoiphir in alternate forms, and these forms cannot be 
  dispelled. However, a strighoiphir killed in any form will 
  become gaseous (see below). Strighoiphirs are immune to 
  polymorph attacks unless the strighoiphir wishes to be 
  affected. 
   
  BLOOD DRAIN: If a strighoiphir successfully strikes an 
  opponent with its slam attack, the target must succeed at a 
  Strength save [LL: Save versus Wands] or be held in the 
  strighoiphir’s grip. If the save fails, a strighoiphir uses its great 
  strength to bring the victim to its mouth, where it will bite it 
  and begin to drain it of blood. This attack automatically inflicts 
  1d6 points of damage per round. For each point drained from 
  a victim, a strighoiphir heals one hit point. 
   
  If a strighoiphir is able to drain a victim of a number of hit 
  points equal to its hit dice in this way, it is satiated for the day, 
  and will release its grip. A victim of this bite does not 
  experience pain; instead, they become euphoric during the 
  process, and some may become addicted to it. Once a victim 
  is bitten, it will not struggle to escape the vampire’s clutches. 
   
  A strighoiphir must use this ability every day, or it weakens. 
  Every day after the first in which it has not feasted upon blood 
  it loses one hit die; this damage cannot be regenerated, and in 
  fact, under these conditions it loses its ability to regenerate. 
  Animal blood will suffice, but it must drink twice as much as 
  normally required. If it is reduced to zero hit dice in this 
  fashion, it is reduced to an inanimate corpse, though it still is 
  not dead, merely in a death-like state. If blood is applied to its 
  lips, it regains one hit die and 1d12 hit points, and animates 
  immediately, attacking with abandon, gaining a +4 bonus to 
  hit, -2 penalty to AC, and ignoring all morale checks. Every 
  life energy level it drains it regains one hit die to its maximum, 
  and every hit point of blood it drains it regains one hit point, 
  again, up to its maximum. 
   
  CHILDREN OF THE NIGHT: Strighoiphirs are able to 
  summon other night–time predators, having a special bond 
  with these creatures. A strighoiphir can summon a swarm of 
  bats or rats, or 3d6 giant bats, giant rats, or wolves, or 2d4 
  dire wolves or vhukodlakhs. They can summon only once per 
  day, but success is guaranteed. Summoned creatures arrive 
  2d4 rounds after being called by the strighoiphir. The 
  summoned creatures obey the strighoiphir without reservation, 
  and remain until killed or released. 
   
  CLASS ABILITIES: When a strighoiphir is created it begins its 
  undead existence with a number of 12-sided hit dice equal to 
  half any class levels it had when it died, rounded up, before its 
  creator first drained it. Thus, a 5th level thief drained and 
  transformed into a strighoiphir rises as a 3 HD strighoiphir 
  with 3rd level thieving abilities. The strighoiphir can continue 
  to advance in hit dice and abilities as normal, though it only 
  earns 10% normal experience. Once it reaches 12 HD/levels, 
  it only earns 1% normal experience, and thus strighoiphir 
  above 12 HD/levels are very rare. 
   
  A cleric of the God of Law who is transformed into a 
  strighoiphir will become a priest of one of the gods of Chaos, 
  usually the Dungeon Gods or the King of Hell. A paladin who 
  falls to vampirism will become an anti-paladin. A 0-level being 
  who is transformed into a strighoiphir begins as a 1 HD 
  strighoiphir and advances as per a fighter, sorcerer, or thief, 
  depending on its best ability score. 
   
  If a strighoiphir is not already a sorcerer or eldritch wizard, but 
  possesses the Wisdom or Intelligence necessary to pursue 
  those arts, he may also advance in those classes once he has 
  attained 12th level in his original classes. Advancement is slow, 
  however, earning only 1% experience as per above.  
  
   
  16 
  Note that in most cases, a Judge will require a player 
  character who has become a vampire to become an NPC 
  under the Judge’s control. 
   
  CREATE SPAWN: A human, half-elven, half-ogre, half-orc, 
  goblin-man, or gnole victim killed by the strighoiphir’s energy 
  drain can be brought back to un-life, under the control of the 
  slaying strighoiphir. The strighoiphir usually must want to use 
  this ability; it is not automatic. It may still occur unintentionally 
  if the victim meets any of the requirements listed under the 
  mhoroiphir, or in any case if the victim makes a percentage 
  roll equal to or less than half his level rounded up. 
   
  A strighoiphir can also choose to create mhoroiphir, ghast, or 
  ghoul spawn instead of strighoiphir spawn, or can choose to 
  simply animate their victim as a zombie. 
   
  DOMINATING GAZE: The intense gaze of a strighoiphir is 
  intoxicating, as overwhelming feelings of both fear and lust 
  cross the victim’s mind. A creature that looks into a 
  strighoiphir’s eyes must make a Charisma save [LL: Save 
  versus Spells] at a penalty of -2. Failure results in the victim 
  suffering the effects of a permanent charm person spell. A 
  person charmed in this manner will defend the strighoiphir at 
  all costs, even against former allies. 
   
  ENERGY DRAIN: A strighoiphir can choose to drain one or 
  two life energy levels during any round in which it is draining 
  blood using its bite attack. Once it bites a victim it knows 
  automatically how many levels it has, and how close it is to 
  death through blood drain or life energy level drain. 
   
  GASEOUS FORM: A strighoiphir can assume the form of a 
  cloud misty gray of gas at will, as the spell gaseous form. If a 
  strighoiphir in any form other than gaseous and is reduced to 
  0 hit points, it automatically assumes the gaseous state and 
  retreats to its lair. There it reforms with 1 hit point, 
  regenerates or heals if at all possible, and prepares for another 
  attack. 
   
  REGENERATION: Strighoiphirs can be struck by any 
  weapon, but regenerate damage at a rate of 3 hit points per 
  round from any weapon that is not magical and of at least +2 
  enchantment. 
   
  They can otherwise only heal damage through application of 
  the sorcerous cause wounds spells, by draining blood, or by 
  consuming the stored life energy levels of those it has slain 
  through draining their life energy. Each life energy level 
  consumed cures 5 points of damage. A strighoiphir has at any 
  one time a number of stored souls equal to its hit dice plus 
  1d6, each with 1d6 life energy levels. Once a soul is drained 
  completely, it is utterly destroyed. 
   
  SPIDER CLIMB: Strighoiphirs can adhere to and climb any 
  surface. 
   
  VULNERABILITIES: Refer to the complete listing of 
  vulnerabilities above for the various lesser vulnerabilities of the 
  strighoiphir. 
   
  When exposed to daylight, a strighoiphir is rendered 
  powerless and unable to move or attack. It will begin to 
  smolder, and after six rounds of exposure, will burst into flame 
  and burn to ashes. This permanently destroys the strighoiphir.  
   
  A stake driven through the heart of a strighoiphir will paralyze 
  it as long as the stake remains in place. If it is removed, the 
  strighoiphir awakens and functions normally. 
   
  To permanently kill a staked strighoiphir, it must have its head 
  cut off, its mouth filled with blessed bread, and the body and 
  head together must be burned to ash and buried in 
  consecrated ground. 
   
   
   
   
   
  
   
  17 
  SZALBAPHIR [VAMPIRE GAMIN] 
  CASTLES & CRUSADES 
  No. Enc:  
  1d4 (1d4 in lair) 
  Size:  
   
  Small 
  HD:  
   
  Usually 3 to 5 (d12) 
  Move:   
  40’ 
   
  Climb: 20’ 
   
  Fly: 
  50’ 
  AC: 
   
  15 
  Attacks:   
  Slam (1d4) or Bite (1d3) 
  Special:   
  Alternate Form, Blood Drain,  
  Charming Gaze, Create Spawn,  
  Darkvision 60’, Gaseous Form, 
  Regeneration, Spider Climb, 
  Vulnerabilities 
  Saves:   
  M & P 
  Int:  
   
  Low 
  Alignment:  
  Chaotic Evil 
  Type:   
  Undead (Unique) 
  Treasure:  
  3 to 5 
  XP:  
   
  3 HD: 105 + 3/hp 
   
   
  4 HD: 210 + 4/hp 
   
   
  5 HD: 420 + 5/hp 
   
  LABYRINTH LORD 
  No. Enc.: 
  1d4 (1d4) 
  Alignment: 
  Chaotic Evil 
  Movement: 
  150’ (50’) 
   
  Climb: 90’ (30’) 
   
  Fly: 
  180’ (60’) 
  Armor Class: 
  4 
  Hit Dice:  
  Usually 3 to 5 
  Attacks:  
  1 Slam or 1 Bite 
  Damage:  
  1d4 or 1d3 
  Save: 
   
  F3 to F5 
  Morale:  
  11 
  Hoard Class: 
  VI 
  XP:  
   
  3 HD: 110 
   
   
  4 HD: 300 
   
   
  5 HD: 800 
   
  Szalbaphirs are the unholy transformation of a child into a 
  lesser vampire. They appear to be feral wild children or street 
  urchins, depending on if they are in the wilds or in a city. 
  Those that were created as mere mewling babes are most 
  horrific, as the mere child should not be able to walk, let alone 
  run or fly, or have that evil glint of feral intellect in their eyes. 
  In their true form they appear as emaciated gamins, with 
  parchment-thin skin drawn taught over bones, black splotches 
  of blood on its chin and dribbled down upon its chest and 
  belly. 
   
  Szalbaphirs normally arise when a child is lost in the forest or 
  exposed on a hill and found by vampires. They also result 
  when a vampire seeks revenge against a mortal and drains his 
  children to create a true level of horror. Whether abandoned, 
  lost, or purposefully created, all szalbaphirs loathe their 
  existence and only find slight solace in the company of others 
  of their kind. 
   
   
  ORGANIZATION: Szalbaphirs are among the few vampires 
  that prefer to gather in groups. This is partly to assuage their 
  longing for a family, partly because there is strength in 
  numbers for such small creatures. As they are nomadic, they 
  only remain in a lair for a few weeks before things get too hot 
  to handle, and then move on. 
   
  ECOLOGY: Szalbaphirs are unnatural, undead creatures and 
  have no place in the normal ecology. 
   
  TREASURE: The szalbaphir does not intentionally collect 
  treasure; treasure found in its temporary lair is found on the 
  remains of victims it dragged back to feast upon. 
   
  RANGE: Szalbaphirs commonly arise in Strigoria, Bagaudia, 
  and Mhordlakh, but can be found elsewhere, especially in 
  large cities haunted by vampires such as Itlanis, Velantia, and 
  Vasilopolis – after all, no one misses street urchins. 
   
  COMBAT: Szalbaphirs eagerly leap into combat with little 
  concern for their survival, as they loathe every moment of 
  their existence and seek oblivion in true death. They grab onto 
  their victims with their tiny claws and bite at any flesh they can 
  find, lapping up the flowing blood like a thirsty hound. 
   
  ALTERNATE FORM: A szalbaphir can assume the form of a 
  bat, rat, jackal, or incorporeal will-‘o-wisp like dancing light 
  and can remain in these forms indefinitely. A szalbaphir in an 
  alternate form retains all special qualities, but loses its special 
  attacks (save in vhukodlakh form). True seeing and other 
  effects will not reveal a szalbaphir in alternate forms, and these 
  forms cannot be dispelled. However, a szalbaphir killed in any 
  form will become gaseous (see below). Szalbaphirs are 
  immune to polymorph attacks unless the szalbaphir wishes to 
  be affected. 
  
   
  18 
  BLOOD DRAIN: If a szalbaphir successfully strikes an 
  opponent with its slam attack, the target must succeed at a 
  Strength save [LL: Save versus Wands] or be held in the 
  szalbaphir’s grip. If the save fails, a szalbaphir uses its great 
  strength to cling onto the victim, where it will bite it and begin 
  to drain it of blood. This attack automatically inflicts 1d3 
  points of damage per round. For each point drained from a 
  victim, a szalbaphir heals one hit point.  
   
  If a szalbaphir is able to drain a victim of a number of hit 
  points equal to its hit dice in this way, it is satiated for the day, 
  and will release its grip. A victim of this bite does not 
  experience pain; instead, they become euphoric during the 
  process, and some may become addicted to it. Once a victim 
  is bitten, it will not struggle to escape the vampire’s clutches. 
   
  A szalbaphir must use this ability every day, or it weakens. 
  Every day after the first in which it has not feasted upon blood 
  it loses one hit die; this damage cannot be regenerated, and in 
  fact, under these conditions it loses its ability to regenerate. 
  Animal blood will suffice, but it must drink twice as much as 
  normally required. If it is reduced to zero hit dice in this 
  fashion, it is reduced to an inanimate corpse, though it still is 
  not dead, merely in a death-like state. If blood is applied to its 
  lips, it regains one hit die and 1d12 hit points, and animates 
  immediately, attacking with abandon, gaining a +4 bonus to 
  hit, -2 penalty to AC, and ignoring all morale checks. Every 
  eight hit points it drains it regains one hit die to its maximum, 
  and every hit point of blood it drains it regains one hit point, 
  again, up to its maximum. 
   
  CHARMING GAZE: The intense gaze of a szalbaphir is 
  intoxicating, as overwhelming feelings of both fear and lust 
  cross the victim’s mind. A creature that looks into a 
  szalbaphir’s eyes must make a Charisma save [LL: Save versus 
  Spells]. Failure results in the victim suffering the effects of a 
  charm person spell. A person charmed in this manner will 
  defend the szalbaphir at all costs, even against former allies. 
   
  CREATE SPAWN: A human, half-elven, half-ogre, half-orc, 
  goblin-man, or gnole victim killed by the szalbaphir’s blood 
  drain can be brought back to un-life, under the control of the 
  slaying szalbaphir. The szalbaphir usually must want to use 
  this ability; it is not automatic. It may still occur unintentionally 
  if the victim meets any of the requirements listed under 
  mhoroiphir above, or in any case if the victim makes a 
  percentage roll equal to or less than half his level rounded up. 
   
  A szalbaphir can create other szalbaphirs if their victim is a 
  child (12 years or younger); adults who rise are ghouls. 
   
  GASEOUS FORM: A szalbaphir can assume the form of a 
  cloud misty gray of gas at will, as the spell gaseous form. If a 
  szalbaphir in any form other than gaseous and is reduced to 0 
  hit points, it automatically assumes the gaseous state and 
  retreats to its lair. There it reforms with 1 hit point, 
  regenerates or heals if at all possible, and prepares for another 
  attack. 
   
  REGENERATION: Szalbaphirs can be struck by any weapon, 
  but regenerate damage at a rate of 1 hit point per round from 
  any weapon that is not blessed, silvered, or magical, or if 
  made of wood, made of ash, juniper, or hawthorn. 
   
  They can otherwise only heal damage through application of 
  the sorcerous cause wounds spells, or by draining blood. 
   
  SPIDER CLIMB: Szalbaphirs can adhere to and climb any 
  surface. 
   
  VULNERABILITIES: Refer to the complete listing of 
  vulnerabilities above for the various lesser vulnerabilities of the 
  szalbaphir. 
   
  A stake driven through the heart of a szalbaphir will paralyze it 
  as long as the stake remains in place. If it is removed, the 
  szalbaphir awakens and functions normally. 
   
  To permanently kill a staked szalbaphir, it must be placed in a 
  crib that has never been used and it, together with the crib, 
  burned, and the ashes then buried in consecrated ground. 
   
   
  
   
  19 
  VHUKODLAKH [VAMPIRE-MAN] 
  CASTLES & CRUSADES 
  No. Enc:  
  1d10 (10d10 in lair) 
  Size:  
   
  S (4’ tall) 
  HD:  
   
  1 
  Move:   
  20’ 
   
   
  Fly: 
  80’ 
  AC: 
   
  13 
  Attacks:   
  Bite (1d4) or Weapon 
  Special:   
  Darkvision 90’, Light Sensitivity,  
  Paralyzing Bite 
  Saves:   
  P 
  Int:  
   
  Low 
  Alignment:  
  Chaotic Evil 
  Type:   
  Humanoid 
  Treasure:  
  1 
  XP:  
   
  9 + 1/hp 
   
  LABYRINTH LORD 
  No. Enc.: 
  1d6 (1d12) 
  Alignment: 
  Neutral 
  Movement: 
  90’ (30’) 
   
  Fly: 
  180’ (90’) 
  Armor Class: 
  6 
  Hit Dice:  
  1 
  Attacks:  
  1 Bite or Weapon 
  Damage:  
  1d4 + Paralysis 
  Save: 
   
  F1 
  Morale:  
  8 (10 with leader) 
  Hoard Class: 
  XIII 
  XP: 
   
  13 
   
  Vhukodlakhs are a Chaos-bred race of man-like bats. They 
  stand four feet tall and look like a bastardization between a bat 
  and a goblin, with furry goblin-like body surmounted with a 
  large, misshapen bat-like head; its ears are like bat wings and 
  flap at random. Large bat wings extend from their back. They 
  do not wear clothes, but wear weapon and tool harnesses as 
  needed. 
   
  They speak their own tongue, which is a bastardization of 
  Strigorian. Their chieftains and guards usually know some 
  Common as well. 
   
  ORGANIZATION: Vhukodlakhs are organized on a tribal 
  level, with each tribal lair housing as many females as there 
  are males and as many young as there are males and females 
  together. Females have 1d4 hit points each and can bite like 
  males, while 1 hit point young in groups of 10 can swarm 
  over opponents and confuse as per normal bats.  
   
  A tribe is either led by a vampire or by a 3 HD chieftain; 
  either is supported by a body of 1d6 2 HD guards. The lair is 
  either in the master’s castle or a large natural cavern complex 
  or ruin. 
   
  ECOLOGY: Vhukodlakhs blight any land they inhabit. They 
  enjoy slaughtering prey just for the fun of it, draining and 
  feasting on far more blood than they need. In addition to 
  draining the blood of larger creatures, such as sheep, pigs, 
  and cattle, they also capture and eat smaller animals and 
  insects. They prefer the blood of sentient beings, and usually 
  fly these back to their lair to share with the chief, females, and 
  young.  
   
  TREASURE: Vhukodlakhs enjoy collecting treasure, either as 
  tribute from villagers who pay them to leave them and their 
  stock alone or as trophies of their kills. Treasure is usually 
  strewn about the chamber of the chieftain haphazardly. 
   
  RANGE: Vhukodlakhs are native to Strigoria, where they were 
  created millennia ago by the ekimmu at their height. They 
  have since spread to Bagaudia, Mhordlakh, Alspadia, Nhorr, 
  the Paynim Coast, Itlania, the Aegipan Peaks, and the 
  Verdhulann Forest. 
   
  COMBAT: When hunting, they prefer to wield man-catchers, 
  nets, and lariats to capture prey and then truss up their prey 
  with ropes. Three or four vhukodlakhs operating together with 
  a large net can carry a single medium-sized victim. 
   
  Some tribes have learned to use spears, the tips of which they 
  lick with their envenomed tongues in order to extend the 
  range of their paralyzing attack. Victims struck by these spears 
  must make a saving throw with a +2 bonus due to the 
  weakness of the venom. 
   
  LIGHT SENSITIVITY: Vhukodlakhs sleep hanging from the 
  ceiling like normal bats, and are nocturnal; as such they suffer 
  a –1 penalty to all attack rolls when in full sunlight. 
   
  PARALYZING BITE: The bite of the vhukodlakh causes 
  paralysis; the victim must make a Constitution save [LL: Save 
  versus Paralysis] or be paralyzed for 1d10 rounds. During this 
  time he is helpless, and the vhukodlakh usually continues to 
  drain blood at a rate of 1d4 hit points per round. 
   
   
  
   
  20 
  DHAMPHIR – THE HALF-DEAD 
   
  Dhamphirs result from a “living vampire,” resulting from a 
  lhamira birthing a son by a male mortal, a mhoroiphir female 
  birthing a child by a mortal male, or a mortal woman birthing 
  a child by a male mhoroiphir. They also result when a 
  pregnant mortal female is converted to a vampire of any sort; 
  the child is born right away, even if not yet to term, and 
  survives if the result of a d8 roll is less than or equal to the 
  month it is in development. 
   
  DESCRIPTION: Dhamphirs look like their mortal parent, though 
  often with a feral hint of lesser or greater sort. They can be 
  quite beautiful, even those of gnole or half-ogre heritage; their 
  human heritage is usually predominant in any case. Those of 
  great physical strength are more bestial, having a wolfish cast 
  and being quite hairy, while those of the more intellectual bent 
  are often gracile and pale.  
   
  Something, however, is always “different” about them, 
  physically, something unnatural but that cannot quite be 
  described. Though they are not albinos, their eyes are usually 
  red and glow in the dark when they are using their Darkvision. 
   
  PERSONALITY: Dhamphirs are each individuals, and thus their 
  personalities can be as different as all humanity. However, if 
  their heritage is known, they tend to be shunned or celebrated 
  as children; shunned for their heritage, celebrated for their 
  abilities and enmity with the undead. How this affects their 
  personal development is entirely based on the rest of their life 
  experience. Usually it makes them loners and somewhat 
  brusque or standoffish, if not downright misanthropic as no 
  one ever really was their friend, and causes them to be quite 
  intense, as their childhood was difficult, as others had great 
  expectations of them. 
   
  Many are mercenary, selling the use of their powers and 
  abilities, while others are selfless, and some are as diabolical as 
  their undead parent. Mercenaries travel the land seeking to 
  earn coins for their hunting down petty undead and lesser 
  vampires; some of these actually work for other vampires as 
  exterminators of their competition. Those who are selfless are 
  often rangers, clerics, or paladins who seek to slay undead of 
  all sorts. Those who are diabolical make powerful 
  necromancers and wizards. 
   
  RACIAL AFFINITIES: Dhamphirs get along well enough with 
  other races, so long as those of other races get along with 
  them. They loathe undead, and reserve a special hatred for 
  vampires of all sorts. For their turn, the vampires and undead 
  seek out dhamphirs in order to corrupt or slay them, for they 
  are well aware of their abilities and the threat they pose to the 
  existence of all undead. 
   
  ENVIRONMENT: Dhamphirs can be found wherever living 
  vampires, the mhoroiphirs and lhamiras roam, thus they are 
  most common in Strigoria and on the Paynim Coast, more 
  rarely encountered in Bagaudia, the Western Marches, 
  Mhordlakh, Itlania, Elysion, Gyrax, the Septarchy, Deshret, 
  Kryx, Eosha, and the Purple Plains. 
   
  RACIAL ABILITIES 
  BLOOD DRAIN: A dhamphir, though not a true vampire, lusts 
  after blood in much the same way that a vampire does. He 
  must always fight against the lust, if he wishes to keep his soul 
  clean from the corruption of the blood-drinker. 
   
  Even those with the greatest will find it difficult to resist 
  drinking blood, especially when they are wounded or 
  confronted with vampires drinking blood. Under normal, non-
  stressful circumstance a dhamphir need not make any saving 
  throws to resist drinking blood. If he is wounded to less than 
  half his maximum hit points, he must make a CL 0 Charisma 
  saving throw [LL: Save versus Spells] or go into a blood-
  drinking frenzy and seek to drink blood. Similarly, he must 
  make a save if he witnesses a vampire drinking blood, or if 
  offered blood. The CL may increase based on circumstances 
  at the Judge’s discretion. 
   
  If the dhamphir wishes to or if he loses control, he can 
  manifest fangs and perform a bite attack, either on an 
  unsuspecting target or on a grappled target. If the target is 
  surprised or grappled, this attack automatically inflicts 1d3 
  points of damage per round. For each point drained from a 
  victim, a dhamphir heals one hit point.  
   
  If a dhamphir is able to drain a victim of a number of hit 
  points equal to its hit dice in this way, it is satiated for the day, 
  and will release its grip. A victim of this bite does not 
  experience pain; instead, they become euphoric during the 
  process, and some may become addicted to it. Once a victim 
  is bitten, it will not struggle to escape the vampire’s clutches. 
   
  Once he begins to drink blood, he craves it even more, and 
  each subsequent saving throw is at a penalty of -1 per time he 
  has drunk blood in the last week. 
   
  Needless to say, a Lawful or Lawful Good dhamphir who 
  drinks blood is well and truly in it with the God of Law. At the 
  least atonement is required, and if the dhamphir was a cleric 
  or paladin a number of quests may be in order, if redemption 
  is even possible. 
   
  DARKVISION: Dhamphirs can see in complete darkness for up 
  to 60 feet. Darkvision produces images that are in shades of 
  gray, but it is otherwise like normal sight. Dhamphirs can 
  function well with no light at all. Darkvision is spoiled by bright 
  lights, such as from a lantern or other light source. A 
  dhamphir requires one minute adjusting his or her eyes when 
  a light source is extinguished before gaining full use of 
  Darkvision. [LL: Dhamphirs have 60’ infravision.] 
   
  DETECT UNDEAD: Dhamphirs are able to detect undead, as per 
  the spell, once per day for every three levels (once at 1st, twice 
  
   
  21 
  at 3rd, three times at 6th, and so forth). The ability is used as 
  per a spell caster of their level.  
   
  PSYCHIC POWERS: Dhamphirs are more likely than normal 
  humans to possess random psychic powers, especially 
  empathy, telepathy, ESP, telekinesis, clairvoyance, and 
  clairaudience, though such powers generally only develop later 
  in life. 
   
  SECOND SIGHT: Dhamphirs are able to see things that others 
  cannot. They are able to see invisible, whether they are 
  invisible through spell or spell-like ability; this includes the 
  invisible to mortals powers of fairies. They can also see all 
  forms of vampires in their natural, true form as well as false 
  form; the false form is seen as an aura around the true form.  
   
  They have the ability to converse with any vampire as well as 
  any creature that uses a spell-like ability to become invisible, 
  even if they do not normally speak that creature’s language. 
   
  VAMPIRIC ENMITY: Dhamphirs are the natural enemies of all 
  vampires. They are actively hunted by their cousins even as 
  they hunt them in turn, or even if they do not hunt vampires.  
   
  They have a +1 bonus to hit, to damage, and to save against 
  any of the spells or powers of vampires. This increases to a 
  +2 bonus at 4th level, a +3 bonus at 8th level, a +4 bonus at 
  12th level and a +5 bonus at 16th level. 
   
  UNLIMITED ADVANCEMENT: In Labyrinth Lord, a dhamphir can 
  advance in any class to any level. In Castles & Crusades, a 
  dhamphir has only two Prime Attributes, but gains a +2 bonus 
  to a third attribute of its choice at character creation. 
   
  VAMPIRIC NATURE: Dhamphirs count as whatever their mortal 
  parentage was as well as vampires for the purpose of magic 
  items and spells, though they are not undead, and cannot be 
  turned or commanded by clerics or priests or affected by spells 
  or effects that affect undead in a generic fashion. 
   
   
   
  RACIAL TRAITS 
  CASTLES & CRUSADES 
  LANGUAGES: Common, Strigorian, other local language. 
  SIZE: Medium (6’ tall) 
  MOVEMENT: 40 ft. 
  TYPICAL CLASSES: Ranger, Cleric, Paladin 
  ATTRIBUTE MODIFIERS: +1 Strength, -1 Wisdom 
   
  REQUIREMENTS AND LIMITATIONS 
  LABYRINTH LORD 
  Requirements: STR 6, DEX 6, CHA 6 
  Ability Modifiers: +1 Strength, -1 Wisdom 
  Ability Min/Max: STR 6/19, DEX 6/18, CON 3/18, INT 
  3/18, WIS 3/18, CHA 6/18 
   
  DHAMPHIR THIEF SKILL ADJUSTMENTS 
  Skill 
  Adjustment 
  Pick Locks 
  +5% 
  Find/Remove Traps 
  +5% 
  Pick Pockets 
  +10% 
  Move Silently 
  +10% 
  Climb Walls 
  +10% 
  Hide in Shadows 
  +10% 
  Hear Noise 
  +1 
   
  DHAMPHIR AGE CATEGORIES 
  Age Stage 
  Age 
  Adolescent 
  14 
  Adult 
  20 
  Middle Age 
  1,000 
  Old/Elderly 
  2,000 
  Venerable 
  3,000 
  Age Limit 
  +10d100 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  22 
   
  
   
  23 
  OGL  
   
   
   
             
   
   
   
   
   
   
   
   
  This book is published under the Open Game License (OGL) version 1.0a by permission of Wizards of the Coast, 
  Inc. The Open Game Content appearing in this book is derived from the 3.0 System Reference Document, 
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  System Reference Document Copyright 2000, Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
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  Aerial Servant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and 
  Clark Peterson, based on original material by Gary Gygax. 
  Axe Beak from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on 
  original material by Gary Gygax. 
  Beetle, Giant Boring from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax. 
  Beetle, Giant Rhinoceros from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax. 
  Brownie from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on 
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  Cave Cricket from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Authors Scott Greene and 
  Clark Peterson, based on original material by Gary Gygax. 
  Crab, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax. 
  Crayfish, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax. 
  Demon: Juiblex The Faceless Lord (Demon Lord) from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by Gary Gygax. 
  Demon: Orcus (Demon Prince of Undead) from the Tome of Horrors, copyright 2002, Necromancer Games, 
  Inc.; authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. 
  Devil: Amon (Duke of Hell) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax. 
  Devil: Bael (Duke of Hell) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax. 
  Devil: Geryon (Arch-Devil) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax. 
  Ear Seeker from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and 
  Erica Balsley, based on original material by Gary Gygax. 
  Eel, Electric from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene. 
  Eye of the Deep from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, 
  based on original material by Gary Gygax. 
  Floating Eye from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based 
  on original material by Gary Gygax. 
  Fly, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax. 
  Frog, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene 
  and Clark Peterson, based on original material by Gary Gygax. 
  Frog, Monstrous Killer from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott 
  Greene and Clark Peterson, based on original material by Gary Gygax. 
  Frog, Monstrous Poisonous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott 
  Greene and Clark Peterson, based on original material by Gary Gygax. 
  Gas Spore from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and 
  Clark Peterson, based on original material by Gary Gygax. 
  Golem, Wood from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Authors Scott Greene and 
  Patrick Lawinger. 
  Gorbel from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on 
  original material by Andrew Key. 
  Groaning Spirit from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene 
  and Clark Peterson, based on original material by Gary Gygax. 
  Hippocampus from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and 
  Erica Balsey, based on original material by Gary Gygax. 
  Jackalwere from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene based, 
  on original material by Gary Gygax. 
  Kamadan from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Nick Louth. 
  Leprechaun from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene based 
  on original material by Gary Gygax. 
  Lurker Above from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, 
  based on original material by Gary Gygax. 
  Piercer from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Clark 
  Peterson, based on original material by Gary Gygax. 
  Rot Grub from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Authors Scott Greene and 
  Clark Peterson, based on original material by Gary Gygax. 
  Slithering Tracker from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, 
  based on original material by Gary Gygax. 
  Slug, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based 
  on original material by Gary Gygax. 
  Strangle Weed from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, 
  based on original material by Gary Gygax. 
  Tick, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based 
  on original material by Gary Gygax. 
  Trapper from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on 
  original material by Gary Gygax, Turtle, Giant Snapping from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Green, based on original material by Gary Gygax. 
  Wind Walker from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based 
  on original material by Gary Gygax. 
  Yeti from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Green, based on 
  original material by Gary Gygax. 
  Unearthed Arcana, Copyright 2004, Wizards of the Coast, Inc.; Authors Andy Collins, Jesse Decker, David 
  Noonan, Rich Redman. 
  Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac 
  Golden. 
  Castles & Crusades: Monsters & Treasure, Copyright 2005, Troll Lord Games; Authors Robert Doyel and 
  Stephen Chenault. 
  Conan Roleplaying Game, Copyright 2005, Mongoose Publishing, Author Vincent Darlage. 
  Castles & Crusades: Players Handbook, 2nd printing, Copyright 2006, Troll Lord Games; Authors Davis 
  Chenault and Mac Golden. 
  Castles & Crusades: Players Handbook, 3rd printing, Copyright 2007, Troll Lord Games; Authors Davis 
  Chenault and Mac Golden. 
  Castles & Crusades: Monsters & Treasure, 2nd printing, Copyright 2007, Troll Lord Games; Authors Robert 
  Doyel and Stephen Chenault. 
  Labyrinth Lord Copyright 2007-2009, Daniel Proctor. Author Daniel Proctor. 
  Mutant Future Copyright 2008-2010, Daniel Proctor and Ryan Denison. Authors Daniel Proctor and Ryan 
  Denison. 
  Realms of Crawling Chaos, Copyright 2008-2011, Daniel Proctor; Authors Daniel Proctor and Michael Curtis. 
  Castles & Crusades: Players Handbook, 4th printing, Copyright 2009, Troll Lord Games; Authors Davis 
  Chenault and Mac Golden. 
  Castles & Crusades: Monsters & Treasure, 3rd printing, Copyright 2009, Troll Lord Games; Authors Robert 
  Doyel and Stephen Chenault. 
  Advanced Edition Companion, Copyright 2009-2010, Daniel Proctor; Author Daniel Proctor. 
  Castles & Crusades: Harvesters, Copyright 2010, Troll Lord Games; Author John P. Seibel. 
  Amazing Adventures, Copyright 2012, Troll Lord Games; author Jason Vey. 
  Castles & Crusades: Players Handbook, 5th printing, Copyright 2012, Troll Lord Games; Authors Davis 
  Chenault and Mac Golden. 
  Vampires of the Olden Lands, Copyright 2013, James Mishler; Authors James Mishler and Jodi Moran-Mishler. 
  END OF LICENSE 
   
   
   
  
   
  24 
  JAMES MISHLER GAMES 
  The following items are available from James Mishler Games through DriveThruRPG and RPGNow: 
   
  Code 
   
  Item 
   
   
   
   
   
   
   
   
  Pages 
   
  MSRP 
  JMG00001 
  Hercynian Grimoire #1 
   
   
   
   
   
   
  46 
   
  $10.00 
  JMG00601 
  Gods, Demi-Gods, and Cults #1: Chaos Queen of Ants 
   
   
  21 
   
  $3.00 
  JMG00701 
  Vampires of the Olden Lands 
   
   
   
   
   
  26 
   
  $4.00 
  JMG02001 
  Gazetteer of the Olden Lands 
   
   
   
   
   
       COMING SOON! 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The following products are available through 
  JUDGES GUILD 
   
  Adventure Games Journal #1  
  Southern Reaches Judges Map  
  Southern Reaches Player's Map  
  Monsters & Treasure of the Wilderlands 1  
  Imperial Town of Tell Qa  
  Barbarians of the Wilderlands 1  
  Aendryth's Eldritch Compendium  
  Skills, Feats, & Languages of the Wilderlands  
  Faiths of the City State: Forn Sidthr  
  World of the Wilderlands of High Adventure  
  Rhadamanthia Continental Map  
  Map 9: Western Karak  
  Player's Guide #1: Tharbrian Horse-Lords  
  100 Street Vendors of the City State  
  2008 Wilderlands Jam  
  Wilderlands Bundle  
   
   
   
  The following products are available through 
  TROLL LORD GAMES 
   
  Magnificent Miscellaneum #1 
  Magnificent Miscellaneum #2 
  Magnificent Miscellaneum #3 
  Martial Artist Class  
  100 Treasure Troves: Treasure Type 1  
  100 Exciting Encounters: Encounter Level 1  
  100 Calamitous Curses  
  Monstrous Menaces #1  
  Monstrous Menaces #2  
  Monstrous Menaces #3  
  100 More Calamitous Curses  
  Monstrous Menaces #4  
  Monstrous Menaces #5  
   
  The following product is available through 
  Kenzer & Company  
   
  The Lost Tomb of Kruk-Ma-Kali 
   
  
   
  25 
  TROLL LORD GAMES 
   
  Troll Lord Games is the publisher of CASTLES & CRUSADES, a rules-light fantasy role-playing game with one of the fastest 
  growing fan bases in the world. CASTLES & CRUSADES uses the easy to understand Siege Engine that can bring loads of fun 
  and enjoyment to the gaming table. CASTLES & CRUSADES is:  
   
  •Best played with 2-8 players; 
  •Can be learned in as little as 15 minutes; 
  •Character generation can be done in less than 15 minutes; 
  •Has an attribute-based rules system; 
  •Has more than 75 products to choose from; and 
  •Has a massive online support community. 
   
   
  Learn more about 
   
  CASTLES & CRUSADES 
   
  at 
   
  www.trolllord.com
  
   
  26  
  
SOURCE: textdata/thevault/Labyrinth Lord/Labyrinth Lord Adventures & Settings/Chronicles of Mhoriedh (LL,C&C)/MTA01 Vampires of the Olden Lands.pdf