TEXT: 1
  Gothic horror 
  Monster-as-class
  By James andrews
  By James andrews
  Gothic horror 
  Monster-as-class
  
  2
  Some artwork Copyright © 2015 NUELOW Games. Used Under License. Old-School Essentials is a trademark of Necrotic 
  Gnome. The trademark and Old-School Essentials logo are used with permission of Necrotic Gnome, under license.
  This is an Old-School Essentials compatible class collec-
  tion, but it is not official OSE content, nor is it affiliated with 
  any Necrotic Gnome.
  This product requires Old-School Essentials Core Rules
  Developer: 
  Dapper Rabbit Games & Stormforge West 
  https://dapperrabbitgames.wixsite.com/dapperrabbitgames
  publisher: 
  Stormforge Productions
  https://www.stormforgeproductions.com/
  Author AnD Designer: 
  James Andrews 
  Artists:
  Jacob E. Blackmon
  Pablo Marcos
  Robert Martin 
  Jesus Duran
  Bartek Blaszczec
  
  3
  vAmpire  
      pAge 4
  WereWolf  
  pAge 6
  reAnimAteD  
  pAge 8
  mummy   
   pAge 10
  Contents
  
  4
  vAmpire
  Requirements: None
  Prime requisite: CHA and DEX
  Hit Dice: 1d6
  Maximum level: 14
  Armour: Leather, chainmail, shields
  Weapons: Any
  Languages: Alignment, Common
  vAmpire skills
  Vampires can use the following skills with the chance of 
  success shown opposite.
  Climb sheer surfaces (CS): A roll is required for each 100’ 
  to be climbed. If the roll fails, the vampire falls at the half-way 
  point, suffering falling damage.
  Hear noise (HN): In a quiet environment, a vampire may 
  attempt to listen at a door or portal to hear the sounds of 
  something approaching or leaving.
  Hide in shadows (HS): Requires the vampire to be mo-
  tionless. If moving or attacking, the hide ends.
  Move silently (MS): A vampire may attempt to sneak past 
  creatures unnoticed.
  Drink blooD
  Once a day a vampire may bite an unaware living target to 
  drink their blood and heal 2 HP per level. An equal amount 
  of damage is dealt to the target. If the target dies, then they 
  will awaken as a level 1 vampire if not given a proper burial.
  A vampire can only eat by drinking blood.
  sun WeAkness
  When in natural sunlight vampires suffer a –2 penalty to at-
  tack rolls and a –1 penalty to AC. While in sunlight, vampires 
  cannot use drink blood or shapechange
  shApeChAnge
  At 7th level, a vampire gains the power to change into the 
  form of a wolf, bat, or rat (once per day each). If a vampire 
  has lost hit points, they regain 2 hit points per level upon 
  changing into an animal. All equipment carried by the vam-
  pire is absorbed into the animal form and reappears when 
  the vampire changes back.
  Level
  CS
  HN
  HS
  MS
  1
  87
  1-2
  10
  20
  2
  88
  1-2
  15
  25
  3
  89
  1-3
  20
  30
  4
  90
  1-3
  25
  35
  5
  91
  1-3
  30
  40
  6
  92
  1-3
  36
  45
  7
  93
  1-4
  45
  55
  8
  94
  1-4
  55
  65
  9
  95
  1-4
  65
  75
  10
  96
  1-4
  75
  85
  11
  97
  1-5
  85
  95
  12
  98
  1-5
  90
  96
  13
  99
  1-5
  95
  98
  14
  99
  1-5
  99
  99
  vAmpire skill ChAnCe of  suCCess
  unDeAD
  A vampire cannot heal with rest and receives damage from 
  healing magic, rather than heal from it. The vampire is also 
  immune to any effects of age or age increasing effects and 
  diseases. The vampire can also be turned like an undead of  
  hit dice equal to level +2
  Vampires are mortals who were killed while being fed on by 
  a greater vampire. Unlike the thralls which follow the vam-
  pires will, these were cast aside and forgotten. Cursed with 
  immortality, but left with the will intact. Vampires lose them-
  selves upon their transformations, forgetting their life and 
  previous morals.
  Alignment: A vampire may not be lawful.
  
  5
  Level
  XP
  HD
  THAC0
  D
  W
  P
  B
  S
  1
  0
  1d6
  19 [0]
  13
  16
  14
  13
  15
  2
  2750
  2d6
  19 [0]
  13
  16
  14
  13
  15
  3
  5,500
  3d6
  19 [0]
  13
  16
  14
  13
  15
  4
  12,000
  4d6
  17 [+2]
  13
  16
  14
  13
  15
  5
  24,000
  5d6
  17 [+2]
  12
  14
  13
  12
  13
  6
  45,000
  6d6
  17 [+2]
  12
  14
  13
  12
  13
  7
  95,000
  7d6
  14 [+5]
  12
  14
  13
  12
  13
  8
  175,000
  8d6
  14 [+5]
  12
  14
  13
  12
  13
  9
  350,000
  9d6
  14 [+5]
  10
  12
  11
  10
  10
  10
  500,000
  9d6+1*
  12 [+7]
  10
  12
  11
  10
  10
  11
  650,000
  9d6+2*
  12 [+7]
  10
  12
  11
  10
  10
  12
  800,000
  9d6+3*
  12 [+7]
  10
  12
  11
  10
  10
  13
  950,000
  9d6+4*
  10 [+9]
  8
  10
  9
  8
  8
  14
  1,100,000
  9d6+5*
  10 [+9]
  8
  10
  9
  8
  8
  vAmpire level progression
  * Modifiers from CON no longer apply.
  Saving Throws
  reAChing 10th level AnD Above
  A vampire cannot increase level past 9 unless the vampire 
  who created them is destroyed. 
  A vampire of 10th level may build a castle that will attract 
  other undead and lesser vampires.
  
  6
  WereWolf
  Requirements: None
  Prime requisite: CON
  Hit Dice: 1d8
  Maximum level: 9
  Armour: Leather
  Weapons: Club, dagger, sling, spear, staff
  Languages: Alignment, Common, secret language of 
  the wolf
  trAnsformAtion
  The werewolf may attempt to transform into a wolf or wolf 
  human hybrid. The chance of success is dependent on level 
  (TC). If the werewolf fails, they may try again only after a day 
  or after taking damage.
  On a success, the were-wolf transforms and all armor is 
  destroyed. This process heals 1 hit point per level. While 
  in a hybrid form, the werewolf claws deal 1d6 damage and 
  movement rate is 180’. Furthermore, the werewolf gains ac-
  cess to the abilities labeled with TA, which stands for trans-
  formation abilities. In wolf or direwolf form (see Dire below) 
  the character uses the monsters statistics, but keeps current 
  HP.
  sCent (tA)
  The werewolf can detect and track scents on a 2 in 6. 
  infrAvision (tA)
  The werewolf has infravision out to 60’.
  hoWl (tA)
  The werewolf can howl, forcing all animals to roll morale in 
  the vicinity. This howl can be heard up to a mile away.
  pACk
  Upon reaching 5th level, a werewolf can attempt to defeat 
  an alpha wolf or an alpha dire wolf in one-on-one combat. 
  The werewolf then becomes the alpha, and can have a num-
  ber of wolf companions with a total number of HD equal to 
  the werewolves level.
  Dire (tA)
  Upon reaching 5th level, the werewolf may use transforma-
  tion to turn into a direwolf.
  silver WeAkness
  Werewolves take double damage from silver weaponry, 
  and silver burns their skin.
  Curse (tA)
  A creature nearly slain by the transformed werewolf will 
  have a 1 in 6 chance of contracting lycanthrope.
  A werewolf is a cursed individual who survived a were-
  wolf attack. Once a month, they turn into a mindless beast, 
  slaughtering their friends and family. However, the curse is 
  not without its benefits. The werewolf can turn into a wolf or 
  wolf hybrid, gaining increased abilities.
  
  7
  Level
  XP
  HD
  THAC0
  TC
  D
  W
  P
  B
  S
  1
  0
  1d8
  19 [0]
  2-6
  10
  13
  12
  15
  16
  2
  3,000
  2d8
  19 [0]
  2-6
  10
  13
  12
  15
  16
  3
  6,000
  3d8
  19 [0]
  3-6
  10
  13
  12
  15
  16
  4
  12,000
  4d8
  17 [+2]
  3-6
  8
  11
  10
  13
  14
  5
  30,000
  5d8
  17 [+2]
  4-6
  8
  11
  10
  13
  14
  6
  60,000
  6d8
  17 [+2]
  4-6
  8
  11
  10
  13
  14
  7
  120,000
  7d8
  14 [+5]
  5-6
  6
  9
  8
  11
  12
  8
  240,000
  8d8
  14 [+5]
  5-6
  6
  9
  8
  11
  12
  9
  480,000
  9d8
  14 [+5]
  6-6*
  6
  9
  8
  11
  12
  WereWolf level progression
  * Auto success
  Saving Throws
  reAChing 9th level
  A 9th level werewolf can choose to embrace the wolf, 
  choosing a den and gaining a pack of 2d6 werewolf follow-
  ers, or to build a human stronghold.
  moon struCk
  On the nights before, durring, and after the full moon, a 
  werewolf transforms into a hybrid wolf. The player loses con-
  trol of the werewolf, who then becomes a monster that goes 
  on a rampage. In this state, the werewolf can only be harmed 
  by silver weaponry and has no sense of who they are.
  
  8
  reAnimAteD
  Requirements: None
  Prime requisite: STR
  Hit Dice: 1d8
  Maximum level: 9
  Armour: Any, Including Shields
  Weapons: Any
  Languages: Alignment, Common
  untethereD skills
  These skills are a result of the disconnection from the brain 
  and body. The sluggish firing of neurons from a once dead 
  brain. When any of these skills are used, the reanimated 
  takes one point of damage on a success.
  Bend Bars (BB): The reanimated can bend bars up to two 
  inches thick enough to fit through.
  Lift Portcullis (LP): The reanimated can lift a stuck port-
  cullis by themselves.
  Throw Body (TB): The reanimated can throw a body or 
  willing ally up to 20’.
  Open Door (OD): The reanimated can use this in place of 
  natural strength.
  Crush Skull (CS): The reanimated can crush the skull of a 
  creature in its grip. The creature must have less than 5 HD 
  and have a skull to crush for this to be effective.
  A reanimated is a sick creation of flesh and bone sewn to-
  gether and given life through the power of storm. Their dis-
  connect from their brain and body allows them to ignore their 
  bodies limitations while granting them enhanced strength, 
  but at the cost of strain on their bodies.
  energy resistAnCe
  Reanimated gain a +2 bonus to saving throws against elec-
  tricity (lightning).
  unnAturAl
  The reanimateds ugly appearance causes a -1 penalty to 
  any reaction rolls made in the reanimateds presence.
  seWn boDy
  If the reanimated looses a limb, then it can be reattached 
  by sewing it, or another limb, back on. A surgeon with the 
  skills to do the surgery generally charges 50 gold per limb.
  its Alive!
  If the reanimated is killed, and the body repaired, it can be 
  reanimated by being struck by lightning. There is a 1 in 6 
  chance of this succeeding, however.
  Level
  BB
  LP
  TB
  OD
  CS
  1
  20
  25
  87
  1-3
  10
  2
  25
  30
  88
  1-3
  15
  3
  30
  35
  89
  1-3
  20
  4
  35
  40
  90
  1-4
  25
  5
  40
  45
  91
  1-4
  30
  6
  45
  55
  92
  1-4
  35
  7
  55
  65
  93
  1-5
  40
  8
  65
  75
  94
  1-5
  45
  9
  75
  80
  95
  1-5
  50
  untethereD  skill ChAnCe of  suCCess
  
  9
  Level
  XP
  HD
  THAC0
  D
  W
  P
  B
  S
  1
  0
  1d8
  19 [0]
  12
  13
  14
  15
  16
  2
  3,000
  2d8
  19 [0]
  12
  13
  14
  15
  16
  3
  6,000
  3d8
  19 [0]
  12
  13
  14
  15
  16
  4
  12,000
  4d8
  17 [+2]
  10
  11
  12
  13
  14
  5
  30,000
  5d8
  17 [+2]
  10
  11
  12
  13
  14
  6
  60,000
  6d8
  17 [+2]
  10
  11
  12
  13
  14
  7
  120,000
  7d8
  14 [+5]
  8
  9
  10
  11
  12
  8
  240,000
  8d8
  14 [+5]
  8
  9
  10
  11
  12
  9
  480,000
  9d8
  14 [+5]
  8
  9
  10
  11
  12
  reAnimAteD level progression
  Saving Throws
  
  10
  mummy
  Requirements: None
  Prime requisite: WIS
  Hit Dice: 1d4
  Maximum level: 14
  Armour: None
  Weapons: Dagger, sickle
  Languages: Alignment, Ancient Common
  A mummy is an ancient ruler of a forgotten people. Their 
  bodies are preserved through a mixture of alchemical and 
  ritualistic practices. In death, their organs are removed, in-
  cluding the eyes and tongue. Though, scarab jewelry placed 
  in the mouth allows them to speak with a raspy voice. 
  The mummy is animated once a curse has been inflicted 
  upon a trespasser to their tomb. They are a powerful be-
  ing at the start of their unlife, but once they destroy their 
  prey, their power diminishes. Over time, they gain a sense 
  of thought, forgetting all they once knew, and finding them-
  selves miles and miles away from their tomb. 
  Divine mAgiC
  Holly Symbol: The mummy must carry a holy symbol, usu-
  ally an Ankh or a mummified cat paw.
  God King: The magic of the mummy is gifted to them by a 
  forgotten god of the sun.
  Magical research: A mummy of any level may spend time 
  and money on magical research. This allows them to cre-
  ate new spells or other magical effects associated with their 
  deity. When a mummy reaches 9th level, they make create 
  magic items.
  Spell casting: The mummy may pray to receive spells. 
  The power and number of spells available to a mummy are 
  determined by the character’s experience level. The list of 
  spells available to mummies is the same as clerics.
  Using magic items: As spell casters, mummies can use 
  magic scrolls of spells on their spell list. They can also use 
  items that may only be used by divine spell casters (e.g. 
  some magic staves).
  unDeAD
  A mummy cannot heal with rest. The mummy is also im-
  mune to any effects of age or age increasing effects, poi-
  son, and diseases. The mummy is immune to being back-
  stabbed, and has needs not eat or drink. A mummy cannot 
  be turned.
  mummy rot
  A mummies body is inflicted with a disease. When an en-
  emy is hit by the mummy, they must save vs.death or be-
  come inflicted. Creatures inflicted with this disease cannot 
  heal from magic, and natural healing is 10 times slowly. This 
  disease can only be removed by magic.
  WrAppings
  A mummy receives double damage from fire. Furthermore, 
  the wrapping around the mummy has special properties. If 
  an arcane spell scroll is integrated into the wrappings, then 
  that spell is added to the mummies spell list. However, if 
  the mummy takes as much damage from fire as the level of 
  spell, then the scroll is destroyed. If the scroll is removed, it 
  is destroyed.
  After reAChing 10th level
  A mummy that reaches 10th level remembers where their 
  tomb is. They may go and clear it out of any monsters, and 
  can reclaim their rightful treasure. This tomb becomes the 
  mummies stronghold.
  rotten flesh
  While at full health, the mummy appears human. However, 
  as the mummy looses HP, its flesh becomes more and more 
  dry and rotted. At 25% HP, the mummy appears as nothing 
  but a skeleton with paper-like skin.
  
  11
  Level
  XP
  HD
  THAC0
  D
  W
  P
  B
  S
  1
  2
  3
  4
  5
  1
  0
  1d4
  19 [0]
  13
  14
  13
  16
  15
  1
  -
  -
  -
  -
  2
  2,500
  2d4
  19 [0]
  13
  14
  13
  16
  15
  2
  -
  -
  -
  -
  3
  5,000
  3d4
  19 [0]
  13
  14
  13
  16
  15
  2
  1
  -
  -
  -
  4
  10,000
  4d4
  19 [0]
  13
  14
  13
  16
  15
  2
  2
  -
  -
  -
  5
  20,000
  5d4
  19 [0]
  13
  14
  13
  16
  15
  2
  2
  1
  -
  -
  6
  40,000
  6d4
  17 [+2]
  11
  12
  11
  14
  12
  2
  2
  2
  -
  -
  7
  80,000
  7d4
  17 [+2]
  11
  12
  11
  14
  12
  3
  2
  2
  1
  -
  8
  150,000
  8d4
  17 [+2]
  11
  12
  11
  14
  12
  3
  3
  2
  2
  -
  9
  300,000
  9d4
  17 [+2]
  11
  12
  11
  14
  12
  3
  3
  3
  2
  1
  10
  450,000
  9d4+1*
  17 [+2]
  11
  12
  11
  14
  12
  3
  3
  3
  3
  2
  11
  600,000
  9d4+2*
  14 [+5]
  8
  9
  8
  11
  8
  4
  3
  3
  3
  2
  12
  750,000
  9d4+3*
  14 [+5]
  8
  9
  8
  11
  8
  4
  4
  3
  3
  3
  13
  900,000
  9d4+4*
  14 [+5]
  8
  9
  8
  11
  8
  4
  4
  4
  3
  3
  14
  1,050,000
  9d4+5*
  14 [+5]
  8
  9
  8
  11
  8
  4
  4
  4
  4
  3
  mummy level progression
  * Modifiers from CON no longer apply.
  Saving Throws
  Spells
  
  12
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  14. Reformation: If any provision of this License is held to be unenforce-
  able, such provision shall be reformed only to the extent necessary to 
  make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John 
  D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. 
  Gary Gygax and Dave Arneson.
  (James Andrews) © 2020, James Andrews, Dapper Rabbit Games
  
SOURCE: textdata/thevault/Old-School Essentials BX Essentials/Old-School Essentials Supplements/Old-School Essentials Classes/Gothic Horror Monster-as-Class (OSE).pdf