D&D Fight Club
Ginlimj: Goblin Vampire
By Robert Wiese

Ginlimj grew up your typical goblin, in your typical goblin tribe. He was cowardly, and stole, and hid, and generally was in no way remarkable -- until his goblin raiding group came across the lair of a vampire. He was the only survivor of this encounter, and even he did not exactly live through the experience. Becoming a vampire, however, changed his whole outlook. Still crafty and sneaky, he grew bolder and more rash. Now he uses his small stature and the fact that he does not look like a threat to surprise his prey.

In campaigns, characters might encounter Ginlimj in old ruins, where he is either laired or hiding from vampire-hunting locals. Rumors of a vampire trapped in the ruins should scare the characters, so that when they see the goblin they underrate his abilities. He could also be living in a cave complex connected to the Underdark, or in the sewer system of a large city. Any of these locations would allow for places to hide, which Ginlimj values highly, and for plentiful and stupid prey, which is about all he can handle.

Here we offer three versions of Ginlimj, for varied challenge levels. The increasing character levels were all acquired before he became undead. He is presented with magic items such as a character of his level would have; they were all plundered from victims.

2nd-Level Rogue 4th-Level Rogue/1st-Level Cleric 5th-Level Rogue/5th-Level Cleric

Challenge Rating: 4

Challenge Rating: 7

Challenge Rating: 12

Alignment: Chaotic Evil

Alignment: Chaotic Evil

Alignment: Chaotic Evil

Strength: 14

Strength: 14

Strength: 14

Dexterity: 17

Dexterity: 18

Dexterity: 18

Constitution: —

Constitution: —

Constitution: —

Intelligence: 12

Intelligence: 12

Intelligence: 12

Wisdom: 13

Wisdom: 13

Wisdom: 14

Charisma: 12

Charisma: 12

Charisma: 12

Languages: Goblin

Languages: Goblin, Common

Languages: Goblin, Common

Hit Dice: 2d12

Hit Dice: 5d12

Hit Dice: 10d12

Hit Points: 14

Hit Points: 33

Hit Points: 65

Initiative Modifier: +7 (+3 Dex, +4 Improved Initiative)

Initiative Modifier: +8 (+4 Dex, +4 Improved Initiative)

Initiative Modifier: +8 (+4 Dex, +4 Improved Initiative)

Speed: 30 ft.

Speed: 30 ft.

Speed: 30 ft.

Armor Class: 22 (+1 size, +3 Dex, +6 natural, +2 leather)

Armor Class: 23 (+1 size, +4 Dex, +6 natural, +2 leather)

Armor Class: 24 (+1 size, +4 Dex, +6 natural, +2 leather, +1 ring of protection)

Attacks:

  • Short sword +4 melee (1d6+2 [crit 19-20/x2])
  • Dagger +4 melee, +5 ranged (1d4+2 [crit 19-20/x2])
  • Slam +4 melee (1d4+2)

Attacks:

  • Short sword +6 melee (1d6+2 [crit 17-20/x2])
  • Dagger +6 melee, +7 ranged (1d4+2 [crit 19-20/x2])
  • Slam +6 melee (1d4+2)

Attacks:

  • Short sword +10 melee (1d6+2 [crit 17-20/x2])
  • Dagger +9 melee, +10 ranged (1d4+2 [crit 19-20/x2])
  • Slam +9 melee (1d4+2)

Face/Reach: 5 ft. x 5 ft./5 ft.

Face/Reach: 5 ft. x 5 ft./5 ft.

Face/Reach: 5 ft. x 5 ft./5 ft.

Saving Throws:
Fortitude +0
Reflex +7
Will +1

Saving Throws:
Fortitude +3 (+4)
Reflex +10 (+11)
Will +4 (+5)

Saving Throws:
Fortitude +5 (+7)
Reflex +11 (+14)
Will +9 (+11)

Skills: Hide +16*, Move Silently +16*, Innuendo +6, Listen +14*, Open Lock +6, Spot +14*, Tumble +6, Balance +8, Appraise +6

Skills: Hide +19* (+21), Move Silently +19*, Innuendo +6, Listen +16*, Open Lock +9, Spot +14*, Tumble +8, Balance +9, Appraise +7, Search +13*, Disable Device +2, Knowledge (religion) +3

Skills: Hide +20* (+22), Move Silently +20*, Innuendo +8, Listen +17*, Open Lock +9, Spot +15*, Tumble +8, Balance +10, Appraise +7, Search +15*, Disable Device +4, Knowledge (religion) +4, Spellcraft +4, Concentration +5

Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes

Feats: Alertness, Skill Focus (Hide), Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes

Feats: Alertness, Skill Focus (Hide), Combat Casting, Iron Will, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes

Special Abilities:

  • Sneak attack +1d6
  • Evasion
  • Save DC for vampire abilities: 12

Special Abilities:

  • Sneak attack +2d6
  • Evasion
  • Uncanny Dodge (keep Dex bonus to AC)
  • Cleric spells: prepare 3 0-level and 2+1 1st-level per day
  • Domains: Trickery, Chaos
  • DCs to save vs his spells: 11 + spell level
  • Deity: Maglubiyet sneaky and overwhelm your foes"
  • Spontaneous casting: change any spell (except domain spell) to inflict wounds spell of same level
  • Rebuke undead
  • Save DC for vampire abilities: 13

Special Abilities:

  • Sneak attack +3d6
  • Evasion
  • Uncanny Dodge (keep Dex bonus to AC)
  • Cleric spells: prepare 5 0-level, 4+1 1st-level, and 3+1 2nd-level spells per day
  • Domains: Trickery, Chaos
  • DCs to save vs his spells: 12 + spell level
  • Deity: Maglubiyet sneaky and overwhelm your foes"
  • Spontaneous casting: change any spell (except domain spell) to inflict wounds spell of same level
  • Rebuke undead
  • Save DC for vampire abilities: 16

Equipment: The bonuses for these items are included in the statistics above. Necklace of prayer beads (blessing), potion of sneak, potion of wisdom

Equipment: The bonuses for these items are included in the statistics above. Necklace of prayer beads (blessing), potion of sneak, potion of wisdom, cloak of resistance +1, bag of tricks (gray), keen short sword

Equipment: The bonuses for these items are included in the statistics above. Necklace of prayer beads (blessing), cloak of resistance +2, bag of tricks (gray), +2 short sword, +1 ring of protection

*Vampires receive a +8 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Vampire Abilities (true of all versions):

  • Domination (Su): A vampire can crush an opponent's will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed at a Will save or fall instantly under the vampire's influence as though by a dominate person spell cast by a 12th-level sorcerer. The ability has a range of 30 feet.
  • Energy Drain (Su): Living creatures hit by a vampire's slam attack suffer 2 negative levels.
  • Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round the pin is maintained.
  • Children of the Night (Su): Vampires command the lesser creatures of the world and once a day can call forth a pack of 4d8 dire rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
  • Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire's energy drain attack rises as a vampire spawn (see the "Vampire Spawn" entry in the Monster Manual) 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master's death.

Special Qualities:

  • Undead (Su): Immune to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and mind-influencing effects (charms, compulsions, phantasms, and morale effects). Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Immune to anything requiring a Fortitude save (unless it affects objects). Make Concentration skill checks using Charisma modifier.
  • Damage Reduction (Su): A vampire's undead body is tough, giving the creature damage reduction 15/+1.
  • Turn Resistance (Ex): A vampire has +4 turn resistance.
  • Resistance (Ex): A vampire has cold and electricity resistance 20.
  • Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will, as the spell cast by a 5th-level sorcerer, but can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
  • Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.
  • Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph self spell cast by a 12th-level sorcerer, except that the vampire can assume only one of the forms listed here. It can remain in that form until it assumes another or until the next sunrise.
  • Fast Healing (Ex): A vampire heals 3 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, a vampire automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. Once at rest in its coffin, it regains 1 hit point after 1 hour, then resumes healing at the rate of 3 hit points a round.

About the Author

Robert Wiese never knew his parents. He was raised by kindly middle-class people, and grew up on the mean streets of suburbia. There, he learned important life lessons, such as the quickest route to the mall on a bicycle, how to borrow the car, and how to hang Christmas lights on a two-story house. Later in life, he discovered D&D, and gave up on all outdoor activities. Now he lives like a hermit, coming out of his cave only to fix the Internet connection or go to work at Wizards of the Coast.


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