Tuesday, September 29, 2020

CROGLIN VAMPIRE: Monster for Old School D&D Adjacent & Call of Cthulhu 5e.

A dusty slice of #BOSR, the Croglin Vampire IRL is the monster in a true story from UK olden times.

And, by true story, I mean the kind of ghost/horror story that is presented as being something that actually happened in places that can actually be visited, but that you can't because it didn't because it isn't. 

It was pointed out long ago that the whole incident sounds identical to an episode from Varney the Vampire.

Croglin -though it's a place-name- is also quite a Nintendo-sounding word, so I've kept it to define a monster type. Here are three different versions, two D&D adjacent and one for BRP/CoC 5e - they all play differently.


Stefano Tambellini, from The Vampire of Croglin by Terry Deary.

Croglin Vampire for Old School D&D Adjacent (Basic).

Armour Class +4     Hit Dice 2     Move 125% Normal Human     Save F2     Morale 10

  • Claw/claw/bite 1-3/1-3/1-3 + paralysis
  • Regenerates 1 hp/round
  • Always strikes first in the first combat round (unless surprised), and gets +1 to Initiative thereafter.
  • The hideous appearance and ferocious attack of a Croglin Vampire requires mortals of 3HD/levels or fewer to save vs. death ray or flee in terror.
  • Turn as Ghouls (alternatively, Morale Check if confronted with flaming torch or holy symbol).


Croglin Vampire for Old School D&D Adjacent (Advanced/Expert).


Armour Class +3     Hit Dice 2+4     Move 125% Normal Human     Save F3     Morale 9
  • Claw/claw/bite for 1-3/1-3/1-3; if both claws hit, the bite does automatically.
  • The bite causes paralysis (save applies), and drains blood (1-3 hp/round - or 1 STR/turn, if it has the leisure).
  • If you are alone and you see a Croglin Vampire, you must save vs. paralysis - this paralysis is broken by the arrival of an intelligent living being, the monster moving out of sight, or the monster causing you damage (although by then you may be paralysed by the bite).
  • Regenerates 1 hp/round, except from fire and/or holy damage.
  • At 0 hp or lower, it falls helpless and can be destroyed by any of the usual methods for dispatching a Vampire in your setting, but will be able to move and fight as soon as it reaches 1 positive hp.
  • The hideous appearance and ferocious attack of a Croglin Vampire requires mortals of 3HD/levels or fewer to save vs. death ray or flee in terror (50% dropping handheld objects).
  • Turn as Wights (alternatively, Morale Check if confronted with flaming torch or holy symbol).

  • Number Appearing as Wights; Treasure will be Incidental.
  • Undead; STR drained victims not blessed/destroyed/dismembered will return as Croglin Vampires within a week - they are not automatically under their creator's command.
  • Immune to sleep, charm, hold and cold.
  • Not destroyed by sunlight, but must immediately flee to their lair at the breaking of the dawn.

Les Edwards.
One of the plates that someone cut from the copy of CoC 5e I got from a charity shop.

Croglin Vampire, Is It 'A' or 'The'?


A withered, shrivelled, mummified lich of a Vampire, with glaring eyes, pointy teeth and bony claws. It might be naked or clothed.

Or it looks like your favourite illustration of the Vampire of Croglin Grange.

Or it looks very much like a certain Walter Corbitt, Esq.

If you are alone and you see the Vampire, match magic points vs. its POW or be unable to act (check each round) - this hold is broken by the arrival of an intelligent living being, the monster moving out of sight, or the monster causing you damage (at which point it will be Grappling you anyway). 

Alternatively, use Corbitt's mind-clouding ability from The Haunting scenario.

It is rendered immobile and insensible when exposed to the rays of the sun, and can be destroyed in the traditional manner.

It has only dim memories of its mortal life, and little remaining understanding of the things it once knew and practiced. It does not speak and it is not clear whether it comprehends language, though it can communicate and be communicated with in a basic, non-verbal manner.

STR 2d6+6 (13)     CON d6+12 (16)     SIZ 3d6 (10.5)     INT 2d6 (7)     POW 3d6 (10.5)

DEX d6+12 (16)

Hit Points av. 13     Damage Bonus nil     Move 10

Weapons:
  • Grapple DEX x 3% or STR/SIZ vs. STR/SIZ, every successful Grapple is followed by an automatic Bite (roll only for impale)
  • Bite DEX x 3%, 1-3 damage + blood drain (1 STR)
    • characteristic loss is recovered at the rate of 1 point per full day of rest or per week of normal activity
Armour: None, but bullets and other impaling weapons cause minimum damage.

It regenerates all damage, except that done by fire, at the rate of 1 hit point per hour of inactivity - returning to its resting place during the hours of daylight.

Skills: Climb 60%, Dodge 25+DEX%, Jump DEX x 3%, Move Quietly 80%, Seek Out Fresh Victim 60%, Human Psychology 30%.

Spells: Normally none.

Habitat: Crumbling tomb, mossy burrow, dried-up well, abandoned cottage - but always near human prey.

Sanity Loss: 1/1d8 to see it.

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