Lamentations of the Vampire Princess pt. 3 - Metamorphosis

part 1 here for how one turns into a vampire, feeding rules, & a list of traits common to all vampires
part 2 here for newly rise PC vampires , hunger and advancement
part 3 here for metamorphosis table
part 4 here for blood gifts


First things first, this table wouldn't have happened if not for some help by the DIY D&D community on Google+. specifically, Gregory Blair, Chris Dunlap, James Young, Elias Stretch, Chris F, Chris P, you're dead to me, Sean McCoy, Beloch Shrike, Jason Knepper, Aleksandr Revzin, Martin O, Gennifer Bone, Graham Meinert, Zedeck Siew, Mark Diaz Truman & Goblins Henchman.

Your entries all ruled and they made this thing. Thank you.

Also, a lot of people contributed to this, and if I somehow forgot you [I made sure to take note, but shit happens], plz remind me and I will add you to these credits!


Roll d100, divide by 2, and look up at your result on the Metamorphosis table. The vampire undergoes a physical and/or spiritual mutation according to whatever is rolled--forever. Occasionally, you’ll get to roll another type of die, depending on the nature of the metamorphosis that is rolled. If a previously rolled metamorphosis is rolled again, reroll. The Referee is formally encouraged to replace entries that have been rolled already with metamorphoses of their own making.
  1. The body becomes covered in thin brown fur, and the undead’s face takes on the horrifying visage of a man-sized vampire bat. A pair of useless skeletal wings sprout from the back, and the fangs grow significantly, allowing the vampire to perform a d6 bite attack. The vampire can no longer rest in coffins; instead it must rest in humid caves, preferably upside-down if it can manage to do so (it’s a comfort thing).
  2. The skin glows faintly green and becomes translucent, revealing bones and black blood in the veins. The hair grows long, past the shoulders, and becomes like pale jellyfish legs. The vampire’s eyes turn entirely black; reflections in the dark surface of the eyes can reveal future disasters to an experienced fortune teller. A pair of such eyes can fetch well over 500 gold pieces in the seedier markets of the world. When the vampire takes this form, it gains a spell slot, with which it can use spells from the Magic-User’s spell list. Roll d6 to determine the level of the spell slot.
  3. The vampire’s stature diminishes by ¼ of its ordinary height, and furthermore it develops a hunched back, making it appear quite diminutive. One of the undead’s eyes grows to two-times its original size, bulging out of the eye socket; the other eye goes lazy. Vampire may start saying, “Yes, master,” to creatures it considers superior to itself.
  4. The demon’s unholy power can barely sustain the body. The vampire’s flesh is given to decomposition and remains in stasis at a particular stage of rot. Roll d4:
    1. A week. Bloated, ruddy, sickening. Maximum hit points reduced by ¼.
    2. Two weeks. Save the fangs, teeth and nails begin to fall out. Maximum hit points reduced by ⅓.
    3. One month. The flesh liquefies and collapses. Maximum hit points reduced by ½.
    4. One year. The flesh is dried out; the vampire is nearly skeletal. Maximum hit points reduced by ⅔
  5. Over the course of three nights, the vampire sheds its entire lower body. In its place, a spider-like body forms. Eight legs sprout from the cephalothorax; the abdomen grows spinnerets. The mutated vampire can walk on walls and ceilings with its new arachnid legs, while the spinnerets can spin messy black webs covered in blood and pitch-colored feces.
  6. Human eyes sprout in clusters all over the undead body, while a red eye forms in the middle of the vampire’s forehead. The red eye may be used to fire a large and wildly powerful beam that is active for d8 rounds; whoever is caught in the beam’s uncontrollable and sweeping path must save vs. paralysis or permanently turn to stone. The petrifying eye can only ever be used once. After it has activated and the beam’s duration ends, the petrifying eye and all eye clusters burst into black blood and pus, dealing d12 damage to the vampire and leaving permanent and painful open sores all over the body.
  7. The vampire grows extra eyes, first in its palms, and then slowly over the rest of its body. This improves the vampire’s sight and perception (+2 to Wisdom score)--but the stimulus can be overwhelming, especially in sunlight, and the vampire’s penalty in sunlight becomes -4 instead of -2.
  8. Each night, the vampire wakes from its deathlike sleep with an elderly and feeble body, with the usual ability penalties that old age brings. When the undead drains a mortal to death, the vampire becomes younger—a decade per adult victim, two decades if the victim was a child. When the vampire next goes to rest and rises again the following night, it is old again, and the process begins anew. To determine the age of the vampire’s body upon waking, assume 90 years old or, if you like rolling dice for the hell of it, roll 5d10 and add to 50 to get the age.
  9. The vampire’s pores open, making it look as if the undead’s skin is littered with millions of tiny holes. When damage is done to the vampire, plague leaks from the open pores. Every creature in the vicinity must make a save vs. poison or become infected. The plague causes gangrene, seizures, hematemesis, and awful malaise; if not cured with a careful treatment of swamp black lotus, the disease kills in d10 days. Those who die of the disease and whose corpses are not burned will rise from their graves as plague zombies.
  10. The vampire becomes unnaturally thin and its bones become flexible, almost jelly-like. It can slither near-silently along the ground like a worm and can burrow in soil to hide and to rest, rather than having to use its coffin.
  11. The undead’s bones turn to dust, and instead its skin transforms into a hardened exoskeleton, increasing its base armor class by 2. Its fangs turn into long, straight needle-like implements, with which it deeply pierces flesh in order to drink blood, drawing d10 blood per round when it feeds.
  12. Pitch-black fur covers every inch of skin, and the vampire takes on a bestial gait. It speaks in deep growls and high-pitched yelps, and its void-like eyes are drawn to the cold luminescence of the moon. Though sun harms it no more than usual, it will seek shelter in shadow from the sun’s radiance. Roll d4 twice and take both traits rolled; if an entry is rolled twice, reroll until you get something different.
    1. The beast can spend two hit points to spit black blood into its prey’s eyes. This is treated as a ranged attack roll with a natural weapon. On a hit, the target is blinded for d4 rounds. This ability can be used to the beast’s content.
    2. The beast sings hauntingly in the night, summoning d4 wolves and wild dogs to its aid if there are any in the vicinity. This ability can be used once per night.
    3. The beast can see in total darkness and move completely silently, provided no light is cast on its horrid form.
    4. The beast releases cursed pheromones that activate great and horrible lust in mortals. All mortal beings in the nearby area must save vs. magic or they shall desire to copulate with the beast at any cost. This ability can be used once per night.
  13. Whenever the vampire is reduced to zero hit points, its corpse explodes, causing boiling black blood and shards of bone to scatter. Everyone standing near the vampire at this point must save vs. breath weapon or suffer 2d4 damage. After the explosion, the vampire’s eyes, lungs, brain, intestines, and heart remain intact and preserved by dark forces. The undead will regenerate its body in d6 days if these viscera are placed back in its coffin. On the other hand, if these body parts are sanctified and burned, the vampire will be eternally destroyed.
  14. Possessed by Transilvanian hunger, blood alone will no longer satisfy the vampire’s cursed blood—only human flesh will satiate the undead’s dark hunger. Every bite of human flesh taken restores two hit points, while drinking blood no longer restores any hit points.
  15. The vampire’s blood is so vile that it can be smelled by beasts—and they hate it. Most animals, not just felines, will attempt to flee the undead when it approaches their vicinity. Particularly vicious animals may even attack the vampire. This applies to pretty much everything except for bats, insects, and arachnids.
  16. The vampire no longer consumes blood, but instead feeds off of strong emotions. The more drama it surrounds itself with the more it gains, but the more vampiric it looks. Exposure is only a laugh or cry away.
  17. The vampire begins to exude a supernatural control over sentient beings that exist near it for an extended length of time. Roll d4. That many nearby sentient creatures become effective hirelings for the vampire for eternity, or at least until their bodies crumble to dust. If the vampire is ever slain, the foul magic is undone, and the creatures are freed from their unholy bondage.
  18. The vampire’s physical form becomes like shadow, allowing it to disappear completely when in any sufficiently dark space, effectively making it invisible to all senses. However, the vampire will now be weakened by any light source other than moonlight or starlight, reducing its maximum hit points by half whenever it is in light.
  19. Uncanny beauty. The vampire now radiates an unearthly beauty. Wrinkles, warts, and flaws disappear. The cheekbones become high, and the eyes have alluring depths one could drown in. At first appearance, and when the vampire intentionally wills it, the vampire beguiles with animal magnetism. Yet further contact demonstrates a inexplicable but disquieting  wrongness beneath the vampire's perfect visage. Those fingers are too long and elegant, the eyes too large. The vampire moves and flitters about in impossible angles. The alluring gaze becomes soul-piercing. Out of the periphery of one's eye, the vampire seems to have a hidden sinister, even mocking demeanor. The dissonance of attraction and anxiety ultimately moves many people to unconsciously avoid an entity seemingly from both their dreams and nightmares.
  20. you're dead to me
  21. The vampire’s mouth seals into a patch of scarred flesh. It now feeds through its hands, which have become void black from the wrists to the fingertips. Unarmed attacks now grant the same benefit as feeding to the vampire. However, the pitiful creature can no longer communicate through traditional speech.
  22. All of the vampire’s joints become omnidirectional. This new flexibility can permit the vampire to move through or occupy spaces that would normally be impossible for a creature of its size. Checks to escape holds or bonds are made with a +2 bonus.
  23. A fetus begins growing out of the vampire's body. From now on, the vampire must drink blood for two, and half of the hit points that would normally be absorbed by the vampire are given to the fetus. The fetus grows and develops, and, once fed 30 hit points worth of blood, becomes (roll d4; 10% chance whatever it turns into hates the vampire and will try to kill it) …
    1. A dhampir child
    2. A blood-starved beast, with abilities and stats equal to the vampire’s (see metamorphosis
    entry 12)
    3. A worse clone (reroll abilities, take the lower number; same class and experience levels)
    4. A better clone (reroll abilities, take the higher number; same class and experience levels)
  24. The vampire gains a poser thrall. They are all the annoying vampire-wannabe tropes rolled into one “goth” pest. They will go out of their way at even (or especially) the most inopportune times to prove themselves to their new master. Treat as a level one hireling with almost unflappable morale, complete (even suicidal) submissiveness to the vampire, and terrible luck.
  25. All lights within 15 feet flare, then dim to a faint almost imperceptible spark whenever the vampire smiles.
  26. The vampire can with an action shrink and teleport themselves into the mouth of a nearby virgin that it can see. The virgin doesn't feel the vampire's physical presence in their mouth. The vampire can travel around like this for as long as it wants, but most normal things like blood-hunger still affect them, save sunlight.
  27. When there is a wind blowing around, or when leaping/dropping from a tall height, the vampire can spread their limbs wide and be float like dandelion seeds. However, whenever in a strong wind, the vampire suffers penalties to movement, and may even be blown around against their will.
  28. The vampire's arms wither to useless stumps, while the legs fuse. The skeleton becomes very flexible, allowing the vampire to move as a snake. The tongue grows into a thick, strong tentacle, as long again as the vampire's body. It is fully prehensile. Over time, the vampire grows into a kind of fleshy snake. It never stops growing--and ancient vampires of this kind reach a terrifying size.
  29. The vampire becomes blood. Volume equal to that found in an average human body. It has total control and mobility in this form, with attendant advantages (able to seep through cracks and orifices, etc.) and disadvantages (vulnerability to stuff that affects liquids; many a-vampire who’ve become like this have been imprisoned within sponges). Can puppet any flesh that it has the requisite volume to completely sanguinate.
  30. As with their other senses, the vampire's skin becomes increasingly sensitive. After first rolling, this result coarse fabrics, stiff leather, and the weight of armor become unbearably painful. But it can identify almost any cloth by touch alone. With each further metamorphosis, the sensitivity increases. Eventually the vampire will be unable to bear any clothing, but will be able to read ink on a page by feel.
  31. Holy symbols burst into flame within the vicinity of the vampire. They burn away to nothing in mere minutes … the more valuable, the hotter the flame.
  32. The vampire's skin becomes bloated and grey, like a drowned body. The coffin in which it rests must now be buried in black mud under running water. Additionally, the vampire no longer has a vulnerability to running water effects. It may treat the undersides of boats as the thresholds of houses. People on the river sometimes say they hear someone knocking from the underside of the boat. They say to ignore it, for everyone's sake.
  33. The vampire sheds its original flesh and mutates instead into a horrible, ugly creature, its appearance terrifying beyond all comprehension. What's unique, however, is that the vampire can take any human and spend 1d20 hours skinning the human alive; once the process is over, the vampire may wear the human skin. This does not give the vampire the memories, voice, or mannerisms of the victim, but does make them identical to the deceased. Furthermore, as long as the vampire bathes in virginal blood once a month, the skin will continue to flourish. This gives a bonus to rolls related to the skin (e.g., a fair maiden’s skin might make the vampire more charismatic, while a highwayman’s skin might offer bonuses to intimidate. Go crazy).
  34. In a sickening process, the organs, bone, and internal organs of the vampire liquefy, bursting forth in a toxic spray. Only skin and hair is left behind, animated via the vampire's will. This parasitic sack of skin and hair hunts by enveloping a victim and slowly draining their blood through osmosis. While feeding, the vampire can control the host body; in essence, it is temporarily re-created as a solid entity. However, the process is inevitably fatal to the host, and the vampire must find a new one every new moon.
  35. The vampire splits into two, one lime-white, the other ash-black. The pair are linked by mysterious magics. If one suffers damage, the other gains that much HP in return. Therefore, the pair is very difficult to kill. The pair are always drawn to each others’ company, but usually hate each other, thereby only begrudgingly cooperating. Their shared interest is killing, and they have an insatiable hunger.
  36. The vampire can no longer bring blood inside the confines of its body. In order to feed, it must extrude its stomach up its esophagus and out its mouth (or, if it wishes to be even more revolting, out the other end). The extruded stomach is covered in thorn-like fangs. Once it has absorbed the blood into the stomach lining, the vampire can retract the organ back into its body.
  37. The vampire's fangs become seeds. With a bite, the vampire leaves a fang behind, planting the seed in the victim. The flower that blossoms from this seed is only visible to vampires, but the scent is detectable to all, and reminds those who know it of the vampire. If the vampire can get close enough to drink in the aroma, it can feed olfactorily. The seed-fangs grow back over the course of a lunar cycle. If the vampire plants two seeds into the same victim, the flowers fight within the victim's astral body, eventually turning it into some rare and peculiar monster.
  38. Every night, the vampire grows wings and separates gruesomely from their torso. Its tongue grows into a long, prehensile proboscis, and it may only feed from unborn children. The vampire may re-attach to its torso an hour before sunrise; if the vampire fails to re-attach to its lower half before daybreak, its upper half will crumble and it will die the true death.
  39. The vampire is able to detach its head at will, and the vampire may only be truly destroyed by detaching the head, splitting it open, salting the brain, and burning it. If the vampire’s head ends up more than 666 feet away from the body, the old body will die and it will gradually grow a new body over d6 days, allowing the vampire to randomly re-roll all physical abilities (Constitution, Dexterity, Strength). As a head, the vampire can only bite to defend itself; the head is not otherwise capable of attacking on its own, and it cannot move. It can hold things in its mouth, however.
  40. Blood Gift: Bad Luck
  41. Blood Gift: Become Mist
  42. Blood Gift: Blood Tentacle
  43. Blood Gift: Command Over Beasts
  44. Blood Gift: Corpse Blood Cauldron
  45. Blood Gift: Cursed Object
  46. Blood Gift: Dicks to Snakes
  47. Blood Gift: Hypnosis
  48. Blood Gift: Lycanthropy
  49. Blood Gift: Misery
  50. Blood Gift: (random magic-user spell, level equal to vampire’s experience level; blood expenditure is d4 for spell levels 1 and 2, d6 for 3 and 4, d8 for 5 and 6, d10 for 7 and 8, d12 for 9)
part 1 here for how one turns into a vampire, feeding rules, & a list of traits common to all vampires
part 2 here for newly rise PC vampires , hunger and advancement
part 3 here for metamorphosis table
part 4 here for blood gifts