@Compendium[swade-core-rules.swade-rules.Special Ability (Burrow)]{Burrow} (20″): Giant worms tunnel through the ground, blocked only by solid bedrock.
Change Form: As an action, a vampire can change into a wolf or bat with a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll at −2. Changing back into humanoid form requires a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll.
Charm: Vampires can use the @Compendium[swade-core-rules.swade-powers.Puppet]{puppet} power on those attracted to them (GM’s call) using their @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} as their @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill}. They can cast and maintain the power indefinitely, but may only affect one target at a time.
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"
},
{
"id": "Children of the Night",
"name": "Children of the Night",
"description_full": "
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Children of the Night: Ancient vampires have the ability to summon and control wolves or rats. This requires an action and a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll at −2. If successful, [[1d6]] # Wolves summoned wolves or [[1d6]] # Swarms of rats summoned swarms of rats (see @Compendium[swade-core-rules.swade-bestiary.Swarm]{Swarm}) come from the surrounding wilds in [[1d6+2]] # Rounds until summoned rounds.
Constrict: +2 to @Compendium[swade-core-rules.swade-rules.Traits]{Athletics} and @Compendium[swade-core-rules.swade-rules.Traits]{Strength} rolls made to @Compendium[swade-core-rules.swade-rules.Grappling]{grapple}.
@Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct}: +2 to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}; ignores 1 point of Wound penalties; does not breathe or suffer from @Compendium[swade-core-rules.swade-rules.Disease]{disease} or @Compendium[swade-core-rules.swade-rules.Poison]{poison}.
@Compendium[swade-core-rules.swade-rules.Special Ability (Elemental)]{Elemental}: No additional damage from @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}, ignores 1 point of Wound penalties, doesn’t breathe, immune to @Compendium[swade-core-rules.swade-rules.Disease]{disease} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}.
@Compendium[swade-core-rules.swade-rules.Special Ability (Ethereal)]{Ethereal}: Ghosts can become invisible and immaterial at will and can only be harmed by magical attacks.
@Compendium[swade-core-rules.swade-rules.Special Ability (Regeneration)]{Fast Regeneration}: Some creatures heal quickly and may attempt a @Compendium[swade-core-rules.swade-rules.Healing]{natural healing} roll every round, even if @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated,} unless their @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} were caused by fire or flame or they’re put to the torch afterward.
@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}: Immune to @Compendium[swade-core-rules.swade-rules.Fear]{Fear} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, but may be smart enough to react to fear-causing situations aptly.
@Compendium[swade-core-rules.swade-rules.Special Ability (Hardy)]{Hardy}: The creature does not suffer a Wound from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken} twice.
Infection: Anyone slain by a werewolf has a 50% chance of rising as a werewolf themselves. The character involuntarily transforms every full moon. He gains control of his lycanthropy only after [[/sr 1d6 # Years after which the character gains control of lycanthropy]] years as a werewolf.
@Compendium[swade-core-rules.swade-rules.Special Ability (Low Light Vision)]{Low Light Vision}: Ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.
Mist: Ancient vampires have the ability to turn into mist. Doing so (or returning to human form) requires an action and a @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} roll at −2.
Ornery: Mules are contrary creatures. Characters must subtract 1 from their @Compendium[swade-core-rules.swade-skills.Riding]{Riding} rolls when riding them.
@Compendium[swade-core-rules.swade-rules.Special Ability (Poison)]{Poison}: The GM chooses what kind of @Compendium[swade-core-rules.swade-rules.Poison]{poison} the viper injects.
@Compendium[swade-core-rules.swade-rules.Special Ability (Poison)]{Poison} (−4): Usually @Compendium[swade-core-rules.swade-rules.Poison]{Mild} or @Compendium[swade-core-rules.swade-rules.Poison]{Lethal}.
@Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Resilient}: Some creatures can take one Wound before they’re Incapacitated.
Split: Some swarms split into two smaller swarms when @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded} (GM’s call). Reduce the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Blast Template} one size after a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}; Small swarms are destroyed.
Swarm: +2 to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}, @Compendium[swade-core-rules.swade-rules.Characters]{Parry} +2. Swarms are composed of many small creatures, so cutting and piercing weapons do no real damage. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area effect attacks} work normally, and a character can stomp to inflict his damage in @Compendium[swade-core-rules.swade-rules.Traits]{Strength} each round. Some swarms (bees, hornets, birds) may be foiled by total immersion in water.
@Compendium[swade-core-rules.swade-rules.Special Ability (Swat)]{Swat}: Dragons ignore up to 4 points of @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} penalties when attacking with their claws.
@Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Undead}: +2 Toughness; +2 to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}; no additional damage from @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}; ignores 1 point of Wound penalties; doesn’t breathe; immune to @Compendium[swade-core-rules.swade-rules.Disease]{disease} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}.
@Compendium[swade-core-rules.swade-rules.Special Ability (Wall Walker)]{Wall Walker}:The creatures move at their full @Compendium[swade-core-rules.swade-rules.Movement]{Pace} on walls and ceilings! Creepy!
Zombie: Liches are necromancers first and foremost. The undead they raise through the @Compendium[swade-core-rules.swade-powers.Zombie]{zombie} spell are permanent, and they may raise @Compendium[swade-core-rules.swade-bestiary.Skeleton]{skeletons} just like @Compendium[swade-core-rules.swade-bestiary.Zombie]{zombies} as they choose. Some liches have built up entire armies of the undead at their disposal.