Vampyr

Vampyrs were the most common variety of Higher Vampire, and the closest match to the stereotypical expectation of their kind. Cursed with undeath by the Vampiric Curse, they existed by draining the blood of the living. This being said, they still possessed free will, and many could attain a nonviolent existence by finding voluntary sources of blood or even alternatives (such as the thick sap of the Sickle Oak). Vampyrs could create Lesser Vampires by biting living humanoids, and even create other Higher Vampires by giving their blood to a Lesser Vampire. While not the most powerful form of vampire, Vampyrs were typically the most successful due to their ability to learn and cast magic, as well as their shapeshifting abilities enabling them to integrate much better into society.

## Description

Vampyrs looked very similar to normal humanoids at first glance, with the only particular differences being pale skin and prominent canines. They could be of nearly any race, though certain races such as Genasi and Minotaurs seemed resistant to the curse. They could also shapeshift to take the form of an animal (normally a bat or wolf) or a cloud of smoke. When in the form of an animal, they could be noticed by their unnaturally intelligent eyes. Some sources purported that Vampyrs were notably attractive members of their race, lending credence to theories that Vampyrs possessed a natural glamour to lure in prey. This glamour could len dto some unexpected unions between Vampyrs and living humanoids, resulting in the creation of a Dhampir.

## Creation

Vampyrs were normally created after a Vampire Spawn drank the blood of their master vampire, essentially "promoting," them and releasing them from the hold of that master. This was a very rare circumstance, as many vampires preferred to have power over others. This promotion could also occur by force, as the spawn of a vampire could rise up and devour their former master in rare cases. Vampyrs were also one of the Higher Vampire species created directly by the bite of an Elder Vampire.

## Strengths and Abilities

Vampyrs possessed numerous and diverse abilities, making them extremely dangerous to engage in direct combat in any case. How commonly and effectively these abilities were used depended on the individual Vampyr.

* Immortality- Vampyrs were undead and immortal, existing eternally until slain. Even more so, they were difficult to permanently kill, capable of turning into a mist to retreat to an inner sanctum and regenerate. Only if they were slain during this time or prevented from entering their sanctum before sunrise could they be permanently defeated.
* Shapeshifting- Vampyrs could shift into the form of an animal (varying upon the individual, most preferred the form of a bat or wolf), as well as into a cloud of mist. This allowed them to navigate and blend in with normal society to stalk their prey, or to escape when in danger.
* Regeneration- Vampyrs could regenerate from even vicious wounds inflicted by magical weapons, though this trait could be negated by inflicting damage with holy energies.
* Unnatural Resilience- Vampyrs were resistant to most forms of nonmagical weaponry, capable of shrugging off even swings from the strongest fighters.
* Superhuman Speed and Strength- Vampyrs were far faster and stronger than a normal human, capable of scaling walls and clinging to ceilings with ease, and capable of killing a commoner with a single swing of their claws.
* Spellcasting- While not an innate strength, many Vampyrs could use the endless time granted by their immortality to learn and hone the ability to cast magic. As such, many Vampyrs became very powerful spellcasters.
* Servants- Vampyrs could create an army of servants in the form of Lesser Vampires and loyal creatures (normally wolves or rats). The stronger and more intelligent the Vampyr, the more powerful servants it could create.

## Weaknesses

Despite their terrifying strength, Vampyrs were limited by a number of weaknesses due to their nature of being undead and cursed creatures.

* Forbiddance- Vampyrs could not enter a dwelling unless given permission from one of the occupants. This weakness was unique among Higher Vampires, and seemingly a carryover trait from Vampire Spawn. However, this weakness was often negated by craftier Vampyrs, who would use duplicity to gain entry, with even a door being held open for them considered permission for entry,
* Running Water- Vampyrs were harmed by running water as if it was acid, rendering them unable to cross running rivers or other sources of water.
* Stake to the Heart- Impaling the heart of an incapacitated Vampyr with a stake would render them immobile, paralyzing them completely until the stake was removed. This could be done as a method to prevent the Vampyr from moving, but would not permanently destroy it.
* Sunlight- Vampyrs were notably sensitive to sunlight, this weakness only eclipsed in intensity by that of the Moulin. The sun burned their flesh and weakened them immensely, and as such most Vampyrs only traveled by night.