A well-worn book, authored by the infamous monster hunter and scholar, Rudolph van Richten.

Found in the bedroom of Kolyan Indirovich, the late Burgomeister of Little Barovia.

Contains a very flowery description of the strengths, weaknesses, and other characteristics of vampires as catalogued by Van Richten in his journeys, but does feature a disclaimer that while the information contained has, in his observations, been consistent with those he has encountered, they can only be applied to a “typical” vampire - something he does not believe to exist. As such, he makes no guarantee to their universal applicability, particularly in the case of more powerful vampires. The content of the book is unpleasant at best, and distasteful in many ways, but the information contained within is nonetheless salient and vital for dealing with a vampire.

Sections from the book are detailed below:

Vampires are very individualistic creatures, each with their own very strong, independent personalities - the most major similarity being that due to their unholy origins they without fail will do whatever they please to satisfy their lust for flesh, carnally and - much more importantly - violently. They range in power, although all are at a minimum a threat to all adventurers except for the most well-prepared, armed, and informed. I am unable to provide an upper limit for their abilities, as every time I think I have found their ultimate capabilities a far stronger example makes itself known, but rest assured that few things - and fewer still, if any, among them of such relatively human stature and origin - can match the power of a not insubstantial number of vampire.

Full vampires live for centuries or longer, and do not appear to have a natural lifespan, not that anything about them is natural in any sense. I firmly believe them to be functionally immortal - they appear to be nigh impervious to any lasting damage, and not once have I heard of a vampire succumbing to old age. The only methods I have found to effectively put an end to a vampire are a stake through the heart while they rest, incapacitated, in their coffin, or to somehow not only cause mortal damage to one, but do so while preventing it from reaching its coffin at all. Despite it being one of the few places one can definitively kill a vampire, their coffin is a refuge for them, and able to restore them to their full capacity merely by remaining in it for the equivalent of a night’s rest. However, this is made exceedingly difficult as not only are vampires well aware of this weakness - and as such highly protective of their coffin - they are also able to create new places of sanctuary that similarly provide them this regenerative effect, albeit with some effort. A well “dug-in” vampire - especially a highly intelligent one as is the norm - may have dozens or even hundreds of well-hidden places to hide and recover from even the most capable threats that dare try to oppose them. No matter how prepared for any situation a prospective vampire hunter may be, the vampire himself has prepared far better!

The benefits of a seemingly unending lifespan are obvious, and provide a semblance of hierarchy between individuals. Their latent physical and mental capabilities, coupled with a wealth of time to hone them, consistently provide steady growth as they train their abilities in all aspects. A vampire has reached what is considered to be a “mature” stage after a century of existence, and those younger are considered “fledglings”. While still quite dangerous, an average vampire hunter - one who has fully absorbed the wisdom of this book, honed their physical, mental, and magical capabilities, and prepared and armed themselves fully - should be able to survive an encounter with, if not actually defeat, a fledgling vampire. However, any vampire who has lived long enough to survive their first century of wanton chaos, destruction, and excess - and the ire of the local populace it attracts - has proven themselves to be more than formidable.

Of course, there are further categories - Old vampires are those who have existed for a minimum of two centuries, Very Old for three, and Ancient for four - but higher still are the Eminent vampire, of a half millenia of age, and the training, experience, and knowledge that has come with it, and the fortunately exceedingly rare Patriarchs who have shown themselves able to survive for at least a full millenia, with the abilities to match. It is worth mentioning, of course, that these timespans are measured from when the vampire first is turned, and do not include the period of time they lived as a mortal, but do not take this as a boon - rather, this just implies that whatever strength and knowledge they have amassed throughout this period is in addition to any previously held by the individual that previously inhabited their flesh.

These terms are used by the vampires themselves, and if one were to overhear a vampire refer to another as “Ancient One” or “His Eminence” they are surely far beyond their depths - and if such a reference is made directly to another vampire present, the adventurer should resign themselves to having ended their career with all finality.

It is worth mentioning that vampires do not age outwardly. One turned at a young age may in truth be the elder, and more powerful by comparison, to one turned in their twilight years. As such, their capabilities cannot be easily assumed at a glance without seeing a demonstration of them - typically, an indication given too late than would be useful - or the level of respect (or more accurately, fear) paid from one to another. Be wary, however, as just because a vampire known to be of a very advanced age may refer to another as a fledgling, this is not definitively an accurate assessment of the abilities of the younger, but rather a sign of contempt from the elder towards a younger and relatively weaker - yet still highly dangerous - vampire of any age younger than their own. You may discover the weaker of the two, but include yourself in the equation and you will find both to be similarly able to crush you like an insect, which they truly do consider you to be in their eyes.

I have already discussed the one definitive way to end a vampire - the classic stake through the heart while in their coffin - as well as the general approach for bringing them to their demise when this is not an option. I would now like to present the other weaknesses that may be used to one’s advantage in achieving this, however slight that advantage may be. Do not rely on these for anything more than a distraction, of course, but a wary adventurer is well served to know of any advantage they may be able to take, no matter how slight. Before this, however, I must pay special care to mention those approaches that will provide no such advantage but rather serve the hasten the end of the hapless adventure who wrongly believes their efficacy.

Discard the ideas propagated by folklore; vampires, especially from certain regions where such an ingredient is commonplace, may have used some number of their countless years to become more than competent chefs, and their fear of garlic extends no further than whether the dish has enough to complement the other flavours. Those that have not would lack even this, at worst expressing a distaste for the flavour, but in no situation will a common bulb of allium sativum prove to spark any emotion stronger than annoyance.

What do hold seeds of truth, however, are their storied weaknesses to holy water - although in truth specifically running water regardless of its divine nature - as well as sunlight. Vampires do, as the stories say, avoid sunlight as a rule, as well as direct contact with a rushing river, or even a babbling brook. While I have not with my own eyes seen a vampire sip from a cup of water, I would not anticipate that to quite do the trick - even if it may cause some discomfort to a vampire, their regenerative abilities far outpace it. While it may be quite an uncharacteristically unintelligent vampire indeed to allow itself to be caught unawares during the day where it may risk even a chance encounter with the natural light of the sun, a clever adventurer with magical abilities may be able to produce a replication that can at least cause a moment’s distraction with a spell or some source of sunlight - but it must truly be the sun’s light, and not merely any source of bright light. Similarly, a vampire will simply not allow an encounter to occur in the vicinity of a source of running water, so some ingenuity will be required to make use of it as a tactic. To a vampire sunlight is like bare flame to a man’s flesh; water, acid. As such they exhibit a nocturnal sleep pattern, restricting activity to hours when the sun is not present, and a tendency to avoid such flowing sources of water that may be used to their detriment when selecting their lair’s location. Mirrors, too, while not actively a form of harm to a vampire, seemingly refuse to acknowledge their existence - a reflection will simply not appear, despite the vanity exhibited by some. While it should be used to one’s advantage, take care not to rely on a reflective surface as a warning against attacks from the rear - this weakness is a double-edged sword, acting both as a method of verification of the vampire in front of you while providing camouflage to the one behind you.

The concept of holy symbols as a weakness when used as deterrents or weapons holds some truth to it as well, but this is more correctly attributed to a vampire’s weakness to divine magic, as well as that from any arcane school, aside from necrosis - a mundane cross or religious emblem, however, will do little for protection. The necrotic energies produced by certain spells, as one may surmise, is akin to the very nature of a vampire and has a noticeably lessened effect than it would against a more typical man or beast, but this is a common resistance found among all manner of undead creatures and should come as no surprise. Although while I do say “weakness”, it is more accurate to say “lack of a resistance to”, as one should expect no stronger of an effect from magic against a vampire than would be found against any more mundane target not particularly susceptible. The only way one stands to deal even the expected amount of damage against a vampire other than with offensive magic is to use a blade, or other weapon, that has some form of enchantment on it, regardless of the nature of this enchantment. Any weapon bearing a magical effect will see its full efficacy against a vampire, welcome news to any adventurer worth their salt, even if it is but a drop in the ocean compared to the sheer amount of strikes required to slay one. Despite my warnings against its reliance upon above, holy water can still be used to stave off the regenerative ability a vampire exhibits, even against the appropriate weaponry, as the effect is delayed by contact with holy water - as well as magic from a divine source and sunlight - long enough to allow a wound to be caused if one is quick enough to deal it.

As far as a protective measures, one will find truth to their inability to enter a dwelling without the permission of the owner. Whether squatter’s rights apply I cannot say and do not choose to test, but it is refreshingly - and uniquely - comforting to know that one will be safe from the threat of a vampire in one’s own home, so long as they take care not to provide an invitation - although take care when doing so as anything that can remotely can considered an invitation regardless of intent can and will be used to by the vampire to their advantage, regardless if one is in full control of one’s faculties. Do not dare to taunt a lurking vampire through a window, but instead take care to make sure that both you are not in the vampire’s sight nor they in yours.

This provides for an appropriate segue into the first of their strengths, as vampires have an ineffable skill in getting what they want without so much as an argument. Whether they use the common spell known as a Charm, or a derivation thereof or some similar innate ability; some unique form of hypnosis; or even just the sheer strength of their raw charismatic presence - a feature quite common amongst them - any vampire has the capacity in one way or another to simply ask for something and with equal simplicity, have it freely given to them - or at least, freely in the moment, no matter how much the true consciousness of the affected individual, suppressed as it may be, refuses to do so. It is no simple task to refuse a vampire’s request so long as they are able to deliver it directly.

The specific mechanism used is unknown to me - it is nearly impossible to tell whether the individual that the request is being made of is truly under a spell, understandably coerced due to fear, or merely unaware of the nature of the requestor - or, worse yet, a willing servant of the vampire. That is, it cannot be surmised how it was done at all during the act itself, but in the cases of a vampire exercising whatever form of unnatural mind control they do possess, once the individual has been released they regain their faculties within a day. This control can also be ended by the unlikely event of the true destruction of the vampire or their banishment to another plane entirely, or more commonly, if the vampire so chooses to let go of their hold - likely to sadistically revel in the shock and horror of the victim as they instantly become aware of what they have been forced to do.

In general, a vampire’s physical and mental capabilities are both quite unmatched, albeit not entirely consistent from vampire to vampire. Some possess the strength and tenacity of ogres, others the intelligence and guile of dragons, and others still a level of agility and dexterity exceeding that of even the elves and the fey. Of course, most often they exhibit most if not all of these exceptional attributes, and one would be correct to consider any vampire regardless of their outward appearance and behaviour to be faster, stronger, more resilient, and smarter than any friend or foe one has known. A mundane blade will serve more to aggravate than injure a vampire, and while magical effects themselves may prove to be more effective, this effectiveness is balanced by an increased ability to resist the spell in the first place.

Beyond their regular physical and mental capabilities, which truly are the stuff of legends, vampires - as alluded to previously - have a tendency to devote some segment of their countless years to the studies of the arcane arts. While in many ways they do not resemble someone that considers themselves a wizard or sorcerer, the terrifying prospect of a vampire who would by all standards be considered an archmage is a very real thing, and the magical repertoire of even a “typical” vampire will match if not exceed all but the most powerful and studied practitioners of magic. While their natural tendency to cause pain and destruction does give insight into which spells they may be expected to prepare, an adventurer who values their life - even if not quite enough to not embark on this fool’s errand to begin with - should also expect a vampire to have the capacity to assault them with any spell known to man, or any race. The raw destructive force of evocation spells, such as fireballs, rays of frost, or brutal gusts of wind, are quite commonly seen, as are the thematically appropriate spells of necromancy. After all, what are the moral quibbles of mortals over the ethics of reanimating the dead to one who cannot even be considered to be alive? Armies of skeletons, of the rotting corpses called zombies, and of all sorts of other abominations torn from the grave are something that can safely be assumed to be in a vampire’s service. Less likely to be expected, however, are spells of illusion, of transformation not just of objects but of themselves and others, of mental manipulation or alteration, of divination, or even of the relatively mundane magical techniques of prestidigitation or pseudo-telekinesis are quite often found amongst a vampire’s magical catalogue. And the magical prowess they more often than not display is that of the master, not the apprentice, so prepare yourself accordingly, for every imaginable situation. An impossible requirement, but the strength of these creatures demands complete and utter awareness from a prospective vampire slayer of any possible avenue of attack.

Of course, many abilities possessed by vampires merely resemble the effects of certain spells, and what might protect explicitly against a magical source cannot be assumed to do so against them. Shapeshifting, into the form of a beast, a man, or even a cloud of mist, is rare, but not unheard of - and as mentioned, as is the ability to shape and influence the minds of others. A vampire, at least those among the more powerful I have encounter, may have the capacity to instantly disappear even when directly before you - sometimes accompanied by a puff of smoke, a cloud of mist, or a flash of light, and even at times as if never there - and silently reappear behind you, their fangs already sinking into your neck, or blade into your spine, and in some cases may materialize in another room entirely, with potentially feet of solid stone wall now standing between you. A vampire’s skin also simply refuses to accept a wound - a gash that would disfigure if not end the life of a mortal being will knit together without a trace before the blood even begins to flow freely. The aforementioned weaknesses to flowing water or sunlight, as well as divine magic and, in this particular case, mere water blessed by a priest, can still this, if only temporarily. Foul vermin and beasts - often bats or rats, and not uncommonly, wolves - can be summoned seemingly at will to attack at their behest, materializing from the woods around you, or from sewers and cracks in the floor in a more urban setting. On a whim a vampire may even choose to simply disregard the laws of gravity, climbing the sheerest of walls and even across ceilings with ease.