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Higher grade vampires of the three different recognized tribes differ from their lower grade kindred by a few differences:

From strongest to weakest top to bottom, to tribally related variants next to each other
Gharasham Tribe Ammurun Tribe Tdet Tribe
True Higher Vampire (Vampires Superiores) (Though each tribe has some marked differences they are considered from the same species.)
  • Camouflage- A True Higher Vampire is capable of appearing just like a human though their canine teeth are a little longer than a normal human's.
  • True Higher vampires don't need to drink blood to survive. Rather, it's like addictive alcohol to them, in that they can become drunk from it. Additionally, drinking blood increases the strength of their abilities. Though they also suffer the effects of whatever is in the blood itself (i.e alcohol, poison, etc).
  • Can turn invisible, bewitch with their gaze and possess telepathy.
  • Immunity to sunlight to the point of not being bothered by it though it can somewhat hamper some of their powers.
  • Polymorphy (Limited)
    • Can take on a human form, in this and all other forms at will, a True Higher Vampire can evade detection from magical charms such as a Witchers medallion or a Mage's magical senses.
    • Can take on a humanoid-bat hybrid form, in this form, a True Higher Vampire has the ability of Claw Retraction, as this is one of the main offensive abilities of this form, along with superhuman speed and strength, a single True Higher Vampire can tear apart squads of men in seconds.
    • Can take on a huge bat form. This form can also fly, but this ability can only be done during a full moon.
    • Can turn into mist to access areas that wouldn't be accessable by normal means.
  • True Immortality- A True Higher Vampire can only be permenantly killed by another True Higher Vampire.
    • In the event the True Higher Vampire is 'killed' by someone or something that is not another True Higher Vampire it results in a regenaritive coma, though the amount of damage done to them determines their recovery time (may take months, years or decades depending on the damage). This coma can be sped up by another True Higher Vampire 'nursing' the other back to health accelerating the process by leaps and bounds.
  • Unique powers- A True Higher Vampire usually has a singular unique gift that they alone possess, for example:
  • Immunities:
    • Silver- Does not cause discomfort or pain by touching, though higher levels of damage with this medium cause pain.
    • Fire- Does not cause discomfort or pain by touching, though higher levels of damage with this medium cause pain.
    • Most mainstream ways of extermination. (Cuts, blunt force damage, etc) If it does damage slower than the vampire heals its not effective.
  • Resistances: Iron and steel do not cause as much damage as silver does to them so using a silver sword is preferable when fighting them.
  • Weaknesses: True Higher Vampires do take damage from strong fire spells/signs, Black Blood Potion and Vampire Oil.
Mula
  • Mulas do not need to drink blood to survive. Rather, it's like alcohol to them, in that they can become drunk from it. Additionally, drinking blood increases the strength of their abilities.
  • Resistances: Iron and steel do not cause as much damage as silver does to them so using a silver sword is preferable when fighting them.
  • Immunities: Mula are immune to sunlight.
  • Weaknesses: Wounded by silver, Black Blood Potion and Vampire Oil.
Crypnarian
  • Crypnarians do not need to drink blood to survive. Rather, it's like alcohol to them, in that they can become drunk from it. Additionally, drinking blood increases the strength of their abilities.
  • Crypnarians can fly as well as use the spikes on their wings for attacking.
  • Resistances: Iron and steel do not cause as much damage as silver does to them so using a silver sword is preferable when fighting them.
  • Immunities: Crypnarians are immune to sunlight.
  • Weaknesses: Wounded by silver, Black Blood Potion and Vampire Oil.
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Bruxa
  • Higher grade vampires don't need to drink blood to survive. Rather, it's like alcohol to them, in that they can become drunk from it. Additionally, drinking blood increases their strength. The Bruxa Orianna kept an orphanage in which she fed from the children, as she favored the blood of children.
  • Can turn invisible, bewitch with their gaze, and take on a bat-like form.
  • Like their cousin the Alp, a Bruxa is capable of emitting a shrieking sonic scream whose shock wave can incapacitate its target.
  • Resistances: Iron and steel do not cause as much damage as silver does to them so using a silver sword is preferable when fighting them.
  • Weaknesses: Wounded by silver, Black Blood Potion and Vampire Oil. If a witcher is in close proximity, they can use Aard to knock the Bruxa off their feet and finish them with a single stab through the heart.
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Alp
  • Alps don't need to drink blood to survive. Rather, it's like alcohol to them, in that they can become drunk from it. Additionally, drinking blood increases the strength of their powers.
  • Alps are supposedly weaker than their cousin species of Bruxae but are faster than them.
  • Alp saliva makes one fall asleep but causes horrible nightmares.
  • Alps are capable of limited polymorphy.
    • Can take on a womanoid form, usually with red hair and pointed ears like elves. They have been known to infiltrate elven society to avoid suspicion in olden days.
    • Can take on their hybrid form, with yellow or red eyes, and what appears to be scab-like growths on their chest and limbs, this is confirmed to be unhealed damage from the sun, though they are resistant to it, they can appear almost black if they get too much sun.
    • Can take on the form of animals such as a great black dog
  • Prefers to feed on sleeping people and creatures.
  • Like their cousin the Bruxa, an Alp is capable of emitting a shrieking sonic scream whose shock wave can incapacitate its target.
  • Resistances: Iron and steel do not cause as much damage as silver does to them so using a silver sword is preferable when fighting them.
  • Immunities: Alps are immune to sunlight, though with a exception.
  • Weaknesses: Wounded by silver, Black Blood Potion and Vampire Oil. If a witcher is in close proximity, they can use Aard to knock the Alp off their feet and finish them with a single stab through the heart.
Strix Nocturna AKA Sheerree
  • Sheerrees don't need to drink blood to survive. Rather, it's like alcohol to them, in that they can become drunk from it. Additionally, drinking blood increases the strength of their powers.
  • Like their cousin the Alp, a Sheerree is capable of emitting a shrieking sonic scream whose shock wave can incapacitate its target.
  • Resistances: Iron and steel do not cause as much damage as silver does to them so using a silver sword is preferable when fighting them.
  • Immunities: TBA
  • Weaknesses: Wounded by silver, Black Blood Potion and Vampire Oil. If a witcher is in close proximity, they can use Aard to knock the Sheerree off their feet (or out of the air) and finish them with a single stab through the heart.
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Nosferat
  • Higher grade vampires don't need to drink blood to survive. Rather, it's like alcohol to them, in that they can become drunk from it. Additionally, drinking blood increases their strength.
  • Resistances: Iron and steel do not cause as much damage as silver does to them so using a silver sword is preferable when fighting them.
  • Weaknesses: Wounded by silver, Black Blood Potion and Vampire Oil.
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Katakan
  • Higher grade vampires don't need to drink blood to survive. Rather, it's like alcohol to them, in that they can become drunk from it. Additionally, drinking blood increases their strength.
  • Can turn invisible, bewitch with their gaze, and take on a bat form. They can also fly, but this ability can only be done during a full moon.
  • Resistances: Iron and steel do not cause as much damage as silver does to them so using a silver sword is preferable when fighting them.
  • Weaknesses: Wounded by silver, Black Blood Potion and Vampire Oil.
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