Vampires are magically reanimated human corpses which are inhabited by the spirits of the deceased person and who closely resemble the living human they were before their transformation. Vampires feed and survive on the blood of the living, typically on that of humans, and they can also transform other humans into more of their kind by sharing their own blood with them.
A human who has consumed vampire blood in some way (whether by drinking it, having it poured into their open wound, or by being injected with it) and has subsequently died with the blood in their system will be magically revived as an undead vampire, just like the vampire who sired them. The exact nature of the human’s death is irrelevant to this process; the only condition that must be met is that the body has to be more-or-less intact and able to function once they reawaken in transition, though the upper limits of physical damage upon a human body by which vampirism can recover has yet to be defined. In order to complete the transition into a vampire, the person must then consume a significant amount of human blood, at least a sip’s worth, within the next twenty-four hours, or else they will die. Vampires can only feed on human/witch blood in order to complete their transformation—animal blood or vampire blood is not sufficient to finish the transformation from human to vampire. Additionally, the blood need not be from a live human–vampires can complete their transitions by feeding on donor bags of human blood or by drinking the blood of a newly deceased. The latter option can result to the deceased awakening to find themselves in transition.
A vampire in transition is neither truly living nor truly dead until they make their choice to either complete their transition or to abstain from feeding and ultimately die. This puts the semi-vampire in a strange liminal space between the two states that can affect them in different ways. For example, a vampire in transition is immune to the effects of a dark object known as The Serratura, which is said to create an impenetrable barrier through which nothing living or dead can pass. In a similar vein, until a person in transition drinks human blood to complete their transformation, they will be not be susceptible to the standard weaknesses of a vampire (i.e. they can still walk in sunlight and can enter homes without an invitation).
Every regular vampire who has ever existed is descended from those of their kind known as the Original Vampires, who, unlike the majority of vampires, were turned not by dying with vampire blood in their system, but who were instead transformed using a spell that was cast using Dark Magic at some point around 1001 AD in what is now modern-day Mystic Falls. However, the ritual that resulted in their transformation does have similarities to how normal vampires are turned, in that they had to consume blood (in their case, the blood of the human Petrova doppelgänger Tatia which had been enchanted with an adapted version of The Immortality Spell by their powerful witch mother, Esther) before being killed while that blood was in their system. After the Originals awakened in transition, they fed on the blood of another human from their village and were officially transformed into the world’s first true vampires, from which all other vampires were created. Their blood possesses mystical properties that are passed down to each and every one of the vampires they sire, along with every vampire sired by their progeny, connecting all vampires to one of the six Original vampires from whom they are descending by a bloodline. Due to this link, the death of an Original vampire will result in this connection being severed, and every vampire in the deceased Original’s bloodline will follow them in death within an hour.
It is has also been proven that this bloodline connection can be broken using magic. This spell made it possible to kill an Original without killing their sirelings in the process.
The supernatural forces that sustain vampires also endow them with superhuman physical abilities as well as powers of mind control. Their physical abilities such as strength, speed, agility, durability, healing and senses all grow stronger with age and experience. Vampires who feed on animal blood will not be as powerful as those who feed on human blood. Human blood is also known to increase the speed of healing when ingested by a vampire after being seriously wounded.
- Super Strength: Vampires are noticeably much stronger than Supernatural Hunters, Immortals and Humans and slowly grow stronger as they grow older. They always have the advantage of superior strength in direct combat with a human. Even new vampires who are still in transition can toss an average-size, fully-grown human across a room with great speed and force.
- Super Speed: Vampires are much faster than supernatural hunters, immortals, humans, and werewolves in human form. Vampires can accelerate their movements to cover short distances in an instant, usually faster than the human eye can see. When running across long distances, they appear as vibrating blurs of motion allowing them to appear or vanish quickly and quietly. Their reflexes and dexterity are similarly heightened, allowing them to catch certain projectiles such as arrows and thrown stakes in the air with ease. Like their strength, their speed also increases with age.
- Super Agility: Vampires possess super-human agility. They have shown that they can move quickly, jump very high, climb, and run incredibly fast without difficulty or exhaustion. Vampires can jump with their super speed too. Vampires that feed on human blood can jump much higher than vampires that feed on animal blood. This ability also increases with age.
- Super Senses: Vampires have extremely keen senses of hearing, sight, smell, and taste that far exceed those of humans and werewolves. They can hear whispered conversations, even ones in far of buildings and on phones, though most vampires typically learn how to tune out most ambient noises when it’s not necessary to hear them. Vampires can also smell blood from several meters away, and see in total darkness. These senses improve and grow stronger with age and experience.
- Super Durability: Vampires can take a great amount of physical damage without being slowed down. Even vampires who have been shot with wooden bullets, which have a weakening effect on vampires, have been seen to continue fighting so long as they were not shot in the heart or the head. Vampires still react to physical force in a human manner, particularly young vampires, who will occasionally be affected even by human-strength-level force. Vampires can also still be stunned and dazed by strikes and trauma, though their tolerance for it will increase as they get older.
- Healing Factor: Vampires recover tissue from any form of physical damage to their bodies within seconds, though they still feel the pain of a wound before it heals. Vampires can snap their bones back into place after they have been broken and have been seen to fully recover from gunshots, stab wounds, and torso impalement very quickly, so long as they had consumed a regular diet of human blood prior to the injury. Those vampires who feed on animals will still heal much faster than a human, but their injuries, especially severe ones, will take much longer to heal than a vampire who feeds on human blood. The only injury a vampire can sustain that cannot be healed on its own or by consuming more blood is a werewolf bite, which requires Klaus’ blood or a very rare scientifically-created serum to cure.
- Immortality: A vampire stops aging once turned. Upon their transformation, vampires become immune to all conventional illness, diseases, viruses and infections. While vampires who were cancer-free as humans will be immune to cancer after they are turned, those humans who were turned while they had cancer will not only still have it as a vampire, but their newly-enhanced healing factor will accelerate the progression of the cancer cells over two-fold, nearly always causing the cancer-stricken vampire to kill themselves to end their suffering.
- Enhanced Emotions: Vampires experience emotions more powerfully than humans. Emotions like love, joy, and happiness are magnified for vampires, allowing them to live life more intensely. This ability allows vampires to feel emotions at their peak regardless of their age. Original vampires have been shown experiencing emotions as powerfully today as they did 1,000 years ago.
- Emotional Control: Vampires have the supernatural ability to remove or dull their emotions by “turning off” or “switching off” their humanity, which is directly connected to their emotions. Doing so allows them to block out their more negative emotions, such as fear and guilt, allowing them to feed and kill without remorse, go against any opponent without fear, and relieve themselves of painful feelings such as grief, loss, depression, and shame.
- Mind Compulsion: Vampires have the ability to influence and control thoughts, emotions, and behavior and can alter or erase memories. There is a sort of hierarchy as to how this ability works. Original Vampires can compel Humans, Doppelgängers, untriggered Werewolves, regular Vampires, and werewolf-vampire Hybrids. Regular vampires, as weaker forms of their Original progenitors, cannot compel hybrids or other vampires, though they can compel the other aforementioned species. However, no vampire can compel a witch or a Siphoner, a triggered werewolf, or a Supernatural Hunter of the Five, and Original vampires cannot compel other Originals.
- Sire Bond: Although rare among them, sire bonds can be formed when a human is turned with the blood of the vampire for whom they had strong romantic feelings before they were turned. Those vampires or hybrids with a sire bond are supernaturally loyal to their sires to the point that they will go out of their way to do whatever their sire asks them to do, even if they don’t actually want to do it. However, this bond doesn’t affect how they truly feel about their sire, it only affects their behavior.
- Telepathy: Vampires have a limited form of telepathy that allows them to easily enter the minds of humans, and with more effort, the minds of witches, werewolves, doppelgängers. It is one of the hardest abilities to master, and because of this, it is usually the last of the mind-control-related abilities a vampire learns after becoming proficient in mind compulsion. Normally, this ability works through tactile contact.
If vampires are killed by a wooden object stabbed through their heart, their body desiccates into a gray color, and their vampiric veins thicken and protrude from their skin. Vampires can build up tolerances to some weaknesses, such as vervain, allowing them to protect themselves from compulsion by an Original and to help lessen the likelihood that it will seriously incapacitate them when used by enemies. However, it will still burn them upon contact, but if ingested, it will not weaken them as much if they take small amounts over time to increase their immunity.
- Animal Blood: Animal blood, while somewhat satisfying a vampire’s hunger and sustaining their undead life, will make the vampire considerably weaker than they would be if they had drank human blood, causing their physical abilities to be inferior to a human-blood-consuming vampire, making them heal much more slowly, and making their compulsion less effective.
- Broken Neck: Breaking a vampire’s neck will not kill them, but it will render in a death like state for varying amounts of time, depending on the diet and age of the person in question.
- The Cure: If a vampire takes the cure, they will revert back to being mortal again. Once taken, the cure prevents vampire blood from having any effect on them, as it will not heal their wounds, and, if the vampire dies with vampire blood in their system, they will remain dead and not awaken as a vampire in transition. Additionally, their blood becomes the cure once they’ve ingested it, making them a target to any vampire who wants to cure themselves. If the cure-laced blood should be drained from a cured vampire, that vampire would begin to rapidly age to compensate for the years they spent as an undead, un-aging vampire.
- Decapitation: Dismembering or manually removing the head of a vampire will result in instant and permanent death.
- Desiccation: Vampires who abstain from blood for extended amounts of time will eventually desiccate and mummify.
- Fire: Vampires are highly flammable and sensitive to fire, and will quickly burn and die from it if the flames are not extinguished in time.
- Heart Extraction: Removing the heart of a vampire will result in permanent death. Vampires have the strength to plunge their hands right through the flesh of humans (including witches, doppelgängers, and supernatural hunters), werewolves, or other vampires, and pull out their heart.
- Invitation: Vampires cannot enter a home without an invitation by the owner.
- Magic: Vampires are susceptible to the powers of witchcraft.
- Physical Trauma: Minor physical injuries such as gunshots, stab wounds and broken bones will cause a pain and also slow them down. However, this is momentary as they will heal completely within seconds so long as they haven’t been weakened by other means such as vervain or werewolf bites.
- Sunlight: Sunlight and UV rays burn vampires on contact, and prolonged exposure will cause them to burst into flames and die. However, this weakness can be mitigated by the use of a lapis lazuli stone enchanted with a specific protection spell by a witch for a particular vampire, which is usually affixed to jewelry, though it requires the vampire to wear the stone at all times.
- Vampire Bloodline: If an Original vampire dies, all vampires descended from their bloodline will slowly perish as well.
- Vervain: Exposure to or ingestion of vervain causes a vampire to become severely feverish and weak to the point that it can even hinder their healing abilities as well. Also, physical contact with vervain will burn a vampire’s skin. Vampires cannot compel anyone who has ingested vervain or has it on their person.
- Werewolf Bite: The bite of a werewolf, which involves injecting a toxic venom into the wound, is extremely lethal to vampires. It will cause them to hallucinate, grow severely weak and go rabid until it kills them.
- Wood: Wounding a vampire with a wooden weapon such as wooden bullets will incapacitate them, and it will take longer for them to heal their injuries than if the wounds were caused by any other substance. Stabbing a vampire through the heart with a wooden stake will result in instantaneous and permanent death.
- White Oak Ash Daggers: It is said that if a vampire daggers an Original vampire, they will die while the Original vampire is neutralized.
Werewolves (also called Lycanthropes, Loup Garou, Rougarou, Beasts, or even just Wolves for short) are a supernatural shapeshifting species of individuals who unwillingly transform into large, fearsome, and extremely hostile wolves on the night of the full moon. They were created by the witch The Hollow as revenge against her tribe for killing her. Even in their human form, werewolves possess superhuman physical prowess, though not to the same level as a vampire, and their abilities are not as powerful compared to those they possess on the full moon while transformed. These creatures are the most dangerous enemies of vampires due to their venomous bite, which is lethal to them. Werewolves are also hardwired to kill vampires on sight in their wolf form, though they still hunt human prey whenever there are no vampires to kill.
Lycanthropy is an inherited genetic condition, and a person can only be a werewolf if they are born to at least one werewolf parent; they cannot be turned by bite or scratch as is commonly believed in folklore. Furthermore, the werewolf gene must be “triggered” by taking the life of a human, either intentionally or by accident, in order to gain access to their enhanced physical abilities, though this comes at the cost of transforming into a wolf during every full moon. It does not matter if the kill was accidental or intentional, premeditated or out of self-defense– if a werewolf causes the death of a human in any way, their werewolf gene will be activated.
A werewolf will only transform into a wolf under a full moon. The first transformation is quite slow, and the person is subjected to at least five or six hours of intense, bone-breaking pain before the actual transformation. After the first transformation, the experience does not last nearly as long, but it is still painful and something many werewolves come to dread. Klaus mentions that embracing the transformation rather than fighting it as most werewolves do, would make the process faster.
Werewolves’ strength and speed are enhanced and are at their peak during time under a full moon. When angered or threatened, these powers and abilities are temporarily enhanced;
- Super Strength: Werewolves possess supernatural strength that makes them far stronger than immortals, Supernatural Hunters, and humans.
- Super Speed: Werewolves are much faster than immortals, supernatural hunters, and humans. They possess this ability both in and out of transformation with an animalistic quickness. However, the power is faster at night than in the day, due to the moon’s presence, and their speed increases greatly when the werewolf is transformed during the full moon.
- Super Agility: Werewolves possess superhuman agility. Either in wolf or even in human form, they have demonstrated that they can move, jump very high, climb, flip, and run incredibly fast without difficulty or exhaustion. They can also jump down from incredible heights with almost gravity-defying grace.
- Super Durability: Werewolves can take far more trauma than humans without nearly as much discomfort or injury, however, not as much as vampires. They can also exert themselves for longer periods without tiring.
- Healing Factor: Werewolves possess superhuman regenerative abilities, meaning that if they are physically injured, their bodies will heal rapidly. Like vampires, werewolves can heal from the most grievous of injuries, even in human form, albeit more slowly in comparison to vampires. However, unlike vampires, when a werewolf’s neck is broken, they stay dead.
- Super Senses: Werewolves have the extremely keen and heightened senses of smell, sight, taste, hearing, and touch inherent in all canines. Because they are supernatural and have powers that exceed their wolf counterparts, they can hear, see, and smell better than that of regular canines. Untriggered werewolves are also gifted with more sensitive hearing.
- Lycanthrope Enhancement: Werewolves are able to make their eyes glow when angry or threatened, but only for a short amount of time. When a werewolf is furious or forced to defend themselves, their anger increases all their power and abilities for a short period of time, which allows them to access some of the power of their wolf form to give them an edge.
- Shapeshifting/Transformation Control: During a full moon, they will unwillingly transform from their human form and into their wolf form. However, if a female werewolf is pregnant, they will not turn for nine months as the transformation would kill the baby.
- Werewolf Bite: A werewolf’s venom is extremely lethal to non-original vampires. While an Original vampire cannot die from the venom, they are not wholly immune to the effects of the bite. For non-Original vampires, the venom acts as an poison of sorts that will enter the bloodstream and deliver the toxin throughout the body, producing discomfort and weakness. All vampires who are bitten will ultimately develop uncontrollable hunger that progresses to delusions, hallucinations, rabid rage, and dementia. After that point, non-original vampires will finally die, though many are “mercy-killed” before that point.
- Full Moon: A werewolf’s strength, speed, agility, and all their powers are enhanced to their peak during a full moon.
Vampires and werewolves can be damaged in the same ways humans can, and in most cases will only be briefly weakened. However, werewolves are still mortals, and thus can be killed or incapacitated in various ways.
- Blood Loss: If a werewolf is severely wounded and bleeds out before they can heal, they can die.
- Broken Neck: Breaking a werewolf’s neck will result in instant death.
- Decapitation: Decapitation will result in instant death for a werewolf.
- Heart Extraction: Ripping a werewolf’s heart out will result in instant death.
- Magic: Werewolves are susceptible to the powers of witchcraft.
- Mortality: Werewolves can die of old age and share many of the same weaknesses as non-supernatural beings (e.g. suffocation).
- Physical Trauma: Minor physical injuries such as gunshots, stab wounds and broken bones will cause a werewolf pain and will also slow them down. Fortunately for them, this is only temporary, as they will heal completely within minutes. However, certain injuries, such as a slit throat or a snapped neck, have been shown to kill werewolves.
- Wolfsbane: When ingested, wolfsbane causes a werewolf to become severely weak and feverish. Also, If a werewolf’s skin is exposed to wolfsbane, it will burn them.
Witchcraft is a practice of magic that encompasses many different types of activities including astrology, divination, spell casting, and spirit communication. It includes the practices of many cultures, nations and religions as well as many books and writings dating back to ancient times. Depending upon the individual, some witches practice their power by certain belief systems, such as Shamanism, Voodoo, Wicca, or any number of other magical practices from countries and cultures all around the world. Although the majority of traditional witches are commonly portrayed as being kind and selfless humans who use their powers to maintain balance within the world, in the case of Esther and Qetsiyah, it has been proven that some witches are independent thinkers who may go against the Balance of Nature by practicing their powers for dark and sinister or selfish deeds.
The basic powers of every witch include:
- Spell Casting: The power to change and control events through the use of incantations.
- Channeling: The power to invoke extra forms of energy by focusing on external forces.
- Potion Brewing: The power to brew and concoct potions, remedies and elixirs that have supernatural properties.
- Telekinesis: The power to move objects and persons through mental influence.
- Pain Infliction: The power to create excruciating migraines through supernatural means.
- Elemental Control: The power to control and manipulate the elements of air, earth, fire, and water.
- Divination: The power to divine future, past, and present events based off extrasensory perception.
- Clairvoyance: The power to divine future, past or present events through instinctive knowledge.
- Intuition: The power to divine future, past or present events through the use of instinctive knowledge.
- Premonitions: The power to divine future, past or present events through the observation and study of dreams.
- Psychometry: The power to divine future, past or present events through contact with or proximity to a certain object or person.
- Projection: The power to separate from one’s body and project the mind to another location or to instantaneously travel from one point to another.
- Transmogrification: The unique power to alter the physical structure of objects living or dead, changing their form.
- Telepathy: The power that allows witches to access the minds of others through spells.
- Possession: The power to jump one’s spirit into the body of another, taking control of said host body.
- Illusions: The power to alter the senses of others to perceive a false reality.
- Dream Manipulation: The power to control people’s dreams through spells.
- Resurrection: The power to bring someone or one’s self back from the dead.
- Disbelief: The act of denying or disbelieving in one’s potential could cause a witch to inadvertently suppress their magical power.
- Distraction: Denying a witch from concentrating or giving full attention to their spells, may render them ineffective. Since most spells are spoken verbally and take time to take effect, witches are vulnerable to attack before their completion. Additionally, certain spells require items, tools, and/or special events during casting, therefore they can’t be invoked on mere whim.
- Emotions: A witch’s magic is subject to the influence of their emotional state and may fluctuate according to them when untrained.
- Herbs: Ingestion of certain herbs can cause a witch to lose consciousness and prevent them from using magic for an undetermined amount of time. The Lobelia flower prevents concentration and the practice of magic and can be used to weaken a witch as one would weaken a vampire with vervain.
- Witchcraft: Witches are still susceptible to the powers of witchcraft. This is inclusive of mystical and Dark Objects. A siphoner can siphon the magic from a witch and prolonged exposure may lead to death.
- Mortality: Despite their mystical attributes, witches are still human and share many of the same weaknesses as non-supernatural beings (e.g. age, decapitation, disease, heart-failure, suffocation, snapped neck, etc.). However, witches can temporarily get around this weakness through the use of protection spells.
- Overexertion: The excessive use of magic could lead to disorientation, nose bleeds, unconsciousness, and if taken to the extreme, death.
- Nature: It is said that nature will always find a balance when witchcraft is performed, thus spells will always have loopholes.
Siphoners and Heretics
Siphoners, or Siphons, are a subsection of witches born without the ability to generate their own magic but do possess a rare power that allows them to siphon magic from other sources and use that magic for their own purposes. They are considered abominations by many witch communities despite the fact that Siphoners are born with these abilities and may face harsh treatment by their covens when discovered.
They appear to be rare and few in numbers although they are rather controversial because they have the potential to become witch-vampire hybrids.
Very little is known about Siphoners, especially with regards to how or why they came into existence. Their conception and birth appear to be the same as that of ordinary witches, given that many Siphoners do not know of their true nature until adolescence. In the case of twins, there seem to be no indication that they both must be either Siphoners or regular witches
- Siphoning: Siphoners possess the rare ability to absorb nearly all forms of magic from external sources in place of their lack of personal power. As a result of this ability, they are able to detect the magic within other beings as well as unravel the most sophisticated of spells. Siphoning can be used to siphon the magic of enchanted objects as well as the magic from supernatural beings such as other witches, vampires, werewolves, doppelgängers, etc. This also extends to a supernatural being’s body fluids, such as the bloodof a witch, vampire or doppelgänger, or a werewolf’s venom.
- Spell Casting: Siphoners, after having absorbed magic from an external source, have the ability to cast spells like any witch. This allows them to change and control events through the use of incantations and more. However, the amount of power they have absorbed is finite and will eventually need to be replenished by siphoning more magic, though the frequency of which depends on the amount and strength of the magic they absorbed.
- Potion Brewing: The power to brew and concoct potions, remedies, and elixirs that have supernatural properties.
- Telekinesis: Siphoners, after having absorbed magic from an external source, have the ability to move objects and people like any witch.
- Pain Infliction: Siphoners, after having absorbed magic from an external source, have the ability to inflict excruciating migraines like any witch.
- Pyrokinesis: Siphoners, after having absorbed magic from an external source, have the ability to generate and manipulate fire like any witch.
Siphoners have the same weaknesses as any other witch with the addition of the following:
- Siphoning: This ability also doubles as a weakness; siphoners, that have siphoned and gained magic from another source, can be siphoned themselves and the magic taken from them.
- Distraction: Denying a witch from concentrating or giving full attention to their spells may render it ineffective.
- Magic: Siphoners are just as susceptible to the forces of witchcraft as any other being.
- Physical Contact: Siphoners need physical contact with their source in order to siphon from them. This can be overcome through the use of magic containing amulets that can be worn with them to be siphoned in defense.
Heretics are a rare group of Siphoners who have been turned into Vampires. This has given them the ability to siphon the unlimited supply of magic from their Vampirism, thus creating a vampire/witch hybrid. They have the same abilities and weaknesses as Vampires and Witches.
Hybrid and Tribrids
Hybrids are a cross-breed of two or more different supernatural species. The term is commonly used to describe a werewolf turned into a vampire due to the fact that they were the first supernatural hybrid to be introduced in the series.
The combination of a Vampire-Witch-Werewolf is commonly called a tribrid and they possess the same powers and abilities as their parent species
To become a werewolf-vampire hybrid, a werewolf must have either Klaus or Hope‘s Blood in their system before they are killed so they can awaken a short time later in transition. Because no regular vampire has ever attempted to use their own blood to turn a werewolf into a hybrid, it is likely that such an attempt would be unsuccessful. After a werewolf dies with Klaus’ blood in their system, their transformation will be successful only if the wolf completes his/her transition by drinking the blood of a human doppelgänger. If a werewolf is turned with Hope’s blood, her blood can also be used to complete their transition as well, just as a doppelgänger’s blood would.
Non-original werewolf-vampire hybrids have the powers and abilities of both werewolves and non-original vampires, both physically enhanced powers and abilities of mind compulsion. Non-original werewolf-vampire hybrids will grow stronger with age due to their vampirism and will also increase in strength when enraged, due to their werewolf side. Their strength will also increase during a full moon. Apart from this they also have the following abilities:
- Day Walking: Due to their werewolf heritage, non-original werewolf-vampire hybrids are immune to the lethal effects that u.v. rays and sunlight have on non-original vampires and original vampires. Allowing them to walk in daylight without the use of a day ring.
- Lycanthrope Enhancement: Non-original werewolf-vampire hybrids are capable of using their werewolf features to further supplement their powers and abilities. Non-original werewolf-vampire hybrids can grow claws from their nails and werewolf fangs from their teeth even when they are still in their human forms.
- Shapeshifting/Transformation Control: Non-original werewolf-vampire hybrids have the ability to transform into their werewolf forms at will. Most of them avoid transforming at all due to the pain it causes. They have complete awareness, but they still, however, have no control of their actions in werewolf form. They can also perform partial transformations, manifesting single features of their werewolf forms.
- Sire Bond: Non-original werewolf-vampire hybrids seem to be sired to the source of their creation. Non-original werewolf-vampire hybrids turned by Klaus had a deep sense of gratitude and commitment to him causing them to obey his every command. A non-original werewolf-vampire hybrid is capable of breaking a sire bond, if they transforms into their werewolf forms an excess of 100 times in a row. Transforming so many times in a row causes them to no longer feel pain from transforming into a werewolf and they no longer feel a sense of gratitude, commitment or loyalty to their creator breaking the sire bond. Like non-original vampires/original vampires, non-original werewolf-vampire hybrids can form a sire bond if the human they turn into a vampire has feelings for them before being turned. Although like non-original vampires/original vampires, this is extremely rare.
- Werewolf Bite: Due to their werewolf heritage, Non-original werewolf-vampire hybrids and Klaus have venom which is fatal to non-original vampires and they themselves are immune to werewolf venom. Werewolf-vampire hybrid venom seem to take effect much faster than a normal werewolf venom.
Hybrids share the same weaknesses as their parent species, i.e, Vampires and Werewolves