Edgar Markov, Vampire Sire of Stensia
CR 22 XP: 614,400
Male human vampire sorcerer 20
NE Medium undead (augmented humanoid)
Init +10; Senses darkvision 60 ft.; Perception +23
AC 36, touch 22, flat-footed 29 (+4 armor, +4 deflection, +1 dodge, +10 natural, +6 Dex)
HP 390 (20d6+320); fast healing 5
Fort +25, Ref +20, Will +23
Defensive Abilities channel resistance +6, undead traits; DR 10/magic and silver; SR cold; Resist electricity 10; Weaknesses vampire weaknesses
Speed 30 ft., fly 40 ft. (good)
Melee slam +14 (1d4+6 plus energy drain)
Special Attacks blood drain, children of the night, create spawn, dominate (DC 37), energy drain (2 levels, DC 35)
Spell-Like Abilities (CL 20th; concentration +35) 21/day—grave touch (10 rounds) 3/day—grasp of the dead (20d6 slashing, DC 35) 1/day—incorporeal form (20 rounds)
Spells Known (CL 20th)
9th (8/day)-Energy Drain (DC 36), Power Word Kill, Wail of the Banshee (DC 36), Wish
8th (8/day)-Create Greater Undead, Horrid Wilting (DC 35), Polar Ray, Protection from Spells
7th (9/day)-Finger of Death (DC 34), Mass Hold Person (DC 32), Prismatic Spray, Waves of Exhaustion
6th (9/day)-Circle of Death (DC 33), Create Undead, Flesh to Stone (DC 31), Undeath to Death (DC 33)
5th (9/day)-Cloudkill (DC 30), Cone of Cold (DC 30), Greater Coffin Ward, Teleport, Waves of Fatigue
4th (9/day)-Animate Dead, Contagion (DC 31), Crushing Despair (DC 29), Solid Fog, Wall of Ice (DC 29)
3rd (10/day)-Dispel Magic, Gaseous Form, Ray of Exhaustion (DC 30), Seal Against Positive Energy, Vampiric Touch
2nd (10/day)-Blindness/Deafness (DC 27), False Life, Invisibility, Mirror Image, Scorching Ray, Spectral Hand
1st (10/day)-Chill Touch (DC 28), Heartbeat, Mage Armor, Magic Missile, Ray of Enfeeblement (DC 26), Shield
0th-Acid Splash, Bleed (DC 25), Detect Magic, Disrupt Undead, Ghost Sound (DC 25), Prestidigitation, Ray of Frost, Read Magic, Touch of Fatigue (DC 27)
Bloodline: undead
Before Combat Edgar has see invisiible permanently cast on himself and always has mage armor active. Before combat he casts false life, shield, protection from spells and seal against positive energy.
Str 18, Dex 22, Con -, Int 12, Wis 16, Cha 40
Base Atk +10; CMB +14; CMD 35
Feats Alertness, Combat Reflexes, Dark Flight, Deceitful, Dodge, Eschew Materials, Greater Spell Focus (Necromancy), Greater Spell Penetration, Improved Initiative, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Master Vampire, Skill Focus (Knowledge (Religion)), Spell Focus (Necromancy), Spell Penetration, Sunlight Resistance, Thanatopic Spell, Threnodic Spell, Toughness, Vampiric Nobility
Skills Bluff +50, Diplomacy +39, Disguise +19, Intimidate +38, Knowledge (arcana) +8, Knowledge (religion) +20, Perception +23, Sense Motive +23, Spellcraft +10, Stealth +12
Racial Modifiers Bluff +8, Perception +8, Sense Motive +8, Stealth +8
Languages Common, Necril
SQ bloodline arcana (corporeal undead affected by humanoid-affecting spells), change shape (dire bat or wolf, beast shape II), gaseous form, one of us, shadowless, spider climb
Gear amulet of natural armor +4, belt of physical might (Str, Dex) +4, cloak of resistance +4, headband of alluring charisma +6, ring of protection +4, robe of blending, onyx gems (worth 10,000 gp), key to vault (2-20), Zaerabos’ amulet
Environment Markov Manor
Blood Drain (Su) A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Change Shape (Su) A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Children of the Night (Su) Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su) A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. Edgar may have enslaved spawn totaling no more than four times its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su) vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Energy Drain (Su) A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
Gaseous Form (Su) As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Weaknesses (Ex) Edgar is an old vampire and so is not as susceptible to some traditional vampire weaknesses. He is not repelled by garlic and immersion in running water does nothing. Only holy symbols of Sarenrae repel him. He laughs at the holy symbols of other gods (in particulary evil gods like Asmodeus).
Edgar Markov is the founder of the Markov bloodline, and the very first vampire of Innistrad. Thousands of years ago he was an aging human alchemist, experimenting with ways to achieve agelessness for himself and his only grandson, Sorin. When famine was sweeping the land, the demon Shilgengar convinced Edgar to start experiments with blood. Markov and his sons trapped the angel Marycz in his laboratory and exsanguinated her, preparing a decoction from her blood and created a ritual which caused his subjects to feed on the blood of other beings. It provided sustenance to those few, but the demand for blood also culled the overall population, reducing the number of hungry mouths to feed. However, when he finally turned his grandson the trauma of the transformation caused Sorin's planeswalker spark to ignite. Sorin soon left the plane and his grandfather.
Markov Manor was a hilltop estate in one of the inland valleys of Stensia, close to Gavony. This most prominent holding of the Markovs overlooked Kruin Pass and the human communities of Silbern and Wollebank. Thraben was visible in the far distance from its balconies.
The Manor was destroyed by Nahiri, its vampiric residents etched into the walls in a state of perpetual agony. Edgar may have died in this attack, as well. The surviving Markov vampires remained mostly free of Emrakul's corruption and were mustered by Sorin to retake Edgar's manor.
Source: Way of the Wicked VII - Tales of Talingarde pg 95. MTG Commander 2017 cd 36
Male half-elf vampire rogue 11
CE Medium undead (augmented humanoid, skulk)
Init +11; Senses darkvision 60 ft.; Perception +25
AC 30, touch 19, flat-footed 23 (+4 armor, +1 deflection, +7 Dex, +1 dodge, +6 natural, +1 shield)
HP 93 (11d8+44); fast healing 5
Fort +6, Ref +16, Will +4
Defensive Abilities evasion, trap sense +3, uncanny dodge; Will +6 against enchantment; DR 10/magic and silver; Immune undead traits; Resist cold 10, electricity 10, channel resistance +4,; Weaknesses vampire weaknesses
Speed 35 ft.
Melee +2 frost rapier +17/+12 (1d6+6/18-20 plus 1d6 cold), slam +10 (1d4+2 plus energy drain) or slam +15 (1d4+6 plus energy drain)
Ranged +1 composite shortbow +16/+11 (1d6+5/x3)
Space 5 ft., Reach 5 ft.
Special Attacks blood drain, children of the night, create spawn, dominate (DC 19), energy drain (2 levels, DC 19), sneak attack +6d6, rogue talent (bleeding attack), rogue talent (surprise attack)
During Combat Once combat begins, the hidden skulks move along the walls of the room and attempt to take up positions where they can move as pairs to flank foes. They continue to fight two-on-one as long as possible to maximize their sneak attacks. They prefer to fight foes who do not possess silver weapons, breaking off combat with those who use such weapons to seek easier prey if possible.
Morale The vampire skulks fight until reduced to 0 hit points, at which point they turn gaseous and drift toward the balcony to the northwest. Once there, they seep through cracks in the wall into a room under the balcony in which their coffins (actually nothing more than narrow niches in the floor) wait for them to rest and recover.
Str 18, Dex 24, Con -, Int 16, Wis 12, Cha 16
Base Atk +8; CMB +12; CMD 31
Feats Alertness, Altitude Affinity, Combat Reflexes, Dodge, Fleet, Great Fortitude, Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Toughness, Weapon Finesse, Weapon Focus (dagger), Wind Stance
Skills Acrobatics +21, Appraise +17, Bluff +25, Climb +18, Disable Device +21, Intimidate +17, Perception +25, Sense Motive +23, Sleight of Hand +21, Stealth +32, Survival +13, Use Magic Device +17
Racial Modifiers +8 Bluff,+8 Perception, +8 Sense Motive, +8 Stealth
Languages Common, Draconic, Elven, Gnoll, Orc
SQ change shape (dire bat or wolf, beast shape II), gaseous form, shadowless, spider climb, trapfinding, rogue talent (fast stealth), rogue talent (ledge walker), rogue talent (weapon training)
Gear wand of web (25 charges, CL 5, web etchings carved into the wand), +1 composite shortbow
Other Gear +2 frost rapier, +1 studded leather armor, and a bag of holding (type 1). Within the bag of holding are 1,500 gp, 2 silver pearls each worth 200 gp, and a masterwork longsword inlayed with jet jewels worth 1,000 gp.
Vasalisa Novgorod, Chosen of Lilith
CR 15 XP: 51,200Female fallen elf vampire cleric of Lilith 9
CE Medium undead (augmented humanoid)
Init +11; Senses darkvision 60 ft.; Perception +15
AC 31, touch 18, flat-footed 24 (+7 Dex, +1 dodge, +6 natural, +7 armor)
HP 105 (9d8+63); fast healing 5
Fort +15, Ref +11, Will +12
DR 10/silver or cold iron and good; Immune undead traits; SR 15; Resist acid 5, cold 10, electricity 10, fire 5, channel resistance +4; Weaknesses vampire weaknesses
Speed 30 ft.
Melee Sword of the planes +12/+7 (1d8+5/19-20) or slam +10 (1d4+4 plus energy drain); touch +10 (by spell)
Ranged ray +13 touch (by spell)
Space 5 ft., Reach 5 ft.
Special Attacks bleeding touch (1d6 bleed, 5 rounds, 9/day), blood drain, channel negative energy (10/day, 5d6, DC 22), children of the night, command fallen harpies, create spawn, dominate (DC 22), energy drain (2 levels, DC 22), energy drain (kiss), touch of evil (sickened, 5 rounds, 9/day)
Spell-Like Abilities (CL 9th concentration +15) Constant—tongues 3/day—suggestion (DC 22) 1/day—summon (level 6, 1 succubus 30%)
Spells Prepared (CL 9th)
5th-Plane Shift, Slay Living (D DC 22), Unhallow
4th-Lesser Planar Ally, Poison (DC 21), Spell Immunity, Unholy Blight (D DC 20)
3rd-Bestow Curse (DC 19), Contagion (DC 20), Deeper Darkness, Dispel Magic, Magic Circle Against Good (D)
2nd-Align Weapon, Darkness (x2), Death Knell (DC 19), Desecrate, Enthrall (DC 18), Sound Burst (DC 18)
1st-Bane (DC 17), Command (DC 17), Curse Water, Detect Good, Doom (x2), Protection from Good (D)
0th-Detect Magic, Guidance, Inflict Minor Wounds (x2)
Domain: Death, Evil
Str 18, Dex 24, Con -, Int 14, Wis 22, Cha 24
Base Atk +6; CMB +10; CMD 28
Feats Ability Focus (suggestion), Alertness, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Persuasive, Spell Focus (necromancy), Toughness, Weapon Focus (longsword)
Skills Bluff +15, Diplomacy +23, Intimidate +9, Knowledge (religion, planes) +14, Perception +15, Sense Motive +20, Stealth +15
Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common, Elven; tongues, telepathy 60 ft.
SQ change shape (dire bat or wolf, beast shape II), death’s embrace, gaseous form, scythe of evil (5 rounds, 1/day), shadowless, spider climb
Gear wand of hold person (25 charges, CL 5)
Other Gear Sword of the planes, +2 chainmail
Captivating Song (Su) When fallen harpies sing all within a 300 foot spread must succeed on a DC 19 Will save or become captivated. Those succeeding cannot be affected by the same fallen harpy’s song for another 24 hours. Those that become captivated move in the most direct route toward the fallen harpy. If the path leads through a dangerous area the character is allowed a second save.
Commanded by the Chosen of Lilith (Sp) Any chosen of Lilith can command fallen harpies (see the chosen of Lilith template for details) when within a one-mile radius of any such creatures. The fallen harpies are under the complete command of the chosen, and thus implicitly follow all of their orders.
Wail of Insanity (Su) Fallen harpies can let loose a wail of insanity once per day. All within a 100 foot spread of the fallen harpy must succeed on a DC 21 Will save or become insane, as described under the insanity spell.
Environment any
Organization solitary or family (vampire plus 2-8 spawn)
Treasure NPC gear (cloak of resistance +3, headband of alluring charisma +4, ring of protection +2)
This alluring, raven-haired beauty casually wipes a trickle of blood from a pale cheek, then smiles to reveal needle-sharp fangs.
Anointed Deacon
CR 9 XP: 6,400
Male human vampire monk 7CE Medium undead (augmented human)
Init +9; Senses darkvision 60 ft.; Perception +8
AC 30, touch 24, flat-footed 24 (+8 dodge, +6 natural, +5 Dex)
HP 59 (7d8+28); fast healing 5
Fort +3, Ref +7, Will +6
Defensive Abilities evasion, purity of body, slow fall (20 ft.), still mind; Will +13 against enchantments; DR 10/magic and silver; Immune undead traits; Resist channel resistance +4; cold 10, electricity 10; Weaknesses vampire weaknesses
Speed 30 ft.
Melee flurry of blows +12/+12/+7 (1d8+6 plus energy drain)
Special Attacks blood drain, children of the night, create spawn, dominate (DC 16), energy drain (2 levels, DC 16), stunning fist (fatigued, stunning, DC19)
Str 22, Dex 21, Con -, Int 14, Wis 22, Cha 16
Base Atk +5; CMB +11; CMD 34
Feats Alertness, Combat Reflexes, Deflect Arrows, Dodge, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Lunge, Mobility, Spring Attack, Step Up, Toughness, Weapon Focus (unarmed strike)
Skills Perception +8, Sense Motive +8
Racial Modifiers +8 Bluff,+8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common
SQ change shape (dire bat or wolf, beast shape II), gaseous form, high jump, ki pool (9 points), shadowless, spider climb, wholeness of body (7hp)
Ukara, Osirioni Vampire Wizard
CR 13 XP: 25,600
Female human vampire wizard 12CE Medium undead (augmented human)
Init +8; Senses darkvision 60 ft.; Perception +26
AC 30, touch 19, flat-footed 25 (+5 armor, +3 deflection, +1 dodge, +6 natural, +4 Dex)
HP 105 (12d6+60)
Fort +12, Ref +14, Will +14
Defensive Abilities Will +18 bonus vs. channeled energy; DR 10/magic and silver; Immune undead traits;; SR 18; Resist cold 10, electricity 10; Weaknesses vampire weaknesses
Speed 30 ft.
Melee slam +9 (1d4+4 plus energy drain)
Special Attacks blood drain, children of the night, create spawn, dominate (DC 20), energy drain (2 levels, DC 20)
Spells Prepared (CL 12nd)
6th-Circle of Death (DC 22), Disintegrate (DC 22), Summon Monster VI
5th-Cloudkill (2; DC 21), Teleport, Transmute Rock to Mud
4th-Bestow Curse (DC 20), Charm Monster (DC 20), Contagion (DC 20), Wall of Fire
3rd-Dispel Magic, Haste, Hold Person (DC 19), Lightning Bolt (DC 19), Summon Monster III
2nd-Darkness, Invisibility, Shatter (DC 18), Summon Monster II, Touch of Idiocy, Web (DC 18)
1st-Magic Missile (x2), Protection from Good, Ray of Enfeeblement (DC 17), Shocking Grasp, True Strike
0th-Bleed (DC 16), Daze (DC 16), Flare (DC 16), Ghost Sound (DC 16)
Str 17, Dex 19, Con -, Int 22, Wis 14, Cha 18
Base Atk +6; CMB +9; CMD 27
Feats Alertness, Arcane Strike, Brew Potion, Combat Reflexes, Craft Staff, Craft Wand, Deceitful, Dodge, Enlarge Spell, Heighten Spell, Improved Initiative, Lightning Reflexes, Maximize Spell, Scribe Scroll, Stealthy, Toughness
Skills Appraise +21, Bluff +14, Disguise +6, Escape Artist +6, Fly +19, Knowledge (arcana, geography, history, nobility, planes, religion) +21, Perception +26, Sense Motive +12, Spellcraft +21, Stealth +14
Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common, Dwarven, Elven, Goblin, Sylvan, Undercommon
SQ arcane bond (quarterstaff), change shape, gaseous form, shadowless, spider climb
Gear robe of the archmagi (black), rod of absorption; Other Gear ring of protection +3
Nosra, Bloodline Necromancer
CR 15 XP: 51,200
Male human vampire necromancer 11/loremaster 3CE Medium undead (augmented human)
Init +7; Senses darkvision 60 ft., lifesight (110 ft., 11 rounds/day); Perception +17
AC 27, touch 17, flat-footed 22 (+3 Dex, +4 armor, +2 deflection, +1 dodge, +6 natural)
HP 136 (14d6+75); fast healing 5
Fort +8, Ref +11, Will +11
DR 10/magic and silver; Immune undead traits; Resist channel resistance +4, cold 10, electricity 10, fire 30; Weaknesses vampire weaknesses
Speed 30 ft.
Melee slam +10 (1d4+3 plus energy drain)
Special Attacks blood drain, children of the night, create spawn, dominate (DC 21), energy drain (2 levels, DC 21)
Spell-Like Abilities (CL 14th; melee touch +9) 8/day—grave touch (5 rounds)
Spells Prepared (CL 14th)
7th-Greater Teleport, Power Word Blind
6th-Create Undead, Disintegrate (DC 21), Eyebite (DC 23; x2)
5th-Baleful Polymorph (DC 20), Cloudkill (DC 20), Magic Jar (DC 22), Teleport, Waves of Fatigue
4th-—Animate Dead, Confusion (DC 19), Enervation, Fear (DC 21), Wall of Fire
3rd-Fireball (DC 18), Fly, Haste, Ray of Exhaustion (DC 20), Vampiric Touch, Vampiric Touch
2nd-Detect Thoughts (DC 17), False Life, Minor Image (DC 17), Scorching Ray, See Invisibility
1st-Burning Hands (DC 16), Cause Fear (DC 18), Mage Armor (x2), Magic Missile, Protection from Good, Shield
0th-Bleed (DC 17), Detect Magic, Read Magic, Touch of Fatigue (DC 17), Arcane School Necromancy Opposition Schools Enchantment, Illusion
Str 16, Dex 16, Con -, Int 21, Wis 10, Cha 18
Base Atk +6; CMB +9; CMD 25
Feats Alertness, Brew Potion, Combat Casting, Combat Reflexes, Command Undead, Craft Wondrous Item, Dodge, Greater Spell Focus (Necromancy), Improved Channel, Improved Initiative, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus (Necromancy), Toughness
Skills Appraise +14, Bluff +12, Diplomacy +12, Fly +16, Heal +8, Intimidate +12, Knowledge (arcana) +29, Knowledge (dungeoneering, engineering, geography. local, nature, nobility, religion) +14, Knowledge (history, planes) +19, Perception +17, Sense Motive +12, Spellcraft +10, Stealth +11, Use Magic Device +17
Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Aklo, Common, Dwarven, Elven, Goblin, Infernal
SQ arcane bonds (arcane bond [staff of frost]), change shape, gaseous form, grave touch, life sight, lore, opposition schools (enchantment, illusion), secrets (knowledge of avoidance, weapon trick), shadowless, specialized schools (necromancy), spider climb
Gear staff of frost
Other Gear ring of protection +2, spellbook, crystal for magic jar (worth 100 gp), spell component pouch
Blood Drain (Su) A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Change Shape (Su) A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Children of the Night (Su) Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su) A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su) A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (CL 12th). The ability has a range of 30 ft.
Energy Drain (Su) A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
Gaseous Form (Su) As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Jandilar, Pulse Tracker
CR 9 XP: 6,400Male half-elf vampire rogue 8
CE Medium undead (augmented human, elf)
Init +10; Senses darkvision 60 ft., low-light vision; Perception +25
AC 29, touch 18, flat-footed 23 (+5 armor, +1 dodge, +6 natural, +6 Dex)
HP 79 (8d8+40); fast healing 5
Fort +8, Ref +20, Will +6
Defensive Abilities evasion, uncanny dodge, trap sense; Will +6 vs. enchantments, +6 vs. traps; DR 10/magic and silver; Immune magic ; Resist channel resistance +4; cold 10, electricity 10
Speed 30 ft.
Melee slam +13 (1d4+4 plus energy drain)
Special Attacks blood drain, children of the night, create spawn, dominate (DC 17), energy drain (2 levels, DC 17), rogue talents (bleeding attack +4, combat trick, finesse rogue), sneak attack +4d6
Str 18, Dex 22, Con -, Int 13, Wis 14, Cha 17
Base Atk +6; CMB +10; CMD 27
Feats Alertness, Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Skill Focus (disable device), Spring Attack, Toughness, Weapon Finesse, Weapon Focus (slam)
Skills Acrobatics +28, Bluff +21, Climb +15, Disable Device +30, Disguise +17, Escape Artist +23, Intimidate +13, Perception +25, Sense Motive +21, Sleight of Hand +23, Stealth +31, Use Magic Device +13
Racial Modifiers +8 Bluff, +10 Perception, +8 Sense Motive, +8 Stealth
Languages Common, Elven, Orc
SQ change shape (dire bat or wolf, beast shape II), elf blood, gaseous form, rogue talents (fast stealth), shadowless, spider climb, trapfinding +4
Gear brooch of shielding (101 uses)
Other Gear +2 studded leather armor, boots of elvenkind, ring of jumping
Blood Drain (Su) A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Change Shape (Su) A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Children of the Night (Su) Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su) A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su) A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (CL 12th). The ability has a range of 30 ft.
Energy Drain (Su) A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
Gaseous Form (Su) As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Memze, Bloodtracker
CR 9 XP: 6400Male human vampire rogue 3/wizard 5
CE Medium undead (augmented human)
Init +8; Senses darkvision 60 ft.; Perception +22
AC 23, touch 17, flat-footed 19 (+2 deflection, +4 Dex, +1 dodge, +6 natural)
HP 63 (5d6+3d8+32); fast healing 5
Fort +7, Ref +10, Will +7
Defensive Abilities evasion, trap sense; Will +8 vs. traps; DR 10/magic and silver; Immune undead traits; Resist channel resistance +4, cold 10, electricity 10; Weaknesses vampire weaknesses
Speed 30 ft.
Melee slam +8 (1d4+4 plus energy drain)
Ranged ranged touch +8
Space 5 ft., Reach 5 ft.
Special Attacks blood drain, children of the night, create spawn, dominate (DC 17), energy drain (2 levels, DC 17), hand of the apprentice 7/day (+8), rogue talents (finesse rogue), sneak attack +2d6
Spells Prepared (CL 5th)
3rd-Blink, Haste
2nd-Darkness, Web (DC 16), Summon Swarm
1st-Chill Touch (DC 15), Magic Missile (x2), Ray of Enfeeblement (DC 15)
0th-Daze (DC 14), Flare (DC 14), Ghost Sound (DC 14), Ray of Frost
Str 17, Dex 18, Con -, Int 18, Wis 15, Cha 16
Base Atk +4; CMB +7; CMD 24
Feats Alertness, Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Still Spell, Toughness, Weapon Finesse
Skills Acrobatics +14, Bluff +21, Climb +9, Disable Device +15, Escape Artist +14, Intimidate +9, Knowledge (arcana) +14, Perception +22, Sense Motive +22, Spellcraft +14, Stealth +20
Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Common, Draconic, Elven, Goblin, Orc
SQ arcane bonds (object [wand of lightning bolt] [1/day]), change shape (dire bat or wolf, beast shape II), gaseous form, shadowless, spider climb, trapfinding +1
Gear scroll of charm monster (CL 6th), wand of lightning bolt (20 charges)
Environment any
Organization solitary or family (vampire plus 2-8 spawn)
Blood Drain (Su) A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Change Shape (Su) A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Children of the Night (Su) Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su) A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su) A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.
Energy Drain (Su) A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
Gaseous Form (Su) As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
F'Huge Kneebreaker, Vampire Ogre
CR 8 XP: 4,800Male ogre vampire barbarian 2/rogue 2
CE Large undead (augmented giant)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +16
AC 30, touch 11, flat-footed 29 (+1 Dex, +1 dodge, +11 natural, +8 armor, -1 size)
HP 50 (2d8+4d8+2d12+10); fast healing 5
Fort +7, Ref +7, Will +6
Defensive Abilities uncanny dodge; Will +8 vs. traps; DR 10/magic, 10/silver; Immune undead traits; Resist channel resistance +4, cold 10, electricity 10; Weaknesses vampire weaknesses
Speed 30 ft.
Melee +2 spiked chain +19/+14 (2d6+18 plus trip and disarm) or slam +16 (1d6+16 plus energy drain)
Space 10 ft., Reach 10 ft.
Special Attacks blood drain, children of the night, create spawn, dominate (DC 14), energy drain (2 levels, DC 14), rage (4 rounds/day), rage powers (powerful blow +1), rogue talents (combat trick), sneak attack +1d6
Before Combat F’Huge has the following abilities when not raging: AC 30, Will +4, Melee +2 spiked chain +17/+12 (2d6+15) or slam +14 (1d6+13), Str 28, Climb +11, Swim +6
Str 32, Dex 13, Con -, Int 8, Wis 12, Cha 11
Base Atk +6; CMB +18; CMD 30
Feats Alertness, Combat Reflexes, Dodge, Exotic Weapon Proficiency (spiked chain), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Toughness, Weapon Focus (spiked chain)
Skills Acrobatics +4, Bluff +12, Climb +13, Craft (woodcarving) +14, Diplomacy +4, Disguise +5, Escape Artist +4, Intimidate +8, Perception +16, Sense Motive +8
Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Giant
SQ change shape (dire bat or wolf, beast shape II), fast movement, gaseous form, shadowless, spider climb, trapfinding +1
Gear +2 breastplate, +2 spiked chain
Environment any
Organization solitary or family (vampire plus 2-8 spawn)
Blood Drain (Su) A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Change Shape (Su) A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Children of the Night (Su) Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su) A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su) A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.
Energy Drain (Su) A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
Gaseous Form (Su) As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Hethel, Acolyte of Thanatos, Sanguine Glorifier
CR 9 XP: 6400Female elf vampire cleric of Thanatos 6/rogue 8
CE Medium undead (augmented elf)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +16
AC 34, touch 16, flat-footed 29 (+5 Dex, +1 dodge, +6 natural, +8 armor, +4 shield)
HP 61 (2d8+6d8+16); fast healing 5
Fort +6, Ref +12, Will +9
Defensive Abilities evasion; Will +11 vs. enchantments; DR 10/magic and silver; Immune magic sleep, undead traits; Resist channel resistance +4, cold 10, electricity 10, elven immunities; Weaknesses vampire weaknesses
Speed 30 ft.
Melee slam +8 (1d4+4 plus energy drain)
Space 5 ft., Reach 5 ft.
Special Attacks blood drain, children of the night, channel energy 4/day (3d6, DC 14), create spawn, dominate (DC 15), energy drain (2 levels, DC 15), rogue talents (combat trick), sneak attack +1d6
Spell-Like Abilities (CL 6th; melee touch +8) 7/day—bleeding touch, touch of chaos
Spells Prepared (CL 6th)
3rd-Animate Dead (D), Deeper Darkness, Dispel Magic, Magic Circle Against Good
2nd-Bulls Strength, Death Knell (DC 16; D), Desecrate, Hold Person (DC 16), Shatter (DC 16)
1st-Bless, Divine Favor, Doom (DC 15), Protection from Law (D), Sanctuary (DC 15)
0th-—Create Water, Detect Magic, Resistance, Virtue (D Domain spells)
Domain: Chaos, Death
Str 17, Dex 21, Con -, Int 9, Wis 18, Cha 13
Base Atk +5; CMB +8; CMD 24
Feats Alertness, Blind-Fight, Combat Casting, Combat Reflexes, Command Undead, Craft Wand, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Toughness
Skills Acrobatics +8, Bluff +9, Craft (sculpture) +5, Knowledge (religion) +8, Perception +16, Sense Motive +14, Spellcraft +6, Stealth +17
Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Common, Elven
SQ aura, change shape (dire bat or wolf, beast shape II), elven magic, gaseous form, shadowless, spider climb, spontaneous casting, trapfinding +1
Gear +2 mithril chainmail, +2 heavy steel shield
Environment any
Organization solitary or family (vampire plus 2-8 spawn)
Blood Drain (Su) A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Change Shape (Su) A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Children of the Night (Su) Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su) A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su) A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.
Energy Drain (Su) A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
Gaseous Form (Su) As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Slyther Cross, Regal Bloodlord
CR 11 XP: 12,800Male human vampire fighter 5/rogue 5
CE Medium undead (augmented human)
Init +9; Senses darkvision 60 ft.; Perception +22
AC 28, touch 16, flat-footed 23 (+5 Dex, +1 dodge, +6 natural, +6 armor)
HP 62 (5d10+5d8+12); fast healing 5
Fort +6, Ref +12, Will +4
Defensive Abilities bravery +1, evasion, trap sense, uncanny dodge;; Will +5 vs. fear,, +8 vs. hot or coldenvironments and to resist damage from suffocation, +5 vs. traps ; DR 10/magic and silver; Immune undead traits; Resist channel resistance +4, cold 10, electricity 10; Weaknesses vampire weaknesses
Speed 30 ft.
Melee +2 scythe +17/+12 (2d4+11/x4 plus trip) or unarmed strike +13/+8 (1d3+5 plus energy drain), slam +8 (1d4+2 plus energy drain) or slam +13 (1d4+7 plus energy drain)
Space 5 ft., Reach 5 ft.
Special Attacks blood drain, children of the night, create spawn, dominate (DC 16), energy drain (2 levels, DC 16), rogue talents (bleeding attack +3, combat trick), sneak attack +3d6, stunning fist 2/day (DC 17), weapon training abilities (heavy blades +1)
Spells Prepared (CL 5th)
3rd-Blink, Haste
2nd-Darkness, Web (DC 16), Summon Swarm
1st-Chill Touch (DC 15), Magic Missile (x2), Ray of Enfeeblement (DC 15)
0th-Daze (DC 14), Flare (DC 14), Ghost Sound (DC 14), Ray of Frost
Str 21, Dex 20, Con -, Int 13, Wis 15, Cha 12
Base Atk +8; CMB +13; CMD 29
Feats Alertness, Cleave, Combat Reflexes, Dodge, Endurance, Great Cleave, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Power Attack, Spring Attack, Stunning Fist, Toughness, Weapon Focus (scythe), Weapon Specialization (scythe)
Skills Acrobatics +15, Bluff +19, Climb +15, Diplomacy +11, Disable Device +17, Escape Artist +15, Intimidate +11, Perception +22, Ride +15, Sense Motive +12, Stealth +13, Swim +10, Use Magic Device +9
Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common
Gear change shape (dire bat or wolf, beast shape II), gaseous form, shadowless, spider climb, trapfinding +2
Other Gear +4 leather armor, +2 scythe, jewelry (2,000 gp)
Environment any
Organization solitary or family (vampire plus 2-8 spawn)
Blood Drain (Su) A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Change Shape (Su) A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Children of the Night (Su) Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su) A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su) A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.
Energy Drain (Su) A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
Gaseous Form (Su) As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Hotchka, Vampire Medusa
CR 12 XP: 19,200Female medusa vampire rogue 4
CE Medium undead (augmented monstrous humanoid)
Init +12; Senses all-around vision, darkvision 60 ft.; Perception +33
AC 28, touch 19, flat-footed 20 (+8 Dex, +1 dodge, +9 natural)
HP 138 (8d8+4d8+76); fast healing 5
Fort +11, Ref +23, Will +14
Defensive Abilities evasion, trap sense, uncanny dodge; Will +15 vs. traps; DR 10/magic and silver; Immune undead traits; Resist channel resistance +4, cold 10, electricity 10; Weaknesses vampire weaknesses
Speed 30 ft.
Melee slam +19 (1d4+4 plus energy drain), bite +19 (1d4+4)
Ranged +1 composite longbow +20/+15/+10 (1d8+5/x3)
Space 5 ft., Reach 5 ft.
Special Attacks blood drain, children of the night, create spawn, dominate (DC 21), energy drain (2 levels, DC 21), petrifying gaze (30 ft., DC 19), poison, rogue talents (bleeding attack +2, combat trick), sneak attack +2d6
Str 19, Dex 26, Con -, Int 20, Wis 19, Cha 20
Base Atk +11; CMB +15; CMD 34
Feats Alertness, Combat Reflexes, Dodge, Far Shot, Improved Initiative, Lightning Reflexes, Maximize Spell, Point-Blank Shot, Precise Shot, Rapid Shot, Toughness, Weapon Finesse
Skills Acrobatics +21, Bluff +26, Craft (carpentry) +14, Diplomacy +18, Disguise +16, Escape Artist +21, Intimidate +18, Linguistics +18, Perception +33, Sense Motive +29, Sleight of Hand +21, Stealth +29, Use Magic Device +18
Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Common
SQ change shape (dire bat or wolf, beast shape II), gaseous form, shadowless, spider climb, trapfinding +2
Gear +1 composite longbow (Str +4), 50 +3 arrows, cloak of resistance +3
Environment any
Organization solitary or family (vampire plus 2-8 spawn)
Blood Drain (Su) A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Change Shape (Su) A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Children of the Night (Su) Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su) A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su) A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.
Energy Drain (Su) A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
Gaseous Form (Su) As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Ykthool, Bishop of the Bloodstained
CR 11 XP: 12,800Female human vampire cleric of Thanatos 8
CE Medium undead (augmented human)
Init +7; Senses darkvision 60 ft.; Perception +17
AC 32, touch 14, flat-footed 29 (+3 Dex, +1 dodge, +6 natural, +8 armor, +4 shield)
HP 118 (10d8+70); fast healing 5
Fort +12, Ref +8, Will +12
Defensive Abilities death's embrace; DR 10/magic and silver; Immune magic sleep, undead traits; Resist channel resistance +4, cold 10, electricity 10,; Weaknesses vampire weaknesses
Speed 30 ft.
Melee slam +11 (1d4+6 plus energy drain); melee touch +11
Ranged ranged touch +10
Space 5 ft., Reach 5 ft.
Special Attacks aura of destruction (+5, 10 rounds/day), blood drain, children of the night, channel energy 10/day (5d6, DC 20), create spawn, destructive smite 8/day (+5 dmg), dominate (DC 20), energy drain (2 levels, DC 20)
Spell-Like Abilities (CL 10th; melee touch +11): 8/day—bleeding touch
Spells Prepared (CL 10th)
5th-Plane Shift (DC 20), Slay Living (DC 20; D), Slay Living (DC 20), Summon Monster V
4th-Freedom of Movement, Inflict Critical Wounds (DC 19; D), Lesser Planar Ally, Poison (DC 19), Summon Monster IV
3rd-Animate Dead (D), Animate Dead, Contagion (DC 18), Deeper Darkness, Protection from Energy
2nd-Bulls Strength, Death Knell (DC 17; D), Desecrate, Darkness, Hold Person (x2)
1st-Bane (DC 16), Command (DC 16), Divine Favor, Doom (DC 16), Shield of Faith, Summon Monster I, True Strike (D)
0th-Detect Magic, Detect Poison, Mending, Virtue (D Domain spells)
Domain: Death, Destruction
Str 18, Dex 16, Con -, Int 13, Wis 20, Cha 20
Base Atk +7; CMB +11; CMD 25
Feats Alertness, Blind-Fight, Combat Casting, Combat Reflexes, Command Undead, Craft Wand, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Toughness
Skills Bluff +13, Diplomacy +15, Heal +9, Knowledge (religion) +12, Perception +17, Profession (scribe) +15, Sense Motive +25, Spellcraft +12, Stealth +6
Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common
SQ aura, change shape (dire bat or wolf, beast shape II), gaseous form, shadowless, spider climb, spontaneous casting
Gear +2 chainmail, +2 heavy steel shield
Environment any
Organization solitary or family (vampire plus 2-8 spawn)
Blood Drain (Su) A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Change Shape (Su) A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Children of the Night (Su) Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su) A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su) A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets mustsucceed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.
Energy Drain (Su) A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
Gaseous Form (Su) As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
C'Nosretep, Vampire Monk
CR 17 XP: 102,400Male human vampire monk 16
LE Medium undead (augmented human)
Init +8; Senses darkvision 60 ft.; Perception +33
AC 37, touch 28, flat-footed 33 (+3 deflection, +4 Dex, +11 dodge, +6 natural, +3 armor)
HP 171 (16d8+96); fast healing 5
Fort +16, Ref +20, Will +21
Defensive Abilities evasion, improved evasion; AC +2 deflection vs. good opponents (from unhallow, but doesn’t stack with the bonus from his ring);Will +19 vs. enchantment spells and effects, +21 vs. channeled energy, +2 profane bonus on all saves (from desecrate, shown in parentheses), +19 resistance bonus on all saves vs. good opponents (from unhallow, shown in parentheses) ; DR 10/magic and silver; Immune undead traits; SR 26; Resist channel resistance +4, cold 10, electricity 10; Weaknesses vampire weaknesses
Speed 80 ft.
Melee slam +16 (+18) (1d4+6 [+8] plus energy drain) or unarmed strike +16/+11/+6 (+18/+13/+8) (2d10+4 [+6]) (attack bonus in parentheses and damage bonus in brackets include bonuses from desecrate)
Space 5 ft., Reach 5 ft.
Special Attacks blood drain, children of the night, create spawn, dominate (DC 20), energy drain (2 levels, DC 20), flurry of blows +14/+14/+9/+9/+4/+4/–1, ki strike (adamantine, cold iron/silver, lawful, magic), quivering palm 1/day (DC 23), stunning fist 17/day (DC 23)
Str 18, Dex 18, Con -, Int 16, Wis 20, Cha 15
Base Atk +4; CMB +8; CMD 36
Feats Alertness, Cleave, Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Great Cleave, Improved Initiative, Improved Trip, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Scorpion Style, Spring Attack, Step Up, Stunning Fist, Toughness, Whirlwind Attack
Skills Acrobatics +23, Bluff +10, Climb +23, Disable Device +15, Escape Artist +23, Intimidate +21, Knowledge (arcana) +16, Knowledge (history) +13, Knowledge (religion) +13, Perception +33, Sense Motive +26, Stealth +31
Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Aklo, Celestial, Common, Infernal
SQ abundant step, AC bonus, change shape (dire bat or wolf, beast shape II), diamond body, fast movement, gaseous form, high jump, ki defense, ki pool (13), maneuver training, purity of body, shadowless, slow fall (80 ft.), spider climb, wholeness of body
Gear brooch of shielding (101 uses)
Other Gear bracers of armor +3, monk’s robe, ring of protection +3
Environment any
Organization solitary or family (vampire plus 2-8 spawn)
Treasure
Tome of Mind and Body
(Minor Artifact)
Aura strong evocation and necromancy (if miracle is used); CL 17th Slot none; Weight 5 lb.DESCRIPTION
The Tome of Mind and Body is a powerful magical text usable only by monks. Studying its pages for a month grants the following special benefits to the user.
• A permanent increase of +2 inherent bonus to Strength, +2 inherent bonus to Dexterity, and inherent bonus to +2 Wisdom.
• The student gains knowledge of the secret Touch of Life and Death. This new ability grants the monk the ability to use an unarmed touch attack that acts similarly to the spell vampiric touch, using the character’s monk levels as her caster level. This attack must be declared before the die is rolled. A miss means that the use of the ability is wasted. The monk can either gain the damage done as temporary hit points as per the vampiric touch spell, or she can store any portion of the hit points thus gained and grant them as temporary hit points to a comrade. This special ability is useable once per day per 3 levels of monk (minimum 1).
• Due to C’nosretep’s twisting of the words contained in the text, a monk reading the tome must succeed on a DC 25 Will save or have his alignment permanently changed to chaotic evil, forever losing the ability to continue his studies as a monk. Only a wish or miracle spell cast upon the individual can change his alignment back again.
The Tome of Mind and Body may be studied only once in a monk’s lifetime, as further study grants no more special powers or ability increases. Once completed, the book loses its powers to grant special benefits to any other monk for one full year, at which time another monk may study its ancient lore.
DESTRUCTION
The tome is destroyed if a new Ozykathalin rises as Master of the Lotus and touches the book with the petal of a fresh lotus blossom. This any Ozykathalin will do in order to eradicate the corrupted book and then set out to pen a new, unsullied copy.
Blood Drain (Su) A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Change Shape (Su) A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Children of the Night (Su) Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su) A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su) A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.
Energy Drain (Su) A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
Gaseous Form (Su) As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Chiho Molina, Vampire Slasher
CR 7 XP: 3,200Male human vampire fighter 6
CE Medium undead (augmented humanoid)
Init +7; Senses darkvision 60 ft.; Perception +19
AC 25, touch 14, flat-footed 22 (+3 Dex, +1 dodge, +6 natural, +5 armor)
HP 70 (8d6+40); fast healing 5
Fort +9, Ref +7, Will +4
Defensive Abilities bravery +2; Will +6 vs. fear; DR 10/magic and silver; Immune undead traits; Resist channel resistance +4; cold 10, electricity 10; Weaknesses vampire weaknesses
Speed 30 ft.
Melee +1 spiked chain +15/+10 (2d4+13), slam +12 (1d4+9 plus energy drain); Reach 10 ft. with spiked chain
Ranged mwk shortbow +10/+5 (1d6/x3)
Space 5 ft., Reach 5 ft.
Special Attacks weapon training (flails +1), blood drain, children of the night, create spawn, dominate (DC 20), energy drain (2 levels, DC 22)
Bloodline: undead
Str 22, Dex 17, Con -, Int 12, Wis 14, Cha 18
Base Atk +6; CMB +12; CMD 26
Feats Alertness, Blind-Fight, Combat Casting, Combat Reflexes, Dodge, Eschew Materials, Extend Spell, Improved Initiative, Lightning Reflexes, Silent Spell, Still Spell, Toughness, Weapon Finesse
Skills Bluff +23, Knowledge (arcana) +12, Knowledge (religion) +12, Perception +19, Sense Motive +12, Spellcraft +12, Stealth +11, Use Magic Device +15
Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Common, Elven
SQ gaseous form, shadowless, spider climb, change shape (dire bat or wolf, beast shape II)
Gear potion of haste
Other Gear +1 chain shirt, +1 spiked chain, masterwork shortbow, with 20 arrows
Environment any
Organization solitary or family (vampire plus 2-8 spawn)
Blood Drain (Su) A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Children of the Night (Su) Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su) A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su) A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.
Gaseous Fomr (Su) As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
This alluring, raven-haired beauty casually wipes a trickle of blood from a pale cheek, then smiles to reveal needle-sharp fangs.
Vampires are undead humanoid creatures that feed on the blood of the living.
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