Vampire Nighthawk
CR 8 XP: 4,800human vampire fighter 7
LE Medium undead (augmented human)
Init +8; Senses darkvision 60 ft,; Perception +20
AC 25, touch 15, flat-footed 20 (+3 armor, +6 natural, +1 shield, +4 Dex)
HP 80 (7d10+42); fast healing 5
Fort +11, Ref +12, Will +9
Defensive Abilities Will +2 vs. fear, bravery +2, channel resistance +4, undead traits; DR 10/magic and silver; Resist cold 10, electricity 10; Weaknesses vampire weaknesses
Speed 60 ft.
Melee slam +12 (1d4+7 plus energy drain)
Ranged mwk light crossbow +13/+13/+8 (1d8/19–20)
Special Attacks blood drain, children of the night, create spawn, dominate (DC 18), energy drain (2 levels, DC 18), weapon training (heavy blades +1)
Before Combat The vampires drink their potions of haste and magic fang before combat.
During Combat The vampires move quickly into melee and make Vital Strikes, using their slam attacks and energy drain against less armored foes. The guards work together to flank more difficult opponents.
Morale The vampires fight until destroyed.
Str 21, Dex 18, Con -, Int 12, Wis 14, Cha 20
Base Atk +7; CMB +12; CMD 26
Feats Alertness, Blind-Fight, Combat Reflexes, Disruptive, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Rapid Reload, Stand Still, Toughness, Vital Strike, Weapon Focus (Long Sword), Weapon Specialization (Long Sword)
Skills Acrobatics +10, Bluff +13, Intimidate +15, Knowledge (local) +5, Perception +20, Sense Motive +14, Stealth +17
Languages Common, Elven
SQ armor training 2, change shape (dire bat or wolf, beast shape II), gaseous form, shadowless, spider climb
Gear potion of haste, potion of inflict moderate wounds, potion of magic fang, screaming bolts (2), silversheen, silver bolts (10), tanglefoot bag
Other Gear masterwork studded leather, darkwood buckler, +1 longsword, masterwork light crossbow with 10 bolts, cloak of resistance +1, 34 gp
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.
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.
Undead Traits (Ex) Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.
Source: http://www.d20pfsrd.com/bestiary/unique-monsters/cr-8/vampire-enforcer/, Pathfinder Adventure Path #47: Ashes at Dawn. © 2011, Paizo Publishing, LLC; Author: Neil Spicer., MTG Zendikar cd 116
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