Friday, February 22, 2019

Gertrude, Wood Elemental

CR 16                                                                                                               XP: 76,800
Female wood elemental 0
N Huge outsider (elemental, native)
Init +3; Senses darkvision 60 ft.; Perception +24
AC 26, touch 7, flat-footed 26 (-2 size, +19 natural, -1 Dex)
HP 241 (21d12+105)
Fort +17, Ref +6, Will +15
DR 15/slashing; Immune elemental traits; Weaknesses vulnerability to fi re
Speed 30 ft.
Melee 2 slams +36/+31/+26/+21 (3d6+14/19–20)
Space 15 ft., Reach 015 ft.
Special Attacks flesh to wood (touch +34, DC 18), forest mastery
Str 37, Dex 8, Con 21, Int 14, Wis 12, Cha 12
Base Atk +21; CMB +36; CMD 45
Feats Awesome Blow, Bleeding Critical, Cleave, Critical Focus (slam), Improved Critical (slam), Improved Initiative, Improved Natural Attack (slam), Improved Sunder, Iron Will, Power Attack, Weapon Focus (slam)
Skills Intimidate +21, Knowledge (local, nature, planes) +25, Perception +24, Sense Motive +24, Stealth +12, Survival +24
  Racial Modifiers +4 Perception and +16 Stealth in forests
Languages Sylvan
Flesh to Wood (Su) Once every 1d4 rounds Gertrude may attempt to turn flesh to wood with a successful touch attack. A DC 18 Fortitude save negates. This malady cannot be remedied short of a wish or miracle,
Forest Mastery (Ex) Gertrude gains a +1 bonus to both attack and damage rolls if she and her opponent are both in a forested area.

me hatses stupid fat hobbitses

Yeddo, Mistmeadow Skulk
CR 8                                                                                                                XP: 4,800
Male halfling (kithkin or hobbit) rogue 9
CE Medium humanoid (human)
Init +10; Senses Perception +15
AC 22, touch 18, flat-footed 15 (+4 armor, +1 dodge, +6 Dex)
HP 51 (9d8-9)
Fort +3, Ref +13, Will +4
Defensive Abilities evasion; Will +10 vs. fear
Speed 30 ft.
Melee +3 small throwing dagger of returning +15/+10 (1d3+3/18-20x2) or small masterwork throwing dagger +13/+8 (1d3/18-20x2)
Ranged +3 small throwing dagger of returning +15 (1d3+3/18-20x2) and small masterwork throwing dagger +8 (1d3+1/18-20x2) or small masterwork throwing dagger +13/+8 (1d3/18-20x2)
Special Attacks sneak attack (5d6)
Str 10, Dex 22, Con 9, Int 14, Wis 10, Cha 14
Base Atk +6; CMB +6; CMD 23
Feats Agile Maneuvers, Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (dagger), Wind Stance
Skills Acrobatics +19, Bluff +10, Climb +3, Disable Device +19, Escape Artist +19, Perception +15, Sense Motive +13, Sleight of Hand +19, Stealth +23, Use Magic Device +10
  Racial Modifiers +4 Stealth (size), +2 Acrobatics, Climb, Perception
Languages Common, Halfling
SQ improved uncanny dodge, rogue talent [combat trick (Improved Initiative), fi nesse rogue, surprise attack, weapon training (Weapon Focus, dagger)], trapfi nding, trap sense +3
Gear masterwork leather armor, bandolier with small masterwork throwing daggers (x12), +3 small throwing dagger of returning, bracers of armor +4 (holds 6 masterwork small throwing daggers each), potions of cat’s grace, invisibility and silence.
Yeddo wanders the lands in search of chaos and bloodshed. He found the Mines of Honn and enjoys the current chaos in the mines as the factions clash. After causing as much damage as possible, he will stalk PCs throughout their stay, attacking and retreating.

knife ears

Elvish Warrior
CR 9                                                                                                               XP: 6,400
Male fallen elf fighter 9
CN Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +5
AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 dodge)
HP 72 (9d10+18)
Fort +8, Ref +6, Will +3; +2 vs. enchantments
Defensive Abilities bravery +2; Will +5 against enchantment and fear ; Immune sleep
Speed 20 ft.
Melee mwk longsword +14/+9 (1d8+6/19–20) and mwk light mace +12 (1d6+4)
Ranged heavy crossbow +12/+7 (1d10/19-20)
Space 5 ft., Reach 5 ft.
Str 14, Dex 16, Con 14, Int 12, Wis 10, Cha 12
Base Atk +9; CMB +11; CMD 25
Feats Dodge, Greater Weapon Focus (longsword), Mobility, Spring Attack, Two-Weapon Fighting, Weapon Focus (longsword. light mace), Weapon Specialization (longsword. light mace)
Skills Climb +12, Intimidate +11, Perception +5, Survival +9, Swim +12
Languages Common, Abyssal, Elven
SQ  armor training 2, weapon training (heavy blades +2, fl ails +1)
Gear Music box of silence (25 charges
Other Gear Masterwork light maces, masterwork longswords, heavy crossbows 25 crossbow bolts each, chain shirts.
Environment  any land
Organization solitary, pair, or gang (3-5)
Treasure
Music Box of Silence
Aura faint illusion; CL 3rd Slot none; Weight 1 lb.; Price 4,500 gp
DESCRIPTION
This beautiful golden music box plays a haunting melody when wound. When playing its song, the rest of the world seems to fall silent. One can still hear the tune of the music box, but all other noise is drowned out. The effect of the box is as the spell silence. Creatures are allowed DC 16 Will saves to negate the silencing effect. When first created the music box has 50 charges, and when all of the charges have been used, it crumbles to worthless dust.
CONSTRUCTION
Requirements Craft Wondrous Item, silence
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Wood Elf Ghost
CR 7                                                                                                                  XP: 3,200
Male fallen elf ghost fighter 9
CE Medium undead (augmented elf, incorporeal)
Init +6; Senses darkvision 60 ft.; Perception +14
AC 14, touch 14, flat-footed 13 (+2 Dex, +3 deflection)
HP 45 (5d10+18)
Fort +8, Ref +7, Will +6; +2 vs. enchantments
Defensive Abilities incorporeal; Immune undead traits; Resist  channel resistance +4
Speed 0 ft., fly 30 ft. (perfect)
Melee mwk longsword +9 (1d8+2/19-20)
Ranged mwk shortbow +8 (1d6/x3)
Space 5 ft., Reach 5 ft.
Str -, Dex 15, Con -, Int 10, Wis 12, Cha 16
Base Atk +5; CMB +5; CMD 20
Feats Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Fly +10, Perception +14, Sense Motive +8, Stealth +10
  Racial Modifiers +8 Perception, +8 Stealth
Languages Common
SQ  armor training 2, weapon training (heavy blades +2, fl ails +1)
Gear Masterwork longswords, masterwork shortbows, 20 arrows each, trinkets and wooden carvings (prized possessions to the wood elves in life).
Environment  any land
Organization solitary, pair, or gang (3-5)
Treasure NPC gear (leather armor, rapier, daggers (12), backpack, grappling hook, hooded lantern, oil (5), rations (3), silk rope, thieves' tools, 25 gp)
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Dvina, Deadbridge Shaman, Chosen of Lilith
CR 16                                                                                                              XP: 76,800
Female fallen elf cleric of Lilith 14
CE Medium outsider (chaotic, evil)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +17
AC 24, touch 12, flat-footed 22 (+7 armor, +5 natural, +2 Dex)
HP 105 (14d8+42)
Fort +11, Ref +6, Will +14
DR 10/cold iron and good; Immune fallen harpies, poison, sleep; SR 15; Resist acid 5, cold 5, electricity 10 fire 5
Speed 20 ft., fly 40 ft. (average)
Melee +1 longsword +14/+9 (1d8+3/19–20); touch +12 (by spell)
Ranged ray +12 touch (by spell)
Special Attacks bleeding touch (1d6 bleed, 7 rounds, 8/day), channel negative energy (8/day, 7d6, DC 22), energy drain (kiss), scythe of evil (7 rounds, 2/day), touch of evil sickened, 7 rounds, 8/day)
Spell-Like Abilities (CL 14th; concentration +24)  Constant—tongues  3/day—suggestion (DC 16)  1/day—summon (level 6, 1 succubus 30%)
Spells Prepared (CL 14th)
  7th (2/day)-Blasphemy (D DC 24), Summon Monster VII, Word of Chaos (DC 24)
  6th (3/day)-Banishment (DC 22), Create Undead (D), Harm (DC 22), Planar Ally
  5th (4/day)-Break Enchantment, Commune, Flame Strike (DC 22), Slay Living (D DC 21), Summon Monster V
  4th (5/day)-Death Ward (D), Dismissal (DC 20), Divine Power, Lesser Planar Ally, Sending, Summon Monster IV, Unholy Blight (DC 21)
  3rd (5/day)-Bestow Curse (DC 19), Deeper Darkness, Dispel Magic, Magic Circle Against Good (D), Speak With Dead, Summon Monster III
  2nd (6/day)-Desecrate, Death Knell (D DC 18), Enthrall (DC 19), Hold Person (DC 19), Lesser Restoration, Silence (DC 18), Summon Monster II
  1st (6/day)-Command (DC 18), Comprehend Languages, Detect Good, Divine Favor, Doom (DC 17), Protection from Good, Summon Monster I
  0th-—Detect Magic, Inflict Minor Wounds, Light, Read Magic (D domain spell)
Domain: Death, Evil
Str 14, Dex 14, Con 14, Int 14, Wis 22, Cha 20
Base Atk +10; CMB +12; CMD 24
Skills Diplomacy +18, Fly +10, Intimidate +15, Knowledge (religion) +13, Perception +17, Sense Motive +17, Spellcraft +13
Languages Abyssal, Common, Elven, Infernal; tongues, telepathy 100 ft.
SQ  command fallen harpies, death’s embrace
Gear +1 longsword, +1 elven chain, fine purple silk robe (worn over the armor) worth 100 gp
Command Fallen Harpies (Sp) Dvina may command fallen harpies as a free action when within a one-mile radius of any fallen harpies (new creatures detailed in Appendix 3 of this adventure). This is a supernatural ability granted to the chosen of Lilith by the succubus goddess.
Energy Drain, Kiss (Su) As a chosen of Lilith, Dvina may drain a victim’s energy with a single kiss. This is most often done by first charming the victim, but need not be. Otherwise Dvina must succeed in a grapple against the opponent, provoking an attack of opportunity. The kiss bestows one negative level on the victim, and acts as a suggestion spell, asking the victim to kiss her again. The victim is allowed a DC 20 Will save to negate the suggestion, and a DC 20 Fortitude save to remove a negative level bestowed with a kiss.
Immune to Affects of Fallen Harpies (Ex) Dvina is immune to the wail of insanity and captivating song of all fallen harpies.
Fianna Diarmiad, Wilt-Leaf Liege
CR 8                                                                                                                  XP: 4,800
Female elf paladin 8
LG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +5
Aura good (strong), aura of courage, aura of resolve (+4 vs. charm, 10 ft.)
AC 14, touch 14, flat-footed 11 (+1 dodge, +2 Dex)
HP 52 (8d10+8)
Fort +8, Ref +7, Will +11
Defensive Abilities Will +13 against enchantment; Immune charm, fear, disease, sleep
Speed 30 ft.
Melee unarmed strike +10/+5 (1d3+2)
Special Attacks channel positive energy (4d6, DC 17, 7/day), smite evil (+3 to hit, +8 damage, +3 AC, 3/day)
Spell-Like Abilities (CL 8th; concentration +10)  At will—detect evil
Spells Known (CL 8th)
  2nd-Bulls Strength, Eagles Splendor
  1st-Cure Light Wounds, Lesser Restoration
Str 14, Dex 14, Con 10, Int 9, Wis 14, Cha 17
Base Atk +8; CMB +10; CMD 23
Feats Dodge, Extra Lay On Hands, Leadership, Weapon Focus (longsword)
Skills Diplomacy +7, Handle Animal +7, Heal +3, Knowledge (religion) +1, Perception +5, Ride +6, Sense Motive +6
Languages Common, elven
SQ divine bond (Tuatha, see below), divine grace, lay on hands (4d6 hp, 9/day), mercy (shaken, staggered)
Tuatha, Elven Warhorse 
CR 3                                                                                                              XP 600
N Large animal
Init +4; Senses low-light vision, scent; Perception +7
AC 21, touch 13, flat-footed 17 (+4 Dex, –1 size, +8 natural)
hp 56 (7 HD; 7d8+28)
Fort +9, Ref +6, Will +3; +4 against enchantment
Defensive Abilities devotion, evasion
Speed 55 ft.
Melee 2 hooves +5 (1d6+5), bite +10 (1d4+5)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 21, Dex 13, Con 19, Int 6, Wis 12, Cha 6
Base Atk +5; CMB +11; CMD 22 (24 vs. trip)
Feats Endurance, Fleet, Diehard, Nimble Moves, Run
Skills Perception +7, Stealth +6, Swim +8
SQ combat trained (attack, come, defend, down, fetch, guard, heel, stay, work), link, share spells
Elvish Vanguard
CR 12                                                                                                                XP: 19,200
Male fallen elf fighter 12
CE Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +6
AC 19, touch 14, flat-footed 16 (+4 armor, +3 Dex, +1 dodge, +1 shield)
HP 102 (12d10+36)
Fort +10, Ref +7, Will +4; +2 vs. enchantments
Defensive Abilities bravery +3; Will +6 against enchantment and +7 against fear ; Immune sleep
Speed 20 ft.
Melee mwk light mace +16/+11/+6 (1d6+3) or mwk longsword +19/+14/+9 (1d8+9/19-20)
Ranged heavy crossbow +15/+10/+5 (1d10/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks Common, Abyssal, Elven
Str 16, Dex 16, Con 14, Int 12, Wis 10, Cha 12
Base Atk +12; CMB +15; CMD 29
Feats Dodge, Double Slice, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Mobility, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (longsword. light mace), Weapon Specialization (longsword)
Skills Climb +12, Intimidate +15, Perception +6, Survival +9, Swim +12
Languages Common, Abyssal, Elven
SQ armor training 3, weapon training (heavy blades +2, fl ails +1)
Gear Masterwork light maces, masterwork longswords, heavy crossbows, 25 crossbow bolts each, chain shirts
Environment  any land
Organization solitary, pair, or gang (3-5)
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Moonglove Winnower
CR 14                                                                                                                 XP: 38,400
Male fallen elf rogue 4/assassin 9
CE Medium humanoid (elf)
Init +9; Senses low-light vision; Perception +15
AC 21, touch 17, flat-footed 15 (+1 dodge, +4 armor, +5 Dex)
HP 77 (5d8+9d8+14)
Fort +5, Ref +14, Will +6
Defensive Abilities evasion, improved uncanny dodge, poison use, trap sense +1; Fort +9 against poison, Will +8 against enchantment; Immune sleep
Speed 30 ft.
Melee +1 rapier +16/+11 (1d6+1/15–20)
Ranged light crossbow +14/+9 (1d8/19-20)
Special Attacks death attack (DC 23), poison (purple worm poison), rogue talent (bleeding attack, +8 bleed), sneak attack (+8d6)
Str 10, Dex 20, Con 12, Int 14, Wis 10, Cha 14
Base Atk +9; CMB +9; CMD 25
Feats Ability Focus (death attack), Critical Focus, Dodge, Improved Critical (rapier), Improved Initiative, Iron Will, Vital Strike, Weapon Finesse, Weapon Focus (rapier)
Skills Bluff +14, Climb +12, Disable Device +17, Disguise +18, Escape Artist +17, Intimidate +14, Knowledge (local) +9, Perception +15, Sense Motive +12, Sleight of Hand +13, Stealth +18
Languages Common, Elven
SQ hidden weapons, hide in plain sight, quiet death, rogue talent (finesse rogue), swift death, trapfi nding, true death (DC 24)
Gear 1 vial of purple worm poison each
Other Gear +1 rapier, +1 studded leather armor, light crossbows, 30 crossbow bolts each, 20 pp each
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Elvish Blaring Recruiter
CR 12                                                                                                             XP: 19,200
Male fallen elf fighter 12
CN Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +6
AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 dodge)
HP 84 (12d10+18)
Fort +8, Ref +6, Will +3; +2 vs. enchantments
Defensive Abilities bravery +2; Will +5 against enchantment and fear ; Immune sleep
Speed 20 ft.
Melee mwk longsspear +18/+13/+8 (1d8+12/19–20 x3)
Ranged heavy crossbow +16 (1d8+1/×3)
Space 5 ft., Reach 5 ft.
Str 16, Dex 16, Con 14, Int 12, Wis 10, Cha 12
Base Atk +12; CMB +15; CMD 29
Feats Cleave, Combat Reflexes, Dodge, Greater Weapon Focus (longspear), Greater Weapon Specialization (longspear), Improved Critical (longspear), Mobility, Power Attack, Spring Attack, Vital Strike, Weapon Focus (longspear), Weapon Specialization (longspear)
Skills Climb +12, Intimidate +15, Perception +6, Survival +9, Swim +12
Languages Common, Abyssal, Elven
SQ armor training 3, weapon training (spears +2, crossbows +1)
Gear Masterwork longspears, heavy crossbows, 25 crossbow bolts each, chain shirts.
Environment  any land
Organization solitary, pair, or gang (3-5)
Treasure Music Box of Silence
Aura faint illusion; CL 3rd Slot none; Weight 1 lb.; Price 4,500 gp
DESCRIPTION
This beautiful golden music box plays a haunting melody when wound. When playing its song, the rest of the world seems to fall silent. One can still hear the tune of the music box, but all other noise is drowned out. The effect of the box is as the spell silence. Creatures are allowed DC 16 Will saves to negate the silencing effect. When first created the music box has 50 charges, and when all of the charges have been used, it crumbles to worthless dust.
CONSTRUCTION
Requirements Craft Wondrous Item, silence
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Gilt-Leaf Winnower
CR 12                                                                                                            XP: 19,200
Male fallen elf fighter 12
CE Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +6
AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 dodge)
HP 102 (12d10+36)
Fort +10, Ref +7, Will +4; +2 vs. enchantments
Defensive Abilities bravery +3; Will +6 against enchantment and +7 to fear; Immune sleep
Speed 20 ft.
Melee longsword +12/+6/+1 (1d8/19–20)
Ranged mwk longbow +21/+16/+11 (1d8+6/19–20 x3)
Space 5 ft., Reach 5 ft.
Str 10, Dex 19, Con 14, Int 12, Wis 12, Cha 12
Base Atk +12; CMB +12; CMD 27
Feats Dodge, Greater Weapon Focus (longsword), Mobility, Spring Attack, Two-Weapon Fighting, Weapon Focus (longsword. light mace), Weapon Specialization (longsword. light mace)
Skills Climb +12, Intimidate +15, Perception +6, Survival +9, Swim +12
Languages Common, Abyssal, Elven
SQ armor training 3, weapon training (bows +2, heavy blades +1)
Gear Masterwork longbows, 30 arrows each, longswords, chain shirts
Environment  any land
Organization solitary, pair, or gang (3-5)
Treasure Music Box of Silence
Aura faint illusion; CL 3rd Slot none; Weight 1 lb.; Price 4,500 gp
DESCRIPTION
This beautiful golden music box plays a haunting melody when wound. When playing its song, the rest of the world seems to fall silent. One can still hear the tune of the music box, but all other noise is drowned out. The effect of the box is as the spell silence. Creatures are allowed DC 16 Will saves to negate the silencing effect. When first created the music box has 50 charges, and when all of the charges have been used, it crumbles to worthless dust.
CONSTRUCTION
Requirements Craft Wondrous Item, silence
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Dwynen, Gilt-Leaf Daen
CR 17                                                                                                                XP: 102,400
Female fallen elf fighter 17
CN Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +8
AC 23, touch 15, flat-footed 19 (+8 armor, +4 Dex, +1 dodge)
HP 178 (17d10+85)
Fort +14, Ref +9, Will +5; +2 vs. enchantments
Defensive Abilities bravery +4; Will +7 against enchantment and +9 against fear; Immune sleep
Speed 20 ft.
Melee +2 longsword +27/+22/+17/+12 (1d8+14/19–20) and +2 light mace +26/+21/+16 (1d6+13)
Ranged +2 icy burst composite shortbow +25/+20/+15/+10 (1d6+8/x3 plus 1d6 cold)
Space 5 ft., Reach 5 ft.
Special Attacks two weapon rend (1d10+6)
Str 18, Dex 19, Con 18, Int 10, Wis 10, Cha 12
Base Atk +17; CMB +21; CMD 36
Feats Critical Focus, Dodge, Greater Two-Weapon Fighting, Greater Weapon Focus (light mace, longsword), Greater Weapon Specialization (light mace, longsword), Improved Two-Weapon Fighting, Mobility, Spring Attack, Two-Weapon Fighting, Two-Weapon Rend, Vital Strike, Weapon Focus (light mace, longsword), Weapon Specialization (light mace, longsword)
Skills Acrobatics +15, Climb +15, Intimidate +12, Perception +8
Languages Common, Elven
SQ armor training 4, weapon training (heavy blades +4, flails +3, crossbows +2, close +1)
Gear +2 longsword, +2 light mace, +3 elven chain, amulet of health +2, cloak of resistance +2
Environment  any land
Organization solitary, pair, or gang (3-5)
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Momir Vig, Simic Visionary
CR 16                                                                                                                XP: 76,800
Female fallen elf wizard 16
CE Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +20
AC 17, touch 15, flat-footed 14 (+2 armor, +3 Dex, +2 deflection)
HP 80 (16d6+16)
Fort +6, Ref +8, Will +12; +2 vs. enchantments
Immune sleep
Speed 30 ft.
Melee touch +6 (by spell)
Ranged mask of the skull +8 touch (130 damage, DC 20 Fortitude for 3d6+13); ranged ray +8 touch (by spell)
Space 5 ft., Reach 5 ft.
Special Attacks hand of the apprentice 9/day
Spells Prepared (CL 16th)
  8th-Horrid Wilting (DC 26), Polymorph Any Object (DC 25)
  7th-Finger of Death (DC 25; x2), Reverse Gravity (DC 24)
  6th-Chain Lightning (DC 22), Disintegrate (DC 23), Circle of Death (DC 24), Flesh to Stone (DC 23)
  5th-Cone of Cold (DC 21), Cloudkill (DC 21), Dominate Person (DC 21), Magic Jar (DC 23), Teleport
  4th-Enervation, Fire Shield, Greater Invisibility, Lesser Globe of Invulnerability, Ice Storm
  3rd-Fireball (DC 19), Haste, Slow (DC 20; x2), Vampiric Touch
  2nd-Acid Arrow (x2), Blindness/Deafness (DC 20), Cats Grace, Mirror Image, Web (DC 18)
  1st-Chill Touch (DC 19), Disguise Self, Magic Missile (x2), Ray of Enfeeblement (DC 19; x2)
  0th-Detect Magic, Mage Hand, Open/Close, Read Magic
Str 7, Dex 16, Con 12, Int 22, Wis 14, Cha 10
Base Atk +8; CMB +6; CMD 21
Feats Craft Construct, Craft Wand, Craft Wondrous Item, Dodge, Greater Spell Focus (necromancy), Improved Initiative, Quicken Spell, Scribe Scroll, Spell Focus (necromancy), Spell Mastery (dispel magic, enervation, greater invisibility, mirror image, polymorph any object, teleport), Spell Penetration
Skills Appraise +25, Craft (sculpture) +25, Knowledge (arcana, planes) +25, Linguistics +25, Perception +20, Spellcraft +25, Stealth +19
Languages Common, Draconic, Abyssal, Infernal, Goblin, Elven, Undercommon, Orc, Giant
Gear arcane bond (mask of the skull), metamagic mastery (5)
Other Gear scroll of disintegrate x2, wand of transmute mud to rock (25 charges, CL 7), mask of the skull; Other Gear Bracers of armor +2, ring of protection +2, spellbook, masterwork dagger.
Her spellbook contains:
1st—alarm, change self, charm person, chill touch, feather fall, hold portal, identify, jump, mage armor, magic missile, obscuring mist, ray of enfeeblement, shield, shocking grasp, spider climb, unseen servant;
2nd— acid arrow, blindness/ deafness, blur, cat’s grace, invisibility, knock, levitate, magic mouth, mirror image, obscure object, scare, web;
3rd—blink, dispel magic, fireball, fly, haste, lightning bolt, slow, vampiric touch, water breathing, wind wall;
4th—bestow curse, charm monster, black tentacles, enervation, fire shield, fire trap, greater invisibility, ice storm, improved invisibility, lesser globe of invulnerability;
5th—cloudkill, cone of cold, dominate person, magic jar, mind fog, sending, summon monster V, teleport;
6th—chain lightning, circle of death, create undead, disintegrate, eyebite, flesh to stone, mage’s lucubration, transformation;
7th—control undead, finger of death, prismatic spray, statue, waves of exhaustion;
8th—iron body, clone, horrid wilting, polymorph any object
Environment  any land
Organization solitary, pair, or gang (3-5)
Treasure NPC gear (leather armor, rapier, daggers (12), backpack, grappling hook, hooded lantern, oil (5), rations (3), silk rope, thieves' tools, 25 gp)
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Glowspore Shaman
CR 5                                                                                                                  XP: 1,600
Female elf witch 6
CN Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +8
AC 14, touch 13, flat-footed 11 (+1 natural, +3 Dex)
HP 27 (6d6+6)
Fort +3, Ref +5, Will +5
Defensive Abilities Will +2 vs. enchantment; Immune sleep
Speed 30 ft.
Melee mwk rapier +5 (1d6+1/18-20)
Ranged mwk hand crossbow +7 (1d4/19-20)
Str 13, Dex 16, Con 12, Int 19, Wis 11, Cha 15
Base Atk +3; CMB +4; CMD 17
Feats Accursed Hex, Craft Wondrous Item, Persistent Spell
Skills Fly +15, Knowledge (arcana) +13, Knowledge (nature) +13, Perception +8, Spellcraft +15, Use Magic Device +11
Languages Arcadian, Goreaux, Jurakti, Sylfanic, Western Common
SQ Traits Ghost Sight, Magic Crafter
Gear mwk rapier, mwk hand crossbow corset of witchcraft, +1 amulet of natural armor, headband of vast intellect +2
Witch spells prepared (Cl 5th)
0th message, read magic, resistance, touch of fatigue
1st burning hands, cure light wounds, forced quiet, hypnotism
2nd bullet ward, enthrall, glitterdust, see invisibility
3rd arcane sight, reckless infatuation, sands of time, share senses
(Patron - Shadow)
Naya Hushblade
CR 12                                                                                                             XP: 19,200
Female Elf rogue 12
CE Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +17
AC 20, touch 17, flat-footed 15 (+3 armor, +5 Dex, +1 dodge, +1 deflection)
HP 112 (12d8+44)
Fort +6, Ref +13, Will +4; +2 vs. enchantments
Defensive Abilities improved evasion, improved uncanny dodge, trap sense +4; Immune sleep
Speed 30 ft.
Melee mwk rapier +15/+10 (1d6+1/18-20)
Ranged mwk light crossbow +15 (1d6/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks rogue talent (bleeding attack, +6 bleed, 6 rounds), rogue talent (surprise attack), sneak attack +6d6
Spell-Like Abilities (CL 12th; concentration +12) 2/day—true strike 3/day—mage hand, open/close
Str 12, Dex 20, Con 14, Int 14, Wis 10, Cha 10
Base Atk +9; CMB +10; CMD 27
Feats Combat Expertise, Dodge, Improved Critical (rapier), Improved Feint, Mobility, Spring Attack, Weapon Finesse
Skills Acrobatics +20, Appraise +17, Bluff +15, Climb +16, Disable Device +20, Escape Artist +20, Intimidate +15, Perception +17, Sense Motive +15, Sleight of Hand +20, Stealth +20, Swim +5
Languages Common, Elven
SQ rogue talent (finesse rogue), rogue talent (major magic), rogue talent (minor magic x2), trapfinding
Gear wand of hold person (25 charges, CL 5), scroll of teleport (x2)
Other Gear +1 glammered leather armor, +1 ring of protection, rope of climbing, masterwork rapier, masterwork light crossbow, 30 crossbow bolts, 100 pp.
Environment  any land
Organization solitary, pair, or gang (3-5)
Treasure NPC gear (leather armor, rapier, daggers (12), backpack, grappling hook, hooded lantern, oil (5), rations (3), silk rope, thieves' tools, 25 gp)
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Ter'Amial, Chosen of Lilith
CR 15                                                                                                             XP: 51,200
Female fallen elf cleric of Lilith 13
CE Medium undead (augmented humanoid)
Init +3; Senses darkvision 60 ft.; Perception +16
AC 24, touch 12, flat-footed 22 (+3 Dex, +5 natural, +7 armor)
HP 97 (13d10+26); fast healing 5
Fort +9, Ref +7, Will +14
DR 10/cold iron and good; Immune poison, sleep; SR 15; Resist acid 5, cold 5, electricity 10, fire 5; Weaknesses vampire weaknesses
Speed 20 ft., fly 40 ft. (average)
Melee +2 longsword +14/+9 (1d8+6/19–20)
Ranged +1 heavy crossbow +13/+8 (1d10+1/19-20); ray +12 touch (by spell)
Space 5 ft., Reach 5 ft.
Special Attacks bleeding touch (1d6 bleed, 6 rounds, 9/day), channel negative energy (9/day, 7d6, DC 22), command fallen harpies, energy drain (kiss), touch of evil (sickened, 6 rounds, 9/day)
Spell-Like Abilities (CL 13th; concentration +23)  Constant—tongues  3/day—suggestion (DC 19) 1/day—summon (level 6, 1 succubus 30%)
Spells Prepared (CL 13rd)
  7th-Blasphemy (D DC 23), Destruction (DC 24)
  6th-Blade Barrier (DC 22), Create Undead (D), Geas/Quest, Planar Ally
  5th-Break Enchantment, Flame Strike (DC 21), Plane Shift, Slay Living (D DC 22), Summon Monster V
  4th-Death Ward (D), Dismissal (DC 20), Divine Power, Lesser Planar Ally, Sending, Summon Monster IV
  3rd-Animate Dead (D), Bestow Curse (DC 20), Dispel Magic, Invisibility Purge, Speak With Dead, Summon Monster III
  2nd-Desecrate, Death Knell (DC 19), Eagles Splendor, Hold Person (DC 18), Lesser Restoration, Silence (DC 18), Summon Monster II
  1st-Command (DC 17), Comprehend Languages, Detect Good, Divine Favor, Doom (DC 18), Protection from Good (D), Summon  Monster I
  0th-Detect Magic, Inflict Minor Wounds, Light, Read Magic (D domain spell)
Domain: Death, Evil
Str 12, Dex 16, Con 12, Int 12, Wis 22, Cha 22
Base Atk +9; CMB +10; CMD 23
Feats Augment Summoning, Combat Casting, Persuasive, Skill Focus (Perception), Spell Focus (Conjuration, Necromancy), Weapon Focus (Longsword)
Skills Diplomacy +12, Fly +13, Intimidate +14, Knowledge (religion) +10, Perception +16, Sense Motive +10
  Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common, Elven; tongues, telepathy 100 ft.
SQ death’s embrace, scythe of evil (6 rounds, 2/day)
Gear +2 longsword, +1 heavy crossbow, +2 chainmail, 50 crossbow bolts
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)
Command Fallen Harpies (Su) Ter’amial may command fallen harpies as a free action when within a one-mile radius of any fallen harpies (new creatures detailed in Appendix 3 of this adventure). This is a supernatural ability granted to the chosen of Lilith by the succubus goddess.
Energy Drain, Kiss (Su) As a chosen of Lilith, Ter’amial may drain a victim’s energy with a single kiss. This is most often done by first charming the victim, but need not be. Otherwise Ter’amial must succeed in a grapple against the opponent, provoking an attack of opportunity. The kiss bestows one negative level on the victim, and acts as a suggestion spell, asking the victim to kiss her again. The victim is allowed a DC 20 Will save to negate the suggestion, and a DC 20 Fortitude save to remove a negative level bestowed with a kiss.
Immune to Affects of Fallen Harpies (Ex) Ter’amial is immune to the wail of insanity and captivating song of all fallen harpies.
Belun, Conclave Guildmage
CR 17                                                                                                            XP: 102,400
Male fallen elf evoker 17
CE Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +17
AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 dodge)
HP 93 (17d6+34)
Fort +7, Ref +7, Will +10; +2 vs. enchantments
Immune sleep
Speed 30 ft.
Melee +1 quarterstaff +5/+1/+0 (1d6+1/1d6); touch +8 (by spell)
Ranged ray +10 touch (by spell)
Space 5 ft., Reach 5 ft.
Special Attacks elemental wall (17 rounds), force missiles (1d4+8, 8/day)
Spells Prepared (CL 17th)
  9th-Meteor Swarm (DC 26), Power Word Kill
  8th-Horrid Wilting (DC 25), Polar Ray
  7th-Delayed Blast Fireball (DC 24), Grasping Hand, Mages Sword, Prismatic Spray (DC 24)
  6th-Chain Lightning (DC 23; x2), Disintegration (DC 21; x2), Forceful Hand
  5th-Cone of Cold (DC 22), Magic Jar (DC 20), Teleport, Wall of Force
  4th-Confusion (DC 19), Phantasmal Killer (DC 19; x2), Wall of Fire (x2)
  3rd-Arcane Sight, Dispel Magic, Fireball (DC 20), Lightning Bolt (DC 20; x2), Summon Monster III
  2nd-Acid Arrow (x2), Detect Thoughts (DC 17), Mirror Image, Scorching Ray
  1st-Burning Hands (DC 18), Mage Armor, Magic Missile (x3), Ray of Enfeeblement (DC 16)
  0th-Detect Magic, Mage Hand, Open/Close, Read Magic
Opposition schools necromancy, illusion
Str 10, Dex 14, Con 14, Int 20, Wis 10, Cha 12
Base Atk +8; CMB +8; CMD 21
Feats Alertness (when Belorust is within arm’s reach), Combat Casting, Craft Wondrous Item, Dodge, Empower Spell, Forge Ring, Greater Spell Focus (evocation), Improved Counterspell, Improved Initiative, Maximize Spell, Scribe Scroll, Spell Focus (evocation), Spell Penetration
Skills Diplomacy +18, Fly +25, Knowledge (arcana, planes) +25, Linguistics +25, Perception +17, Sense Motive +17, Spellcraft +25
Languages Abyssal, Common, Draconic, Dwarven, Elven, Infernal, Undercommon
SQ arcane bond (bat familiar), intense spells (+8 damage)
Gear +1 staff, ring of protection +4, cloak of resistance +1, spellbook (contains: 1st—burning hands, cause fear, chill touch, color spray, disguise self, floating disk, identify, mage armor, magic missile, ray of enfeeblement, shocking grasp, silent image, true strike; 2nd— acid arrow, blindness/ deafness, detect thoughts, false life, glitterdust, hypnotic pattern, mirror image, scorching ray, shatter, spider climb, summon monster II, web; 3rd—arcane sight, dispel magic, fireball, fly, heroism, hold person, rage, lightning bolt, ray of exhaustion, sleet storm, stinking cloud, summon monster III, tongues; 4th—confusion, dimensional anchor, enervation, firetrap, hallucinatory terrain, minor creation, phantasmal killer, shout, wall of fire, wall of ice; 5th—cone of cold, feeblemind, hold monster, interposing hand, magic jar, mind fog, sending, shadow evocation, summon monster V, wall of force; 6th—chain lightning, disintegration, forceful hand, globe of invulnerability, legend lore, planar binding, transformation; 7th—control weather, delayed blast fireball, grasping hand, limited wish, mage’s sword, prismatic spray; 8th—horrid wilting, maze, polar ray, symbol of death; 9th—meteor swarm, power word kill.
Environment  any land
Organization solitary, pair, or gang (3-5)
Treasure NPC gear (leather armor, rapier, daggers (12), backpack, grappling hook, hooded lantern, oil (5), rations (3), silk rope, thieves' tools, 25 gp)
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Generally taller than humans, elves possess a graceful, slender physique that is accentuated by their long, pointed ears.
Belorust, Belun’s Familiar 
CR ¼                                                                                                                XP 50
Male Bat Familiar
N Diminutive animal
Init +2; Senses blindsense 20 ft., low-light vision; Perception +23
AC 25, touch 16, fl at-footed 23 (+2 Dex, +9 natural, +4 size)
hp 45 (17 HD; 17d8–2)
Fort +5, Ref +7, Will +12
Defensive Abilities improved evasion; SR 22
Speed 5 ft., fly 40 ft. (good)
Melee bite +14/+9 (1d3–4)
Special Attacks deliver touch spells
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1, Dex 15, Con 10, Int 14, Wis 14, Cha 5
Base Atk +8; CMB +0; CMD 12
Feats Weapon Finesse
Skills Fly +27, Perception +23; Racial Modifier +8 Fly, +4 Perception
SQ empathic link, scry on familiar, share spells, speak with animals of its kind, speak with master
Chernobog, Llanowar Mentor
CR 19                                                                                                                  XP: 204,800
Male fallen elf wizard (transmuter) 19
CE Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +17
AC 17, touch 14, flat-footed 16 (+3 armor, +3 Dex, +2 deflection)
HP 127 (19d6+57)
Fort +11, Ref +10, Will +13; +2 vs. enchantments
Immune sleep
Speed 30 ft.
Melee +1 dagger +10/+5 (1d4+1/19-20); touch +9 (by spell)
Ranged ray +12 touch (by spell)
Space 5 ft., Reach 5 ft.
Special Attacks  telekinetic fist (ranged touch +12, 1d4+9, 8/day)
Spells Prepared (CL 19th)
  9th-Imprisonment (DC 16), Summon Monster IX, Time Stop
  8th-Incendiary Cloud (DC 23), Polymorph Any Object (DC 25), Summon Monster VIII, Temporal Stasis (DC 25)
  7th-Insanity (DC 22), Mass Hold Person (DC 22), Prismatic Spray (DC 22), Reverse Gravity, Statue
  6th-Chain Lightning (DC 21), Disintegrate (DC 23), Flesh to Stone (DC 23; x3)
  5th-Baleful Polymorph (DC 20; x2), Cone of Cold (DC 20), Hold Monster (DC 20), Transmute Rock to Mud (x2)
  4th-Enervation, Ice Storm (x2), Mnemonic Enhancer, Wall of Ice (DC 19), Stone Shape
  3rd-Displacement, Lightning Bolt (DC 18; x2), Haste, Slow (DC 20; x2)
  2nd-Acid Arrow (x2), Alter Self, Cats Grace, Foxs Cunning, See Invisibility
  1st-Burning Hands (DC 16; x2), Enlarge Person, Mage Armor, Magic Missile, Reduce Person (DC 18; x2)
  0th-Detect Magic, Mage Hand, Open/Close, Read Magic
Opposition schools abjuration, illusion
Str 10, Dex 16, Con 16, Int 21, Wis 12, Cha 10
Base Atk +9; CMB +9; CMD 24
Feats Alertness (when Alionushka is within arm’s reach), Combat Casting, Craft Staff, Craft Wondrous Item, Empower Spell, Forge Ring, Great Fortitude, Greater Spell Focus (transmutation), Improved Counterspell, Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Scribe Scroll, Spell Focus (transmutation), Spell Penetration
Skills Craft (sculpture) +18, Diplomacy +18, Fly +25, Knowledge (arcana, planes) +25, Linguistics +25, Perception +17, Sense Motive +17, Spellcraft +25
Languages Abyssal, Common, Draconic, Dwarven, Elven, Infernal, Undercommon
SQ arcane bond (hawk familiar), change shape (beast shape III or elemental shape II, 19 rounds), physical enhancement (Dex +4, included above)
Gear staff of transmutation (25 charges)
Other Gear +1 dagger, bracers of armor +3, ring of protection +2, cloak of displacement (major), spellbook contains:
1st—animate rope, burning hands, enlarge person, erase, expeditious retreat, feather fall, grease, jump, mage armor, magic missile, magic weapon, reduce person, shocking grasp, unseen servant;
2nd—acid arrow, alter self, bear’s endurance, bull’s strength, cat’s grace, darkvision, eagle’s splendor, fox’s cunning, levitate, rope trick, see invisibility, spider climb, whispering wind;
3rd—blink, displacement, fireball, flame arrow, fly, gaseous form, lightning bolt, haste, shrink item, slow, vampiric touch, water breathing;
4th—charm monster, confusion, crushing despair, enervation, ice storm, mass enlarge person, mass reduce person, mnemonic enhancer, polymorph, stone shape, wall of ice;
5th—animal growth, baleful polymorph, blight, cone of cold, dominate monster, fabricate, hold monster, telekinesis, transmute mud to rock, transmute rock to mud;
6th—chain lightning, control water, disintegrate, flesh to stone, mass bear’s endurance, mass suggestion, stone to flesh;
7th—control weather, ethereal jaunt, finger of death, insanity, mass hold person, prismatic spray, reverse gravity, statue, summon monster VII;
8th—clone, incendiary cloud, iron body, polymorph any object, power word stun, summon monster VIII, temporal stasis;
9th—imprisonment, power word kill, shapechange, summon monster IX, time stop, wish).
Environment  any land
Organization solitary, pair, or gang (3-5)
Treasure NPC gear (leather armor, rapier, daggers (12), backpack, grappling hook, hooded lantern, oil (5), rations (3), silk rope, thieves' tools, 25 gp)
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Generally taller than humans, elves possess a graceful, slender physique that is accentuated by their long, pointed ears.
Alionushka, Chernobog’s Familiar 
CR ¼                     XP 50
Female Hawk Familiar
N Tiny animal
Init +2; Senses blindsense 20 ft., low-light vision; Perception +23
AC 25, touch 16, flat-footed 23 (+2 Dex, +4 size, +9 natural)
hp 63 (19 HD; 19d8)
Fort +5, Ref +7, Will +12
Defensive Abilities improved evasion; SR 24
Speed 5 ft., fly 40 ft. (good)
Melee bite +14/+9 (1d4–2)
Special Attacks deliver touch spells
Space 2 1/2 ft.; Reach 0 ft.
Str 6, Dex 17, Con 10, Int 15, Wis 14, Cha 6
Base Atk +9; CMB +7; CMD 19
Feats Weapon Finesse
Skills Fly +35, Perception +23; Racial Modifier +8 Fly, +4 Perception
SQ empathic link, scry on familiar, share spells, speak with animals of its kind, speak with master
Cernowain, Plague Witch
CR 20                                                                                                                XP: 307,200
Female fallen elf wizard (necromancer) 20
CE Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +22
AC 15, touch 11, flat-footed 13 (+4 armor, +2 Dex)
HP 140 (20d6+60)
Fort +9, Ref +8, Will +14; +2 vs. enchantments
Immune sleep
Speed 30 ft.
Melee +1 dagger +10/+5 (1d4/19-20); touch +9 (by spell)
Ranged ray +12 touch (by spell)
Space 5 ft., Reach 5 ft.
Special Attacks channel energy (command undead, 10/day, DC 20), grave touch (+9 to hit, shaken 10 rounds, 10/day)
Spells Prepared (CL 20th)
  9th-Energy Drain (x2), Soul Bind (DC 28), Summon Monster IX, Wail of the Banshee (DC 28)
  8th-Clenched Fist, Horrid Wilting (DC 27; x2), Summon Monster VIII, Trap the Soul (DC 27)
  7th-Quickened Dispel Magic (x2), Finger of Death (DC 26; x3), Prismatic Spray (DC 24)
  6th-Chain Lightning (DC 23; x2), Circle of Death (DC 25), Eyebite (DC 25; x2), Summon Monster VI
  5th-Cone of Cold (DC 22), Magic Jar (DC 24), Nightmare (DC 22), Summon Monster V, Teleport (x2)
  4th-Bestow Curse (DC 21), Contagion (DC 23), Dimension Door, Enervation, Greater Invisibility, Phantasmal Killer (DC 21)
  3rd-Haste, Lightning Bolt (DC 20; x2), Ray of Exhaustion (DC 22), Slow (DC 20), Stinking Cloud (DC 20), Vampiric Touch
  2nd-Acid Arrow (x2), Blindness/Deafness (DC 21), False Life, Ghoul Touch (DC 21), See Invisibility, Spectral Hand
  1st-Burning Hands (DC 18), Cause Fear (DC 20), Mage Armor, Magic Missile (x3), Ray of Enfeeblement (DC 20)
  0th-—Detect Magic, Mage Hand, Open/Close, Read Magic
Opposition schools abjuration, enchantment
Str 8, Dex 14, Con 16, Int 24, Wis 14, Cha 10
Base Atk +10; CMB +9; CMD 21
Feats Combat Casting, Command Undead, Craft Staff, Craft Wondrous Item, Greater Spell Focus (necromancy), Improved Counterspell, Improved Initiative, Quicken Spell, Scribe Scroll, Spell Focus (necromancy), Spell Penetration
Skills Craft (alchemy) +26, Diplomacy +20, Fly +25, Knowledge (arcana, planes) +30, Linguistics +30, Perception +22, Sense Motive +22, Spellcraft +30
Languages Abyssal, Common, Draconic, Dwarven, Elven, Infernal, Undercommon
SQ  arcane bond (staff of necromancy), life sight (40 ft., 10 rounds/day)
Gear staff of necromancy (CL 20, DC 19 + spell level)
Other Gear +1 dagger, bracers of armor +4, headband of intellect +4, spellbook contains:
1st -burning hands, cause fear, chill touch, color spray, expeditious retreat, feather fall, grease, identify, mage armor, magic missile, obscuring mist, ray of enfeeblement, true strike, unseen servant;
2nd—acid arrow, blindness/ deafness, command undead, detect thoughts, false life, ghoul touch, levitate, minor image, mirror image, scare, see invisibility, spectral hand, spider climb;
3rd—clairaudience/clairvoyance, displacement, fireball, fly, gentle repose, halt undead, haste, lightning bolt, major image, ray of exhaustion, stinking cloud, tongues, vampiric touch;
4th—animate dead, bestow curse, black tentacles, contagion, dimension door, enervation, fear, greater invisibility, phantasmal killer, scrying, wall of ice;
5th—blight, cone of cold, fabricate, false vision, magic jar, nightmare, summon monster V, symbol of pain, teleport, waves of fatigue;
6th—chain lightning, circle of death, create undead, eyebite, shadow walk, summon monster VI, symbol of fear, wall of iron;
7th—control undead, finger of death, greater shadow conjuration, mage’s sword, prismatic spray, symbol of weakness, waves of exhaustion;
8th—clenched fist, clone, horrid wilting, summon monster VIII, symbol of death, trap the soul;
9th— astral projection, energy drain, gate, soul bind, summon monster IX, wail of the banshee)
Opposition schools abjuration, enchantment
Environment  any land
Organization solitary, pair, or gang (3-5)
Treasure NPC gear (leather armor, rapier, daggers (12), backpack, grappling hook, hooded lantern, oil (5), rations (3), silk rope, thieves' tools, 25 gp)
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Generally taller than humans, elves possess a graceful, slender physique that is accentuated by their long, pointed ears.
Mikhail, Greatbow Doyen
CR 18                                                                                                                XP: 153,600
Male fallen elf arcane archer 4/fighter 13/sorcerer 1
CE Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +9
AC 23, touch 16, flat-footed 18 (+7 armor, +5 Dex, +1 dodge)
HP 123 (4d10+13d10+1d6+49)
Fort +12, Ref +10, Will +7; +2 vs. enchantments
Defensive Abilities bravery +3; Immune sleep
Speed 30 ft.
Melee Mwk longsword +22/+17/+12/+7 (1d8/19–20), 2 claws +19 (1d4+2)
Ranged Oathbow +30/+25/+20/+15 (1d8+7/19–20 x3) or Oathbow +33/+28/+23/+18 (1d8+7 plus 2d6/19–20 x4) vs. sworn enemy; Ranged ray +22 touch (by spell)
Space 5 ft., Reach 5 ft.
Special Attacks seeker arrow (1/day)
Spells Known (CL 4th)
  2nd (3/day)-Invisibility
  1st (7/day)-Obscuring Mist, Protection from Good, True Strike
  0th-Bleed (DC 11), Dancing Lights, Light, Open/Close, Resistance
Str 14, Dex 20, Con 14, Int 12, Wis 12, Cha 12
Base Atk +17; CMB +19; CMD 35
Feats Dodge, Eschew Materials, Greater Weapon Focus (composite longbow), Greater Weapon Specialization (composite longbow), Improved Critical (composite longbow), Improved Precise Shot, Manyshot, Mobility, Pinpoint Targeting, Point-Blank Shot, Precise Shot, Rapid Shot, Shot On The Run, Weapon Focus (composite longbow), Weapon Specialization (composite longbow)
Skills Climb +14, Craft (fletcher) +24, Intimidate +15, Perception +9, Stealth +10, Survival +9, Swim +14
Languages Common, Abyssal, Elven
SQ armor training 3, bloodline power (claws), enhance arrows (+1 flaming), imbue arrow, weapon training (bows +3, heavy blades +2, light blades +1)
Gear +3 mithril shirt, oathbow, +1 seeking arrows (25), normal arrows (25), ring of featherfalling, masterwork longsword
Environment  any land
Organization solitary, pair, or gang (3-5)
Treasure NPC gear (leather armor, rapier, daggers (12), backpack, grappling hook, hooded lantern, oil (5), rations (3), silk rope, thieves' tools, 25 gp)
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Generally taller than humans, elves possess a graceful, slender physique that is accentuated by their long, pointed ears.
Morwen, Chosen of Lilith
CR 22                                                                                                             XP: 614,400
Male fallen elf cleric of Lilith 4/sorcerer 5/mystic theurge 10
CN Medium humanoid (elf)
Init +7; Senses low-light vision, darkvision 60 ft.; Perception +13
AC 28, touch 18, flat-footed 25 (+5 armor, +3 Dex, +5 natural, +5 deflection)
HP 198 (4d8+5d6+11d6+120)
Fort +19, Ref +15, Will +23; +2 vs. enchantments
DR 10/cold iron and good; Immune fallen harpies, poison, sleep; SR 18; Resist acid 5, cold 5, electricity 10 fire 5
Speed 30 ft.
Melee Medb, +5 unholy greataxe + 17/+12 (1d12+6 plus 2d6 vs. good) or +3 unholy longsword +15/+10 (1d8+4 plus 2d6 vs. good/19–20)
Ranged mwk composite shortbow +15/+10/+5 (1d6+1/x3); ray +14 touch (by spell)
Space 5 ft., Reach 5 ft.
Special Attacks bleeding touch (1d6 bleed, 1 round, 9/day), channel negative energy (2d6, DC 19, 9/day), energy drain (kiss), touch of evil (sickened, 1 round, 9/day)
Spell-Like Abilities (CL 15th; concentration +27) Constant—tongues  3/day—suggestion (DC 19)  1/day—summon (level 6, 1 succubus 30%)
Spells Known (CL 15th)
  7th (5/day)-Finger of Death (DC 25), Prismatic Spray (DC 25)
  6th (7/day)-Chain Lightning (DC 24), Disintegrate (DC 24), Mass Suggestion (DC 24)
  5th (7/day)-Baleful Polymorph (DC 23), Cloudkill (DC 23), Cone of Cold (DC 23), Wall of Force
  4th (8/day)-Black Tentacles (DC 22), Enervation, Greater Invisibility, Phantasmal Killer
  3rd (8/day)-Fireball (DC 21), Haste, Lightning Bolt (DC 21), Slow (DC 21)
  2nd (8/day)-Acid Arrow, Blindness/ Deafness (DC 20), Eagles Splendor, Owls Wisdom, See Invisibility
  1st (8/day)-Burning Hands (DC 19), Magic Missile, Obscuring Mist, Shocking Grasp, Sleep (DC 19)
  0th-Acid Splash, Bleed (DC 19), Mage Hand, Touch of Fatigue (DC 19)
Spells Prepared (CL 14th)
  7th-Blasphemy (D DC 22), Destruction (DC 22), Word of Chaos (DC 22)
  6th-Blade Barrier (DC 21), Create Undead (D), Harm (DC 21), Heal
  5th-Flame Strike (DC 20; x2), Insect Plague, Magic Circle Against Good (D), Mass Inflict Light Wounds (DC 20), True Seeing
  4th-Cure Critical Wounds, Death Ward, Dismissal (DC 19), Poison (DC 19), Spell Immunity, Unholy Blight (D DC 19)
  3rd-Bestow Curse (DC 18), Contagion (DC 18), Cure Serious Wounds, Dispel Magic, Magic Circle Against Good (D), Prayer, Searing Light (DC 18)
  2nd-Aid, Bears Endurance, Bulls Strength, Darkness, Death Knell (D), Hold Person (DC 17), Lesser Restoration
  1st-Bane (DC 16), Cause Fear (DC 16), Command (DC 16), Divine Favor, Doom (DC 16), Shield of Faith, Protection from Good (D)
  0th-Detect Magic, Inflict Minor Wounds, Light, Read Magic (D domain spell)
Bloodline: abyssal
Domain: Death, Evil
Str 12, Dex 16, Con 22, Int 18, Wis 20, Cha 26
Base Atk +11; CMB +12; CMD 30
Feats Augment Summoning, Combat Casting, Craft Wondrous Item, Dodge, Empower Spell, Eschew Materials, Greater Spell Penetration, Improved Initiative, Lightning Reflexes, Persuasive, Quicken Spell, Skill Focus (fly), Spell Penetration
Skills Bluff +19, Diplomacy +19, Fly +16, Intimidate +19, Knowledge (planes) +15, Knowledge (religion) +13, Perception +13, Sense Motive +16, Spellcraft +19, Use Magic Device +8
Languages Abyssal, Common, Elven, Infernal; tongues, telepathy 100 ft.
SQ .command fallen harpies, bloodline (claws), combined spells (5th), death’s embrace, spell synthesis
Gear rod of absorption (15 spell levels ready for use, can still absorb 35 spell levels), wand of dispel magic (15 charges, CL 10)
Other Gear Medb, +5 unholy greataxe (if not elsewhere, for example, in use by the succubus Medb), +3 unholy longsword, amulet of health +6, cloak of displacement (major), crown of the fallen (7 charges; see Appendix 2 for details on this new magical item), ring of protection +5, ring of spell turning, robe of the archmagi (black)
Environment  any land
Organization solitary, pair, or gang (3-5)
Treasure NPC gear (leather armor, rapier, daggers (12), backpack, grappling hook, hooded lantern, oil (5), rations (3), silk rope, thieves' tools, 25 gp)
Command Fallen Harpies (Sp) Morwenna may command fallen harpies as a free action when within a one-mile radius of any fallen harpies (new creatures detailed in Appendix 3 of this adventure). This is a supernatural ability granted to the chosen of Lilith by the succubus goddess.
Energy Drain, Kiss (Su) As a chosen of Lilith, Morwenna may drain a victim’s energy with a single kiss. This is most often done by first charming the victim, but need not be. Otherwise she must succeed in a grapple against the opponent, provoking an attack of opportunity. The kiss bestows one negative level on the victim, and acts as a suggestion spell, asking the victim to kiss her again. The victim is allowed a DC 20 Will save to negate the suggestion, and a DC 20 Fortitude save to remove a negative level bestowed with a kiss.
Immune to Affects of Fallen Harpies (Ex) Morwenna is immune to the wail of insanity and captivating song of all fallen harpies.
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Generally taller than humans, elves possess a graceful, slender physique that is accentuated by their long, pointed ears.
Denmar, Cultivator of Blades
CR 11                                                                                                              XP: 12,800
Male elf eldritch knight 6/evoker 5/fighter (shielded fighter) 1
CN Medium humanoid (elf)
Init +3; Senses low-light; Perception +10
AC 26, touch 13, flat-footed 24 (+9 armor, +3 Dex, +1 dodge, +4 shield)
HP 60 (6d10+5d6+1d10)
Fort +6, Ref +6, Will +7; +2 vs. enchantments
Immune sleep
Speed 30 ft.
Melee +1 keen battleaxe +14/+9 (1d8+4/19-20/x3); melee touch +12
Ranged dagger +12 (1d4+1/19-20); ranged touch +12
Space 5 ft., Reach 5 ft.
Spell-Like Abilities (CL 10th; ranged touch +12) 8/day—force missiles (1d4+2)
Spells Prepared (CL 10th)
  5th-Break Enchantment, Dominate Person (DC 20), Passwall, Wall of Force
  4th-Black Tentacles, Dimension Door, Dimensional Anchor, Summon Monster IV, Vitriolic Mist
  3rd-Clairaudience/Clairvoyance, Dispel Magic, Displacement, Fireball (DC 18), Fly
  2nd-Bears Endurance, Blindness/Deafness (DC 17), Create Pit (DC 17), Scorching Ray, See Invisibility
  1st-Break (DC 16), Comprehend Languages, Magic Missile, Magic Missile, Protection from Evil, Shield, True Strike
  0th-Acid Splash, Detect Magic, Mage Hand, Message (Arcane School Evocation Opposition Schools Illusion, Necromancy)
Str 17, Dex 17, Con 10, Int 21, Wis 13, Cha 16
Base Atk +9; CMB +12; CMD 26
Feats Alertness, Arcane Armor Training, Combat Expertise, Combat Reflexes, Cooperative Crafting, Craft Magic Arms and Armor, Scribe Scroll, Shield Focus, Shield Specialization, Throw Anything, Weapon Focus (battleaxe)
Skills Appraise +12, Bluff +4, Craft (weapons) +10, Diplomacy +4, Fly +9, Knowledge (arcana) +18, Knowledge (engineering) +15, Knowledge (history) +11, Knowledge (local) +14, Knowledge (nature) +12, Knowledge (planes) +10, Perception +10, Profession (siege engineer) +14, Ride +8, Sense Motive +10, Spellcraft +20, Stealth +6, Use Magic Device +8
  Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Goblin, Orc, Sylvan
SQ arcane bonds, elven magic, weapon familiarity, force missile, intense spells
Gear +3 elven chain, absorbing shield, +1 keen battleaxe, 500 gp pendant, spell component pouch
Environment  any land
Organization solitary, pair, or gang (3-5)
Treasure NPC gear (leather armor, rapier, daggers (12), backpack, grappling hook, hooded lantern, oil (5), rations (3), silk rope, thieves' tools, 25 gp)
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Ayissa, Mul Daya Channeler
CR 9                                                                                                                XP: 6,400
Female Elf sorcerer 10
NG Medium humanoid (elf)
Init +1; Senses low-light vision; Perception +4
AC 11, touch 11, flat-footed 10 (+1 Dex)
HP 85 (10d6+50)
Fort +4, Ref +3, Will +0; +2 vs. enchantments
Defensive Abilities Will +1 vs. enchantments, +1 luck bonus during surprise round or when unaware of an attack; Immune magic sleep; Resist elven immunities
Speed 30 ft.
Melee rapier +3 (1d6-2/18-20); melee touch +3
Ranged dagger +3 (1d4-1/19-20); ranged touch +6
Space 5 ft., Reach 5 ft.
Spell-Like Abilities (CL 10th melee touch –5) 7/day—touch of destiny
Spells Known (CL 10th)
  5th (3/day)-Teleport
  4th (6/day)-Beast Shape II, Fire Shield, Freedom of Movement
  3rd (7/day)-Blink, Clairaudience/Clairvoyance, Fireball (DC 17), Protection from Energy
  2nd (7/day)-Acid Arrow, Blur, Levitate, Mirror Image, See Invisibility
  1st (7/day)-Alarm, Burning Hands (DC 15), Charm Person (DC 15), Chill Touch (DC 15), Feather Fall (DC 15), Magic Missile
  0th-Dancing Lights, Detect Magic, Detect Poison, Ghost Sound (DC 14), Light, Mage Hand, Prestidigitation (DC 14), Ray of Frost, Read Magic
Bloodline: Destined
Str 7, Dex 12, Con 18, Int 12, Wis 10, Cha 19
Base Atk +5; CMB +3; CMD 14
Feats Alertness, Combat Casting, Craft Rod, Dodge, Enlarge Spell, Eschew Materials, Leadership, Maximize Spell
Skills Acrobatics +1, Appraise +1, Bluff +13, Climb +2, Craft (alchemy) +10, Diplomacy +4, Disguise +4, Escape Artist +1, Fly +5, Heal +0, Intimidate +8, Knowledge (arcana) +8, Perception +4, Ride +1, Sense Motive +2, Spellcraft +1, Stealth +10, Swim +2, Use Magic Device +13
  Racial Modifiers +2 Perception
Languages Common, Draconic, Elven
SQ fated, it was meant to be (1/day)
Environment  any land
Organization solitary, pair, or gang (3-5)
Treasure NPC gear (leather armor, rapier, daggers (12), backpack, grappling hook, hooded lantern, oil (5), rations (3), silk rope, thieves' tools, 25 gp)
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Generally taller than humans, elves possess a graceful, slender physique that is accentuated by their long, pointed ears.
Serala Shrikeblooded, Sacellum Archer
CR 7                                                                                                                XP: 3,200
Female elf ranger 8
CN Medium humanoid (elf)
Init +8; Senses low-light vision; Perception +14
AC 18, touch 13, flat-footed 15 (+5 armor, +4 Dex)
HP 68 (8d10+16)
Fort +7, Ref +10, Will +3; +2 vs. enchantments
Defensive Abilities Will +5 vs. enchantments; Immune magical sleep
Speed 30 ft.
Melee mwk rapier +9/+4 (1d6/18-20)
Ranged +1 longbow +14/+9 (1d8+1/x3)
Space 5 ft., Reach 5 ft.
Special Attacks favored enemy (human +4, dwarf +2), favored terrain (+4 urban, +2 water)
Spells Prepared (CL 5th)
  2nd-Bears Endurance
  1st-Longstrider, Summon Nature
Str 10, Dex 18, Con 12, Int 12, Wis 13, Cha 8
Base Atk +8; CMB +8; CMD 22
Feats Endurance, Improved Initiative, Improved Precise Shot, Point-Blank Shot, Precise Strike, Rapid Shot, Weapon Focus (longbow)
Skills Climb +7, Heal +12, Intimidate +6, Knowledge (dungeoneering, georgraphy, nature) +9, Knowledge (local) +6, Perception +14, Sense Motive +9, Stealth +15, Survival +12
Languages Common, Draconic, Elven
SQ animal companion, elven magic, swift tracker, track +4, wild empathy +7, woodland stride
Gear wand of cure light wounds (27 charges)
Other Gear masterwork rapier, +1 longbow, 50 arrows, +1 mithril chain shirt, efficient quiver, emerald and silver hair clip (100 gp), silk purse with 27 gp
Environment  any land
Organization solitary, pair, or gang (3-5)
Possessing a graceful, slender physique that is accentuated by long, pointed ears.
Generally taller than humans, elves possess a graceful, slender physique that is accentuated by their long, pointed ears.
SLINKY, ANIMAL COMPANION
Female dire rat animal companion (Pathfinder Roleplaying Game Bestiary “Rat, Dire”)
N Small animal
Init +4; Senses low-ight vision, scent; Perception +10
AC 18, touch 16, flat–footed 13 (+4 Dex, +1 dodge, +2 natural, +1 size)
hp 32 (5d8+10)
Fort +6, Ref +8, Will +2
Defensive Abilities evasion
Spd 40 ft., climb 20 ft., swim 20 ft.
Melee bite +8 (1d4 plus disease)
Abilities Str 11, Dex 18, Con 14, Int 2, Wis 13, Cha 4
Base Atk +3; CMB +2; CMD 17 (21 vs. trip)
Feats Dodge, Skill Focus (Perception), Weapon Finesse
Skills Climb +12, Perception +10, Stealth +13, Swim +12
Languages link
SQ share spells
Disease (Ex) filth Fever: Bite-Injury; save Fort DC 14; onset 1d3 days; frequency 1 day; effect 1d3 points of Dex damage and 1d3 points of Con damage; cure 2 consecutive saves. The save DC is Constitution–based.

God damn vampires

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

Myrrdivar, Vampire Cutthroat
CR 13                                                                                                            XP: 25,600
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: 51,200
Female 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 7
CE 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 12
CE 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 3
CE 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: 6,400
Male 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: 6400
Male 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: 4,800
Male 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: 6400
Female 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: 12,800
Male 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: 19,200
Female 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: 12,800
Female 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: 102,400
Male 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: 3,200
Male 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.