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Vampire

Vampire

MapTool Token


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NameVampire
Sorted NameVampire
FamilyVampire
Size and TypeMedium Undead (augmented humanoid)
Hit Dice Count8
Hit Dice8d6+72 (102 hp)
Random Hit Points8d6+72 - 64
Initiative+8
Speed30 ft.
Armor Class23, touch 17, flat-footed 18 (+2 deflection, +4 Dex, +1 dodge, +6 natural)
Base Attack/Grapple+4/+CMB: +7CMD: 24
Attack

slam +8 (1d4+4 plus energy drain)

Space/Reach5 ft./5 ft.
Special Attacksblood drain, children of the night, create spawn, dominate (DC 22), energy drain (2 levels, DC 22)
Special Qualities

change shape (dire bat or wolf, beast shape II), gaseous form, shadowless, spider climb, darkvision 60 ft.;

SavesFort +13, Ref +11, Will +12
AbilitiesStr 16, Dex 18, Con -, Int 14, Wis 16, Cha 26
Skills

Bluff +27, Knowledge (arcana) +13, Knowledge (religion) +13, Perception +13, Sense Motive +13, Spellcraft +13, Stealth +12, Use Magic Device +19

Feats

AlertnessB, Blind-Fight, Combat Casting, Combat ReflexesB, DodgeB, Eschew Materials, Extend Spell, Improved InitiativeB, Lightning ReflexesB, Silent Spell, Still Spell, ToughnessB, Weapon Finesse

Environmentany
Challenge Rating9
Organization

solitary or family (vampire plus 2-8 spawn)

TreasureNPC gear (cloak of resistance +3, headband of alluring charisma +4, ring of protection +2)
AlignmentCE
VersionPRPG-O
SourcesPathfinder RPG (Open)

Vampire

This alluring, raven-haired beauty casually wipes a trickle of blood from a pale cheek, then smiles to reveal needle-sharp fangs.



Vampire

CR 9

XP 6,400
Female human vampire sorcerer 8
CE Medium undead (augmented humanoid)
Init +8; Senses darkvision 60 ft.; Perception +13

DEFENSE

AC 23, touch 17, flat-footed 18 (+2 deflection, +4 Dex, +1 dodge, +6 natural)
hp 102 (8d6+72)
Fort +13, Ref +11, Will +12
Defensive Abilities channel resistance +4; DR 10/magic and silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses

OFFENSE

Spd 30 ft.
Melee slam +8 (1d4+4 plus energy drain)
Special Attacks blood drain, children of the night, create spawn, dominate (DC 22), energy drain (2 levels, DC 22)
Bloodline Spell-Like Ability (CL 8th, +7 touch)
11/day—grave touch
Sorcerer Spells Known (CL 8th, +8 ranged touch)
4th (5/day)—greater invisibility
3rd (5/day)—dispel magic, fireball (DC 21), vampiric touch
2nd (8/day)—false life, invisibility, scorching ray, web (DC 20)
1st (8/day)—burning hands (DC 19), chill touch (DC 19), disguise self, expeditious retreat, mage armor, magic missile
0—acid splash, detect magic, light, mage hand, mending, message, open/close, read magic
Bloodline undead

STATISTICS

Str 16, Dex 18, Con -, Int 14, Wis 16, Cha 26
Base Atk +4; CMB +7; CMD 24
Feats AlertnessB, Blind-Fight, Combat Casting, Combat ReflexesB, DodgeB, Eschew Materials, Extend Spell, Improved InitiativeB, Lightning ReflexesB, Silent Spell, Still Spell, ToughnessB, Weapon Finesse
Skills Bluff +27, Knowledge (arcana) +13, Knowledge (religion) +13, Perception +13, Sense Motive +13, Spellcraft +13, Stealth +12, Use Magic Device +19; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common, Draconic
SQ change shape (dire bat or wolf, beast shape II), gaseous form, shadowless, spider climb

ECOLOGY

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)


Vampires are undead humanoid creatures that feed on the blood of the living. They look much as they did in life, often becoming more attractive, though some have a hardened, feral look instead.

Creating a Vampire
"Vampire" is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most vampires were once humanoids, fey, or monstrous humanoids. A vampire uses the base creature's stats and abilities except as noted here.

CR: Same as the base creature + 2.

AL: Any evil.

Type: The creature's type changes to undead (augmented).

Do not recalculate class Hit Dice, BAB, or saves.

Senses: A vampire gains darkvision 60 ft.

Armor Class: Natural armor improves by +6.

Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, vampires use their Charisma modifier to determine bonus hit points (instead of Constitution).

Defensive Abilities: A vampire gains channel resistance +4, DR 10/magic and silver, and resistance to cold 10 and electricity 10, in addition to all of the defensive abilities granted by the undead type. A vampire also gains fast healing 5. If reduced to 0 hit points in combat, a vampire assumes gaseous form (see below) and attempts to escape.

It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

Weaknesses: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols.

These things don't harm the vampire-they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.

Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.

Reducing a vampire's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inf licts damage on a vampire equal to onethird of its maximum hit points-a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.

Speed: Same as the base creature. If the base creature has a swim speed, the vampire is not unduly harmed by running water.

Melee: A vampire gains a slam attack if the base creature didn't have one. Damage for the slam depends on the vampire's size (see pages 301-302). Its slam also causes energy drain (see below). Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Special Attacks: A vampire gains several special attacks.

Save DCs are equal to 10 + 1/2 vampire's HD + vampire's Cha modifier unless otherwise noted.

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 inf luence, 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.

Special Qualities: A vampire gains the following.

Change Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.

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 ref lection in a mirror.

Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.

Ability Scores: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score.

Skills: Vampires gain a +8 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.

Feats: Vampires gain Alertness, Combat Ref lexes, Dodge, Improved Initiative, Lightning Ref lexes, and Toughness as bonus feats.

Vampire Spawn
A vampire can elect to create a vampire spawn instead of a full-fledged vampire when she uses her create spawn ability on a humanoid creature only. This decision must be made as a free action whenever a vampire slays an appropriate creature by using blood drain or energy drain. A vampire spawn's statistics are identical to those of a wight, save for the following changes.

  • It gains the blood drain and dominate vampire special attacks.

  • It gains channel resistance +2, DR 5/silver, resist cold and energy 10, fast healing 2, and the vampire qualities listed above (gaseous form, shadowless, and spider climb).

  • A vampire spawn gains all of the standard vampire weaknesses.

  • A vampire spawn is CR 4.

Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.

Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.

The Open content displayed above has been reproduced without permission from the copyright holder.


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feats: ALERTNESSB, BLIND-FIGHT, COMBAT CASTING, COMBAT REFLEXESB, DODGEB, ESCHEW MATERIALS, EXTEND SPELL, IMPROVED INITIATIVEB, LIGHTNING REFLEXESB, SILENT SPELL, STILL SPELL, TOUGHNESSB, WEAPON FINESSE, ,


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