Library / Bestiary

Vampire

CR 9.00 Undead CE Medium
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. They look much as they did in life, often becoming more attractive, though some have a hardened, feral look instead.

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 electricity 10, fast healing 2, and the vampire qualities listed above (gaseous form, shadowless, and spider climb).
  • It does not gain the Create Spawn ability.
  • A vampire spawn gains all of the standard vampire weaknesses.
  • A vampire spawn is CR 4.
STR
16
DEX
18
CON
-
INT
14
WIS
16
CHA
26
HP
102 (8d6+72); fast healing 5
AC
23, touch 17, flat-footed 18 (+2 deflection, +4 Dex, +1 dodge, +6 natural)
Speed
30 ft.
Init
+8
Melee
slam +8 (1d4+4 plus energy drain)
BAB
+4
CMB
+7
CMD
24
Fort
+13
Ref
+11
Will
+12
DR
10/magic and silver
Defensive Abilities
channel resistance +4
Racial Modifiers
+8 Bluff,+8 Perception, +8 Sense Motive, +8 Stealth

Weapons: Simple

blood drain

children of the night

create spawn

dominate (DC 22)

energy drain (2 levels, DC 22)

change shape (dire bat or wolf, beast shape II)

gaseous form

shadowless

spider climb

Alertness from Feat

<p class="stat-block-1"> You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>

Blind-Fight from Feat

<p class="stat-block-1"> In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.</p><p class="stat-block-2">An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.</p><p class="stat-block-2">You do not need to make Acrobatics skill checks to move at full speed while blinded.</p>

Combat Casting from Feat

<p class="stat-block-1"> You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.</p>

Combat Reflexes from Feat

<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>

Dodge from Feat

<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>

Eschew Materials from Feat

<p class="stat-block-1"> You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.</p>

Extend Spell from Feat

<p class="stat-block-1"> An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Lightning Reflexes from Feat

<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>

Silent Spell from Feat

<p class="stat-block-1"> A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.</p>

Still Spell from Feat

<p class="stat-block-1"> A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell's actual level.</p>

Toughness from Feat

<p class="stat-block-1"> You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).</p>

Weapon Finesse from Feat

<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>

Bluff +27, Knowledge (arcana) +13, Knowledge (religion) +10, Perception +21, Sense Motive +13, Spellcraft +13, Stealth +12, Use Magic Device +19

sorcerer spells known:
4th (5/day)—Invisibility, Greater, 3rd (5/day)—Dispel Magic, 3rd (5/day)—Fireball, 3rd (5/day)—Vampiric Touch, 2nd (8/day)—False Life, 2nd (8/day)—Invisibility, 2nd (8/day)—Scorching Ray, 2nd (8/day)—Web, 1st (8/day)—Burning Hands, 1st (8/day)—Chill Touch, 1st (8/day)—Disguise Self, 1st (8/day)—Expeditious Retreat, 1st (8/day)—Mage Armor, 1st (8/day)—Magic Missile, 0—Acid Splash, 0—Detect Magic, 0—Light, 0—Mage Hand, 0—Mending, 0—Message, 0—Open/Close, 0—Read Magic
bloodline spell-like ability:
(CL 8th, +7 touch); 11/day-grave touch
Details
Type
Undead
Alignment
CE
Size
Medium
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)
Senses
darkvision 60 ft.; Perception +13
Languages
Abyssal, Common, Draconic
Source
Bestiary
Sources Used in This Record
35 House/Core
  • Uses feat: Alertness (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Blind-Fight (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Casting (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Dodge (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Eschew Materials (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Extend Spell (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lightning Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Silent Spell (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Still Spell (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Toughness (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Finesse (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Invisibility, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dispel Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Fireball (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Vampiric Touch (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: False Life (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Invisibility (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Scorching Ray (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Web (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Burning Hands (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Chill Touch (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Disguise Self (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Expeditious Retreat (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Mage Armor (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Magic Missile (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Acid Splash (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Light (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Mage Hand (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Mending (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Message (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Open/Close (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Read Magic (Spell)
    House/Core — covered by the site's Section 15.
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