Vampire
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.
- 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
change shape (dire bat or wolf, beast shape II)
gaseous form
shadowless
spider climb
Alertness, Blind-Fight, Combat Casting, Combat Reflexes, Dodge, Eschew Materials, Extend Spell, Improved Initiative, Lightning Reflexes, Silent Spell, Still Spell, Toughness, Weapon Finesse
Bluff +27, Knowledge (arcana) +13, Knowledge (religion) +10, Perception +21, Sense Motive +13, Spellcraft +13, Stealth +12, Use Magic Device +19
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