CE Medium Undead Vampire
Senses Perception +17; darkvision
Languages Common, Necril, plus one regional language
Skills Acrobatics +13, Athletics +15, Deception +14, Diplomacy +14, Intimidation +16, Society +14, Stealth +13
Str +5, Dex +3, Con +2, Int +2, Wis +4, Cha +4
Items leather armor, +1 rapier
Children of the Night (divine, enchantment, mental) The vampire’s presence brings forth creatures of the night to do the master’s bidding. These typically include rat swarms, bat swarms, and wolves, but can include other creatures. The vampire can give telepathic orders to these creatures as long as they are within 100 feet, but they can’t communicate back.
AC 24; Fort +11, Ref +14, Will +17
HP 65, coffin restoration, fast Healing 7, negative Healing; Immunities death effects, disease, paralyze, poison, sleep; Weaknesses vampire weaknesses; Resistances physical 7 (except magical silver)
Speed 25 feet, climb 25 feet
Melee rapier +17 (deadly 1d8, disarm +1), Damage 1d6+11 piercing
Melee claw +17 (agile), Damage 1d8+8 slashing plus Grab
Change Shape (concentrate, divine, polymorph, transmutation) The vampire changes into a giant bat. It gains echolocation 40 feet, a land Speed of 20 feet and a fly Speed of 30 feet, and a fangs Strike with +15 attack bonus. These fangs deal 1d8+9 piercing damage.
Create Spawn (divine, downtime, necromancy) If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire by donating some of its own blood to the victim and burying the victim in earth for 3 nights. If the new vampire is lower level than its creator, it is under the creator’s control. If a vampire controls too many spawn at once (as determined by the GM), strong-willed spawn can free themselves by succeeding at a Will saving throw against the vampire’s Will DC.
Dominate (divine, enchantment, incapacitation, mental, visual) DC 22
Drink Blood (divine, necromancy); Requirement A grabbed, paralyzed, restrained, unconscious, or willing creature is within the vampire’s reach. Effect The vampire sinks its fangs into that creature to drink its blood. This requires an Athletics check against the victim’s Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is drained 1 and the vampire regains HP equal to 10% of its maximum HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that’s already drained doesn’t restore any HP to the vampire but increases the victim’s drain value by 1. A vampire can also consume blood that’s been emptied into a vessel for sustenance, but it gains no HP from doing so. A victim’s drained condition decreases by 1 per week. A blood transfusion, which requires a DC 20 Medicine check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes.
Turn to Mist (concentrate, divine, transmutation) The vampire turns into a cloud of vapor, as the gaseous form spell, or back to its normal form. The vampire loses fast healing while in gaseous form. The vampire can remain in this form indefinitely.
Vampire counts rule their demesnes through a mix of fear and cruelty.
Non-evil vampires are rare and at odds with their basic nature. Such vampires typically give up a fraction of their power in exchange for some of their lost humanity.