"This sinister-looking humanoid has pale skin, haunting red eyes, and a feral cast to his features."
Vampires appear just as they did in life, although their features are often hardened and feral, with the predatory look of wolves.
Like liches, they often embrace finery and decadence and may assume the guise of nobility. Despite their human appearance, vampires can be easily recognized, for they cast no shadows and throw no reflections in mirrors.
Forever anchored to their coffins and the unholy earth of their graves, these nocturnal predators scheme constantly to fill the world with their foul progeny.
Traits[]
- Fighter 5
- Usually chaotic evil
- Abilities: STR 22, DEX 17, CON 10, INT 12, WIS 16, CHA 12
- Hitpoints: 32
- Saves: Fortitude 4, Reflex 6, Will 4
- AC: 23
- AB: +11
- Damage:
- 1d2+6 piercing, critical 20/x2, on hit: drains 1 point of constitution; fortitude save against DC 13 negates (bite)
- 1d6+7 bludgeoning, critical 20/x2, on hit: drains 2 levels; fortitude save negates (slam +1)
- Skills: Hide 7, Listen 12, Move Silently 7, Search 8, Spot 12, Bluff 8
- Feats: Alertness, Darkvision, Blind-Fight, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Weapon Proficiency (creature), Weapon Proficiency (simple), Weapon Proficiency (martial), Shield Proficiency, Tower Shield Proficiency
- Damage reduction 10/+1 and alchemical silver
- Damage resistance cold and electrical (10/-)
- Immunity to disease, critical hits, death magic, level/ability drain, mind-affecting spells, paralysis, poison, sneak attack
- Regeneration 5
- Turn resistance 4
- Casts Dominate Person at caster level 5 once per day
- CR 7
Notes[]
- Can be summoned with Summon Greater Undead cast by Pale Master below level 10 (bug - should work like Create Greater Undead)
- Before patch 1.22 this vampire could also be summoned with Create Greater Undead at caster level 18-19