This alluring, raven-haired beauty casually wipes a trickle of blood from a pale cheek, then smiles to reveal needle-sharp fangs.
AC 23, touch 17, flat-footed 18 (+2 deflection, +4 Dex, +1 dodge, +6 natural)
hp 102 (8d6+72); fast healing 5
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
Speed 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)
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
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) +10, Perception +21, 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
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.
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.
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.
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 influence, 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.
A vampire casts no shadows and shows no reflection in a mirror.
A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
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).
- A vampire spawn gains all of the standard vampire weaknesses.
- It does not gain the wight’s Create Spawn ability.
- A vampire spawn is CR 4.
Game statistics for vampires are created by using vampire templates. Each template creates a different kind of vampire. Other types of vampire exist, some of them arising from rare or even unique circumstances, but the following are the most notable types.
- Jiang-Shi: Created when a restless spirit does not leave its corpse at the time of death, a jiang-shi more closely resembles a rotting corpse than other vampires do. Instead of feeding on blood, jiang-shi siphon chi from their victims’ breath. Marked with a rune-inscribed parchment affixed to its head, a jiang-shi has different drawbacks than moroi and nosferatu.
- Moroi: The standard vampire template creates what most people would consider a “common” vampire. They sometimes call themselves “moroi” to distinguish them from other kinds of vampires, which are inferior in their estimation.
- Nosferatu: Said by some to be the progenitors of all vampires, nosferatu are immortal but lack the eternal youthful beauty of the moroi. Resentful of their more attractive offshoot race, nosferatu tend to be hermits, keeping their hideous, withered visages out of mortal sight to avoid suspicion. Nosferatu cannot create others of their kind, thus their numbers are dwindling.
Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.