Vampire Bard 8


Vampire Bard 8 CR 9

XP 6,400
Male human vampire bard 8
LE Medium undead (augmented humanoid)
Init +9; Senses darkvision 60 ft.; Perception +22

DEFENSE

AC 24, touch 16, flat-footed 18 (+2 armor, +5 Dex, +1 dodge, +6 natural)
hp 95 (8d8+56); fast healing 5
Fort +8, Ref +14, Will +8; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities channel resistance +4, DR 10/magic and silver; Immune undead traits, Resist cold 10, electricity 10
Weaknesses vampire weaknesses

OFFENSE

Speed 30 ft.
Melee mwk silver longsword +12/+7 (1d8+5/19–20) or slam +11 (1d4+7 plus energy drain)
Ranged mwk dagger +12 (1d4+5/19–20)
Special Attacks bardic performance 23 rounds/day (move action, countersong, dirge of doom, distraction, fascinate, inspire competence +3, inspire courage +2, suggestion), blood drain, children of the night, create spawn, dominate (DC 19), energy drain (2 levels, DC 19)
Bard Spells Known (CL 8th; concentration +13)

3rd (3/day)charm monster (DC 18), haste, see invisibility
2nd (5/day)blur, hold person (DC 17), mirror image, silence
(DC 17)
1st (6/day)charm person (DC 16), expeditious retreat, grease (DC 16), hideous laughter (DC 16), ventriloquism (DC 16)
0 (at will)detect magic, ghost sound (DC 15), mage hand, message, prestidigitation, read magic

TACTICS

During Combat He casts blur, mirror image, and expeditious retreat while his nobles engage foes, then uses his bardic performance and spells as needed. If forced into melee combat, he casts haste and fights with his silver longsword.

Morale He fights until destroyed to protect his master.

STATISTICS

Str 20, Dex 20, Con —, Int 14, Wis 12, Cha 20
Base Atk +6; CMB +11; CMD 27
Feats AlertnessB, Combat Expertise, Combat ReflexesB, Deceitful, DodgeB, Eschew Materials, Improved InitiativeB, Lightning ReflexesB, Mobility, ToughnessB, Vital Strike
Skills Bluff +26, Diplomacy +16, Disguise +16 (+26 with hat of disguise), Intimidate +16, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nobility) +17, Perception +22, Perform (act) +16, Perform (oratory) +16, Sense Motive +22, Stealth +24
Languages Common, Elven, +1 additional
SQ bardic knowledge +4, change shape (dire bat or wolf, beast shape II), gaseous form, lore master 1/day, shadowless, spider climb, versatile performance (act, oratory)
Combat Gear potion of inflict light wounds; Other Gear masterwork dagger, masterwork silver longsword, bracers of armor +2, cloak of resistance +1, hat of disguise, jewelry worth 100 gp, noble’s outfit, signet ring worth 50 gp

SPECIAL ABILITIES

Blood Drain (Su)

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.

Change Shape (Su)

A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.

Children of the Night (Su)

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.

Create Spawn (Su)

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.

Dominate (Su)

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.

Energy Drain (Su)

A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.

Gaseous Form (Su)

As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Shadowless (Ex)

A vampire casts no shadows and shows no reflection in a mirror.

Spider Climb (Ex)

A vampire can climb sheer surfaces as though under the effects of a spider climb spell.

Section 15: Copyright Notice

Pathfinder Adventure Path #47: Ashes at Dawn. © 2011, Paizo Publishing, LLC; Author: Neil Spicer.
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