Human Vampire Aristocrat 2/Sorcerer 9

Human Vampire Aristocrat 2/Sorcerer 9 CR 12

XP 19,200
Male human vampire aristocrat 2/sorcerer 9
LE Medium undead (augmented humanoid)
Init +9; Senses darkvision 60 ft.; Perception +9


AC 25, touch 17, flat-footed 19 (+2 armor, +1 deflection, +5 Dex, +1 dodge, +6 natural)
hp 135 (11 HD; 9d6+2d8+95); fast healing 5
Fort +12, Ref +13, Will +13
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 +1 khopesh +12 (1d8+6/19–20) or slam +10 (1d4+5 plus energy drain)
Special Attacks blood drain, children of the night, create spawn, dominate (DC 21), energy drain (2 levels, DC 21)
Bloodline Spell-Like Abilities (CL 9th; concentration +15)

9/day—grave touch (4 rounds)
1/day—grasp of the dead (9d6 slashing, DC 20)

Sorcerer Spells Known (CL 9th; concentration +15)

4th (5/day)animate dead, enervation, malicious spite (DC 20)
3rd (7/day)fireball (DC 20), fly, seek thoughts (DC 19), vampiric touch
2nd (8/day)darkness, detect thoughts (DC 18), false life, flaming sphere (DC 19), misdirection (DC 18)
1st (8/day)cause fear (DC 18), chill touch (DC 18), magic missile, protection from good, silent image (DC 17), true strike
0 (at will)acid splash, bleed (DC 17), detect magic, ghost sound (DC 16), mage hand, ray of frost, read magic, touch of fatigue (DC 17)

Bloodline undead


Str 20, Dex 21, Con —, Int 9, Wis 9, Cha 22
Base Atk +5; CMB +10; CMD 27
Feats AlertnessB, Combat Casting, DodgeB, Eschew Materials, Improved InitiativeB, Intimidating Prowess, Iron Will, Lightning ReflexesB, Martial Weapon Proficiency (khopesh), Mobility, Spell Focus (evocation), Spell Focus (necromancy), ToughnessB, Weapon Focus (khopesh)
Skills Intimidate +15, Knowledge (arcana) +11, Knowledge (nobility) +6, Linguistics +3, Perception +9, Sense Motive +9, Spellcraft +13; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common, +1 additional
SQ bloodline arcana (corporeal undead affected by humanoid-affecting spells), change shape (dire bat or wolf, beast shape II), gaseous form, pharaonic pedigree, shadowless, spider climb
Combat Gear javelins of lightning (4); Other Gear +1 khopesh, bracers of armor +2, cloak of resistance +3, chariot, ring of protection +1, funerary mask


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.

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 spawn 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.

Pharaonic Pedigree (Ex)

This creature comes from a line of pharaohs. This pedigree is reflected in his statistics—he was built using the point-buy method with 20 points.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Undead Unleashed © 2014, Paizo Inc.; Authors: Adam Daigle, Dave Gross, Mark Moreland, David N. Ross, Todd Stewart, and Jerome Virnich.

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