Vampire Druid 11 CR 12
AC 28, touch 14, flat-footed 24 (+4 armor, +3 Dex, +1 dodge, +10 natural)
hp 119 (11d8+66); fast healing 5
Fort +15, Ref +10, Will +14; +2 vs. enchantments, +4 vs. fey and plant-targeted effects
Defensive Abilities channel resistance +4, resist nature’s lure; DR 10/adamantine or magic and silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
Speed 30 ft.
Melee +1 silver dagger +16/+11 (1d4+8/17-20) or slam +17 (1d4+12 plus energy drain) or wooden fist +17/+12 (1d3+14)
Ranged javelin +11 (1d6+7)
Special Attacks blood drain, children of the night, create spawn, dominate (DC 19), energy drain (2 levels, DC 19), wild shape 11 hours/day, wooden fist (+5, 8 rounds/day)
Druid Spells Prepared (CL 11th; concentration +16)
6th—repel woodD, sirocco (DC 21)
5th—call lightning storm (DC 20), stoneskin, tree stride, wall of thornsD
4th—ball lightning (DC 19), command plantsD, dispel magic, flame strike (DC 19), ice storm
3rd—call lightning (DC 18), greater magic fang, plant growthD, quench, speak with plants, spike growth (DC 18)
2nd—barkskinD, bull’s strength, chill metal (DC 17), flame blade, fog cloud, tree shape
1st—charm animal (DC 16), entangleD (DC 16), faerie fire, longstrider, magic stone, produce flame (2)
0 (at will)—flare (DC 15), guidance, mending, resistance
D Domain spell; Domain Plant
During Combat She remains in bat form as long as she can, using Natural Spell to cast a wall of thorns to fill the greenhouse’s paths. If the PCs leave the path and enter the undergrowth, she casts spike growth and entangle before attacking with her spells. If any opponents get separated from their companions, she flies down and takes humanoid form, activating her bramble armor and attacking with her dagger, wooden fists, or flame blade.
Morale Charged with defending this entrance to the Vampire Underground, she fights until destroyed, returning to her coffin in area C10 to recuperate.
Str 24, Dex 16, Con –, Int 10, Wis 20, Cha 18
Base Atk +8; CMB +15; CMD 29
Feats AlertnessB, Combat Casting, Combat ReflexesB, DodgeB, Great Fortitude, Improved Critical (dagger), Improved InitiativeB, Lightning ReflexesB, Mobility, Natural Spell, Skill Focus (Perception)B, ToughnessB, Wind Stance
Skills Bluff +18, Knowledge (nature) +16, Perception +35, Sense Motive +17, Spellcraft +12, Stealth +20, Survival +15
Languages Common, Druidic, Elven
SQ bramble armor (1d6+5, 11 rounds/day), change shape (dire bat or wolf, beast shape II), gaseous form, nature bond (Plant domain), nature sense, shadowless, spider climb, trackless step, venom immunity, wild empathy +15, woodland stride
Combat Gear feather token (tree), javelins of lightning (3); Other Gear +2 leather armor, +1 silver dagger, javelins (3), cloak of resistance +2, diamond dust (worth 750 gp), holly and mistletoe, spell component pouch, 218 gp
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 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.
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.