Vampire Spy 12

Vampire Spy 12 CR 13

XP 25,600
Male human vampire rogue (spy) 12
NE Medium undead (augmented humanoid)
Init +11; Senses darkvision 60 ft.; Perception +20

DEFENSE

AC 30, touch 19, flat-footed 22 (+5 armor, +1 deflection, +6 Dex, +2 dodge, +6 natural)
hp 149 (12d8+92); fast healing 5
Fort +9, Ref +18, Will +5
Defensive Abilities channel resistance +4, evasion, improved uncanny dodge; DR 10/magic and silver; Immune undead traits, Resist cold 10, electricity 10
Weaknesses vampire weaknesses

OFFENSE

Speed 60 ft.
Melee +1 conductive bladed scarf +19/+19/+14 (1d6+8/19–20 plus energy drain) or slam +17/+17 (1d4+7 plus energy drain) or wooden stake +12/+12/+7 (1d4+5)
Ranged wooden stake +17 (1d4+5)
Special Attacks blood drain, children of the night, create spawn, dominate (DC 21), energy drain (2 levels, DC 21), poison use, sneak attack +6d6

TACTICS

Before Combat If alerted to the PCs’ presence, he drinks a draught of bloodbrew elixir and his potions of cat’s grace, displacement, and haste.

During Combat He makes sneak attacks as often as possible, flanking with his enslaved spawn if needed. If surrounded by multiple opponents, he uses Whirlwind Attack to strike all of them. He channels his energy drain ability through his conductive bladed scarf, focusing his energy drain attacks on the same foe. If overwhelmed, he assumes gaseous form and flees, only to return later to make hit-and-run sneak attacks.

Morale Knowing his fate if taken back to his master for judgment, he fights until destroyed. He uses his familiarity with his shop to his advantage, always retreating in gaseous form to another location so his fast healing can restore him to fighting shape. If forced to abandon his shop, he makes for a nearby haven to alert allies of the danger posed by the PCs. If reduced to 0 hit points, he returns to his coffin.

STATISTICS

Str 20, Dex 25, Con —, Int 14, Wis 12, Cha 20
Base Atk +9; CMB +14; CMD 34
Feats AlertnessB, Combat Expertise, Combat ReflexesB, DodgeB, Exotic Weapon Proficiency (bladed scarf ), Improved Critical (bladed scarf ), Improved InitiativeB, Lightning ReflexesB, Lunge, Mobility, Spring Attack, ToughnessB, Weapon Finesse, Weapon Focus (bladed scarf ), Whirlwind Attack
Skills Acrobatics +22 (+34 jump), Bluff +34, Craft (clothing) +17, Craft (shoes) +11, Disable Device +16, Disguise +15 (+25 with hat of disguise), Escape Artist +16, Knowledge (local) +11, Knowledge (nobility) +11, Linguistics +15, Perception +20, Sense Motive +23, Sleight of Hand +22, Stealth +25, Use Magic Device +20
Languages Abyssal, Common, Draconic, Elven, Halfling, Infernal, Skald, Undercommon, +5 additional
SQ change shape (dire bat or wolf, beast shape II), gaseous form, rogue talents (another day, bleeding attack +6, combat trick, honeyed words, hunter’s surprise, weapon training), shadowless, skilled liar, spider climb
Combat Gear bloodbrew elixir (4 doses; see page 35), potions of cat’s grace (2), potions of displacement (2), potions of haste (2), wand of halt undead (12 charges); Other Gear +1 mithral chain shirt, +1 conductive bladed scarf, wooden stakes (9), hat of disguise, ring of protection +1, courtier’s outfit, jewelry worth 100 gp, 208 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.

scroll to top