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Vampire Witch 12

Vampire Witch 12 CR 14

XP 38,400
Female human vampire witch 12
CE Medium undead (augmented humanoid)
Init +8; Senses darkvision 60 ft., see invisibility; Perception +18

DEFENSE

AC 29, touch 19, flat-footed 24 (+4 armor, +4 deflection, +4 Dex, +1 dodge, +6 natural)
hp 160 (12d6+116); fast healing 5
Fort +15, Ref +14, Will +16
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 slam +11 (1d4+7 plus energy drain) or staff of cackling wrath +11/+6 (1d6+7)
Special Attacks blood drain, children of the night, create spawn, dominate (DC 23), energy drain (2 levels, DC 23), hexes (agony [12 rounds], cackle, cauldron, coven, evil eye [–4, 9 rounds], flight [ feather fall at will, levitate 1/day, fly 12 minutes/day], retribution [6 rounds], slumber [12 rounds])
Witch Spells Prepared (CL 12th; concentration +18)

6thcone of cold (DC 22), mass fester (DC 23), slay living (DC 23)
5thcloudkill (DC 21), inflict critical wounds (DC 22), suffocation (DC 22), waves of fatigue (DC 22)
4thblack tentacles, dimension door, poison (DC 21), solid fog 3rddispel magic, lightning bolt (DC 19), suggestion (DC 19), twilight knife, vampiric touch
2ndcommand undead (2, DC 19), death knell (DC 19), hold person (DC 18), spectral hand, touch of idiocy
1stbeguiling gift (DC 17), chill touch (DC 18), detect undead, ill omen, mage armor, ray of enfeeblement (DC 18)
0 (at will)bleed (DC 17), message, read magic, touch of fatigue (DC 17)
Patron Plague

TACTICS

Before Combat She casts extended mage armor every day, and casts vampiric touch into her witching gown. Before combat, she drinks a draught of bloodbrew elixir, as well as potions of bull’s strength and eagle’s splendor. She then casts solid fog and hides herself in gaseous form near the ceiling.

During Combat She drifts along the edges of her solid fog cloud in gaseous form until the PCs move toward it, at which point she reforms to cast waves of fatigue before withdrawing inside the fog for cover. If the PCs pursue her, she activates her flight hex to levitate to the ceiling and conjures black tentacles on the chamber floor. She targets opponents with her hexes, spells, and wands, making touch attacks with spectral hand. In melee combat, she makes slam attacks to energy drain her foes, casting twilight knife to flank with her.

Morale She fights until reduced to 50 hit points or fewer, using dimension door or gaseous form to retreat through a secret door, where she heals herself before returning to finish the battle. If reduced to 0 hit points, she assumes gaseous form and flees to her coffin to recover.

STATISTICS

Str 20, Dex 18, Con —, Int 23, Wis 14, Cha 24
Base Atk +6; CMB +11; CMD 36
Feats AlertnessB, Brew Potion, Combat Casting, Combat ReflexesB, Craft Wand, Craft Wondrous Item, Defensive Combat Training, DodgeB, Extra Hex, Improved InitiativeB, Iron Will, Lightning ReflexesB, Spell Focus (necromancy), ToughnessB
Skills Bluff +25, Craft (alchemy) +25, Diplomacy +20, Disguise +10 (+20 with witching gown), Fly +16, Intimidate +23, Knowledge (arcana) +21, Knowledge (history) +21, Knowledge (planes) +21, Knowledge (religion) +18, Perception +18, Sense Motive +15, Spellcraft +21, Stealth +18, Swim +9, Use Magic Device +22
Languages Abyssal, Aklo, Common, Draconic, Elven, Infernal, +1 additional
SQ change shape (dire bat or wolf, beast shape II), exceptional resources, gaseous form, permanent spells, shadowless, spider climb, witch’s familiar (cat [stores all prepared spells and patron spells, plus enervation, ray of exhaustion, spite, summon monster V, symbol of fear, and additional spells of your choice])
Combat Gear bloodbrew elixir (4 doses), elemental gems (earth, fire), potions of bull’s strength (2), potions of eagle’s splendor (2), potions of inflict serious wounds (2), scroll of planar ally, wand of ray of exhaustion (22 charges), wand of enervation (16 charges); Other Gear staff of cackling wrath (10 charges), headband of vast intelligence +4 (Knowledge [history] and [religion]), lesser extend metamagic rod, ring of protection +4, witching gown (contains vampiric touch), spell component pouch, 715 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.

Exceptional Resources (Ex)

She inherited a great many magical resources from her mentor Oothi, giving her the wealth of a PC rather than an NPC. This equipment increases her CR by 1.

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.

Permanent Spells (Ex)

She benefits from the following permanent spells cast on herself: see invisibility and telepathic bond (with Oothi).

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.