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Human Vampire Fighter 4/Ranger 9


Human Vampire Fighter 4/Ranger 9 CR 14

XP 38,400
Male human vampire fighter 4/ranger 9
LE Medium undead (augmented humanoid, human)
Init +8; Senses darkvision 60 ft.; Perception +20

DEFENSE

AC 29, touch 15, flat-footed 24 (+7 armor, +4 Dex, +1 dodge, +6 natural, +1 shield)
hp 182 (13d10+100); fast healing 5
Fort +19, Ref +16, Will +9; +1 vs. fear
Defensive Abilities bravery +1, channel resistance +4, evasion; DR 10/magic and silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses

OFFENSE

Speed 30 ft.
Melee +2 short sword +19/+14/+9 (1d6+9/17–20), +2 short sword +19/+14/+9 (1d6+9/17–20) or slam +18 (1d4+7 plus energy drain)
Ranged mwk dagger +18/+13/+8 (1d4+5/19–20)
Special Attacks blood drain, children of the night, create spawn, dominate (DC 22), favored enemy (humans +4, undead +2), energy drain (2 levels, DC 22)

Ranger Spells Prepared (CL 6th; concentration +8)

2ndcat’s grace, protection from energy
1stalarm, longstrider, pass without trace

STATISTICS

Str 20, Dex 19, Con —, Int 13, Wis 14, Cha 22
Base Atk +13; CMB +18; CMD 33
Feats Alertness, Bleeding Critical, Combat Reflexes, Critical Focus, Dodge, Double Slice, Endurance, Greater Two-Weapon Fighting, Improved Critical (short sword), Improved Initiative, Improved Two-Weapon Fighting, Lightning Reflexes, Staggering Critical, Toughness, Two-Weapon Defense, Two-Weapon Fighting, Two-Weapon Rend, Vampiric Animal Companion, Weapon Focus (short sword), Weapon Specialization (short sword)
Skills Bluff +20, Diplomacy +15, Fly +10, Handle Animal +10, Intimidate +20, Knowledge (history) +10, Knowledge (local) +5, Knowledge (nature) +10, Linguistics +3, Perception +20, Ride +7, Sense Motive +15, Stealth +25, Survival +15 (+19 to follow or identify tracks); Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Common, Draconic, Infernal, +1 additional
SQ armor training 1, change shape (dire bat or wolf, beast shape II), evasion, gaseous form, hunter’s bond (vampiric wolf), shadowless, spider climb, swift tracker, track +4, wild empathy +15, woodland stride
Gear +1 breastplate, +2 short swords (2), masterwork daggers (2), cloak of resistance +3, 66 gp
PC Gear +148,000 gp

SPECIAL ABILITIES

Mastermind (Su)

He can control a number of spawn totaling four times his Hit Dice, while also maintaining telepathic contact with them. He may exercise or end his use of this ability as a standard action and may maintain his telepathic connection with his spawn for as long as he wishes. He may only use this ability with one spawn at a time. He and his vampire spawn must be on the same plane for this ability to function. While using this ability, he enters a catatonic state similar to his daily rest and is treated as helpless, though he is alerted to any jarring noises, the presence of any visible creature within 5 feet, or any damage that befalls his body.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Rival Guide. © 2011, Paizo Publishing, LLC. Authors: Brian Cortijo, Adam Daigle, Tim Hitchcock, Brandon Hodge, Colin McComb, Jason Nelson, Amber Scott, Neil Spicer, and Todd Stewart.