Vampire Enforcer CR 8
AC 26, touch 16, flat-footed 20 (+3 armor, +4 Dex, +2 dodge, +6 natural, +1 shield)
hp 92 (7d10+49); fast healing 5
Fort +11, Ref +10, Will +7; +2 vs. fear
Defensive Abilities bravery +2, channel resistance +4; DR 10/magic and silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
Speed 60 ft.
Melee +1 longsword +16/+16/+11 (1d8+9/19–20) or slam +14/+14 (1d4+8 plus energy drain)
Ranged mwk light crossbow +13/+13/+8 (1d8/19–20)
Special Attacks blood drain, children of the night, create spawn, dominate (DC 18), energy drain (2 levels, DC 18), weapon training (heavy blades +1)
During Combat The vampires move quickly into melee and make Vital Strikes, using their slam attacks and energy drain against less armored foes. The guards work together to flank more difficult opponents.
Morale The vampires fight until destroyed.
Str 21, Dex 18, Con —, Int 12, Wis 14, Cha 20
Base Atk +7; CMB +12; CMD 28
Feats AlertnessB, Blind-Fight, Combat ReflexesB, Disruptive, DodgeB, Improved InitiativeB, Iron Will, Lightning ReflexesB, Mobility, Rapid Reload, Stand Still, ToughnessB, Vital Strike, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Acrobatics +10, Bluff +13, Intimidate +15, Knowledge (local) +5, Perception +18, Sense Motive +12, Stealth +17
Languages Common, +1 additional
SQ armor training 2, change shape (dire bat or wolf, beast shape II), gaseous form, shadowless, spider climb
Combat Gear potion of haste, potion of inflict moderate wounds, potion of magic fang, screaming bolts (2), silversheen, silver bolts (10), tanglefoot bag; Other Gear masterwork studded leather, darkwood buckler, +1 longsword, masterwork light crossbow with 10 bolts, cloak of resistance +1, 34 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.