Vampire Inquisitor 8 CR 9
AC 27, touch 14, flat-footed 23 (+6 armor, +3 Dex, +1 dodge, +6 natural, +1 shield)
hp 87 (8d8+48); fast healing 5
Fort +14, Ref +11, Will +15
Defensive Abilities channel resistance +4; DR 10/magic and silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
Speed 20 ft.
Melee +1 morningstar +15/+10 (1d8+12) and +1 spiked shield +14 (1d4+7) or +1 morningstar +17/+12 (1d8+12) or slam +15 (1d4+11 plus energy drain)
Special Attacks bane (8 rounds/day), blood drain, children of the night, create spawn, dominate (DC 18), energy drain (2 levels, DC 18), judgment 3/day, scythe of evil (4 rounds, 1/day), second judgment, solo tactics
Spell-Like Abilities (CL 8th; concentration +12)
Inquisitor Spells Known (CL 8th; concentration +13)
3rd (3/day)—retribution (DC 18), righteous vigor, searing light
2nd (5/day)—desecrate, flames of the faithful, hold person (DC 17), weapon of awe
1st (6/day)—bane (DC 16), command (DC 16), divine favor,
magic weapon, true strike
0 (at will)—acid splash, bleed (DC 15), brand (DC 15), detect magic, disrupt undead, resistance
During Combat He casts righteous vigor and flames of the faithful while his noble followers engage opponents, then activates his scythe of evil ability on his morningstar. He attacks with his morningstar and spiked shield, taking advantage of his nobles’ positions to use his Outflank and Precise Strike feats. He uses his judgment ability as necessary to boost the attacks of his allies and himself, and casts retribution on anyone striking him in combat.
Morale He fights until destroyed.
Str 20, Dex 16, Con —, Int 12, Wis 20, Cha 18
Base Atk +6; CMB +11; CMD 25
Feats AlertnessB, Combat Casting, Combat ReflexesB, DodgeB, Improved InitiativeB, Improved Shield Bash, Intimidating Prowess, Lightning ReflexesB, Outflank, Precise Strike, ToughnessB, Two-Weapon Fighting, Weapon Focus (morningstar)
Skills Bluff +20, Diplomacy +12, Intimidate +24, Knowledge (local) +5, Knowledge (planes) +8, Knowledge (religion) +12, Perception +26, Sense Motive +24, Spellcraft +12, Stealth +19, Survival +12
Languages Common, Infernal, +1 additional
SQ change shape (dire bat or wolf, beast shape II), gaseous form, monster lore +5, shadowless, spider climb, stern gaze, track +4
Combat Gear wand of inflict moderate wounds (10 charges); Other Gear masterwork breastplate, masterwork spiked light steel shield, +1 morningstar, cloak of resistance +2, 83 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.