|Vampire Bard 8 CR 9
AC 24, touch 16, flat-footed 18 (+2 armor, +5 Dex, +1 dodge, +6 natural)
Speed 30 ft.
3rd (3/day)—charm monster (DC 18), haste, see invisibility
During Combat He casts blur, mirror image, and expeditious retreat while his nobles engage foes, then uses his bardic performance and spells as needed. If forced into melee combat, he casts haste and fights with his silver longsword.
Morale He fights until destroyed to protect his master.
Str 20, Dex 20, Con —, Int 14, Wis 12, Cha 20
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.
Section 15: Copyright Notice
Pathfinder Adventure Path #47: Ashes at Dawn. © 2011, Paizo Publishing, LLC; Author: Neil Spicer.