Enraged The Heartwood Rots
Level 6Attacks
Abilities
The vampire's presence brings forth creatures of the night to do the master's bidding. These typically include rat swarms, bat swarms, and wolves but can include other creatures. The vampire can give telepathic orders to these creatures as long as they're within 100 feet, but they can't communicate back.
Unlike other undead, a vampire isn't destroyed at 0 HP. Instead, it falls Unconscious. If its body rests in its coffin for 1 hour, the vampire gains 1 HP, after which its fast healing begins to function normally.
Trigger The vampire is reduced to 0 HP.
Effect The vampire uses Turn to Mist. They can take move actions to move toward its coffin even though it's at 0 HP. While at 0 HP in this form, the vampire is unaffected by further damage.
They automatically returns to its corporeal form, unconscious, if they reaches their coffin or after 2 hours, whichever comes first.
When The Heartwood Rots dies, a burst of primal void energy explodes from her body, restoring 2d8 healing void Hit Points to each undead fungi or plant creature in a 30-foot emanation and killing all natural plants, though merely causing discomfort to creatures with the plant trait. This area is filled with rotten vegetation, becoming difficult terrain.
All vampires possess the following vulnerabilities.
- •Compulsions Vampires are creatures with strange and unknowable compulsions. A typical vampire can't voluntarily cross running water unless they're transported while they hide within their coffin, nor can they enter a private dwelling unless invited in by someone with the authority to do so. At your discretion, vampires might have different compulsions—a pirate vampire might not be able to set foot on solid ground without being invited, fo
Snapping flytrap with jaws +15 for 1d8+9 piercing
If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire servitor by donating some of their own blood to the victim and burying the victim in earth for 3 nights.
A vampiric servitor is compelled to obey its creator, but if a vampire controls too many vampiric servitors at once (as determined by the GM), or if the servitor is a higher level than the vampire that created it, strong-willed servitors can free themselves by succeeding at a will
The vampire can cast Dominate at will as a divine innate spell. Casting it requires staring into the target's eyes, giving the spell the visual trait (DC 22 will). The save DC uses the high spell DC of the vampire's level, and a creature that succeeds is temporarily immune to that vampire's Dominate for 24 hours.
Fully destroying the vampire ends the domination, but merely reducing the vampire to 0 HP is insufficient to break the spell.
Requirement A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within the vampire's reach.
Effect The vampire sinks its fangs into that creature to drink its blood. This requires an athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions.
The victim is Drained 1 and the vampire regains 10[healing], gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained does
The vampire turns into a cloud of vapor, as the Vapor Form spell, or back to its normal form. The vampire loses fast healing while in gaseous form.
The vampire can remain in this form indefinitely.
Vampires use their servitor pawns for infiltration and reconnaissance.
Vampires are undead creatures that feed on the blood of the living.