Hedvend VI

Level 5
Creature· undeadUniqueMediumRemaster
AC
21
HP
70
Speed
25 ft.
Perception
+12
Fort
+15
Ref
+9
Will
+12
Immunities death-effects, disease, paralyzed, poison, sleep
Resistances physical 5
Languages common, diabolic
Senses darkvision
Skills arcana +13, athletics +13, diplomacy +13, society +13, deception +12, intimidation +11, religion +11
Other Speeds climb 25 ft.
Recall Knowledge DC 30 (religion)

Attacks

Melee Claw +14 (agile), Damage 2d4+6 slashing

Abilities

Fast Healing 5
Vampire Vulnerabilities

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
Void Healing
Dominate◆◆

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). 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.

Drink Blood

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] HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained d

Spellstrike◆◆

Frequency until recharged


Effect Hedvend VI channels a spell into his claw Strike to deliver a combined attack. He Casts a Spell that requires a spell attack roll. The effects of the spell don't occur immediately but are imbued into his attack instead. He attempts a claw melee Strike, with the attack roll determining the effects of both the Strike and the spell. This counts as two attacks for his multiple attack penalty, but he doesn't apply the penalty until after he's completed the Spell

Grab