Hyrune Loxenna

Level 15
Creature· chaoticUniqueMediumLegacy
AC
37
HP
240
Speed
25 ft.
Perception
+27
Fort
+27
Ref
+25
Will
+29
Immunities death-effects, disease, paralyzed, poison, sleep
Weaknesses vampire-weaknesses 1
Languages aklo, ancient-osiriani, common, necril, sakvroth
Senses darkvision
Skills athletics +29, occultism +29, society +29, deception +28, intimidation +28, stealth +27
Other Speeds climb 25 ft.
Recall Knowledge DC 44 (religion)

Attacks

Melee Spear +31 (thrown 20 ft.), Damage 3d6+16 piercing
Melee Fangs +29 (agile), Damage 3d6+16 piercing
Melee Claw +29 (agile, unarmed), Damage 3d8+16 slashing
Melee Bat Fangs +28, Damage 3d12+16 piercing
Melee Spear +26 (thrown 20 ft.), Damage 3d6+16 piercing

Abilities

Children of the Deepinteraction

Hyrune's presence brings forth creatures of the deep to do his bidding. These typically include bat swarms, giant spiders, and giant centipedes, but can include other Darklands creatures. Hyrune can give telepathic orders to these creatures as long as they are within 100 feet, but they can't communicate back.

Fast Healing 15
Coffin Restoration

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.

Divided Faith

Hyrune's devotion to Urgathoa has become undermined by his obsession with Orgesh. Urgathoa's religious symbol can be brandished at Hyrune to trigger his revulsion, provided the person attempting to do so accuses Hyrune of being a heretic or of betraying his faith. Hyrune takes a -2 circumstance penalty to Will saves to overcome this revulsion.

Mist Escape

Trigger The vampire is reduced to 0 HP.


Effect The vampire uses Turn to Mist. It 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.

It automatically returns to its corporeal form, unconscious, if it reaches its coffin or after 2 hours, whichever comes first.

Vampire Weaknesses

All vampires possess the following weaknesses.

  • Compulsions Vampires are creatures of strange and unknowable compulsions. A typical vampire can't voluntarily cross running water unless it is transported while it hides within its coffin, nor can it 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, for example. The
Void Healing
Change Shape

The vampire transforms into one of its animal forms or back into its normal form. Most vampires can turn into a bat, but some can turn into a different creature, such as a rat or a wolf.

Use the options in the Aerial Form and Animal Form spells as guidelines.

  • Bat The vampire changes into a Bat Swarm or Giant Bat. It gains echolocation 40 feet, a land Speed of 20 feet and a fly Speed of 30 feet, and a fangs Strike with a +28 attack modifier. These fangs deal 3d12+16 piercing damage.

Create Spawn

If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire by donating some of its own blood to the victim and burying the victim in earth for 3 nights.

If the new vampire is lower level than its creator, it is under the creator's control. If a vampire controls too many spawn at once (as determined by the GM), strong-willed spawn can free themselves by succeeding at a will saving throw against the vampire's Will DC.

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. The save DC uses the 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.

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 2 and the vampire regains 22[healing] Hit Points, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already

Familiar

Hyrune's familiar is Taulzhalotel, a one-eyed, long-tailed hairless bat with a fly speed of 25 feet, darkvision, manual dexterity (with its tail), speech, and spell delivery.

Gluttonous Gulp◆◆

Hyrune dislocates his jaw to open his mouth far wider than it should, growing a thicket of additional fangs as he does. He attempts a fangs Strike and deals an additional 3d6 piercing damage on a successful hit and can attempt to Drink Blood if he as an action remaining, gaining a +2 circumstance bonus on his Athletics check to do so.

Turn to Mist

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.

Witch Patron

night (Orgesh)

Grab