Rukh
Level 9Attacks
Abilities
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.
Rukh reverts to pure shadow and absorbs her body and her gear into the darkness, or it shifts back to her physical form. In shadow form, Rukh gains a climb Speed equal to her land Speed and can more through any gap that isn't airtight. However, she can only move along solid surfaces that aren't highly reflective, not liquid or mirrored surfaces. If the surface she's on is destroyed, Rukh returns to physical form and is Stunned 1. She loses fast healing while in shadow form but can remain in shad
All strigoi possess the following weaknesses:
- •Revulsion Strigoi are uncomfortable near mirrors or sources of bright light. Only a strigoi's shadow reflects in a mirror, and this often compels them to cover or destroy mirrors in their presence rather than risk their true nature being displayed. A strigoi can't voluntarily come within 10 feet of a brandished mirror or source of bright light. To brandish a mirror or light source, a creature must Interact to do so for 1 round (similar to Raising
Requirements Rukh's last action was to cast a non-cantrip spell that granted him a blood magic effect
Effect Rukh makes a ranged spell attack roll against the AC of a target within 60 feet. This attack deals persistent bleed damage equal to the rank of the spell he just cast.
When Rukh casts a bloodline spell using a Focus Point or a sorcerous gift spell using a spell slot, either one target takes a –1 status penalty to Will saving throws for 1 round, or Rukh gains a +2 status bonus to Will saving throws for 1 round.
Effect: Aberrant Blood Magic
Sorcerous gift spells
- •Slither
- •Confusion
- •Vampiric Feast
- •Stupefy
- •Phantom Pain
Requirements A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within the strigoi's reach
Effect The strigoi sinks their fangs into the targeted creature to drink its blood and draw out its vital essence. This requires an athletics check against the creature's Fortitude DC if the creature is grabbed and is automatic for any of the other conditions. The creature becomes Drained 1 and Stupefied 1, and Rukh regains 13[healing] HP, gaining any excess HP as temporary Hit Poi
If the next action Rukh takes is to Cast a Spell that has a range, increase that spell's range by 30 feet.