Shadowpact Vampire
Level 9Attacks
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 are 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.
All vampires possess the following vulnerabilities. Shadowpact vampires lack a typical vampire's vulnerability to sunlight.
- •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 m
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.
- •Giant Bat
- •Senses echolocation 40 feet,
- •Speed 20 feet, fly 30 feet,
- •Melee fangs +19 Damage 2d8+9 piercing
The shadowpact vampire deals an additional 1d6 precision damage on their next Strike whenever they use an action to Stride 10 or more feet.
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 (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.
Frequency once per day
Requirements The vampire mastermind hasn't acted yet on this turn
Effect The vampire expends the power stored in their signet ring. This gives the vampire the ability to cast one prepared spell they had already previously cast today without spending a spell slot. The vampire must still Cast the Spell and meet the spell's other requirements.
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 10[healing], gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doe
If another creature's reaction would disrupt the vampire mastermind's spellcasting action, the vampire attempts a DC 15 flat. If the vampire succeeds, their action isn't disrupted.
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.
Frequency once per day
Effect The shadowpact vampire automatically ends one effect that would give them a circumstance penalty to Speed. When they attempt to Escape an effect that has them Immobilized, Grabbed, or Restrained, they automatically succeed.
Vampire masterminds are evil wizards who control entire cabals of the undead and instill fear in the hearts of mortals far and wide.
Vampires are undead creatures that feed on the blood of the living.