Vampire Guardian

Level 10
Creature· chaoticRareMediumLegacy
AC
29
HP
132
Speed
25 ft.
Perception
+21
Fort
+17
Ref
+19
Will
+21
Immunities death-effects, disease, paralyzed, poison, sleep
Weaknesses vampire-weaknesses 1
Languages common, necril
Senses darkvision
Skills athletics +21, acrobatics +19, deception +19, intimidation +19, stealth +19, society +18
Other Speeds climb 25 ft.
Recall Knowledge DC 32 (religion)

Attacks

Melee Rapier +22 (deadly-d8, disarm, finesse), Damage 2d6+11 piercing
Melee Claw +21 (agile, unarmed), Damage 2d6+11 slashing
Melee Bat Fangs +21, Damage 2d6+11 piercing
Melee Composite Shortbow +20 (deadly-d10, propulsive, reload 0 ft.), Damage 2d6+11 piercing

Abilities

Children of the Nightinteraction

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.

Fast Healing 10
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.

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 +21 attack bonus. These fangs deal the same amount of damage as the va
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. 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 13[healing] Hit Points, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already

Sneak Attack

A vampire guardian deals 1d6 extra precision damage to Off-Guard creatures.

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.

Grab