Vampire Mastermind
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.
- •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
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
If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire servitor by donating some of their own blood to the victim and burying the victim in earth for 3 nights.
A vampiric servitor is compelled to obey its creator, but if a vampire controls too many vampiric servitors at once (as determined by the GM), or if the servitor is a higher level than the vampire that created it, strongwilled servitors can free themselves by succeeding at a will s
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 26 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.
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.
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.