Vampire Taviah

Level 12
Creature· evilUniqueLargeLegacy
AC
33
HP
180
Speed
20 ft.
Perception
+23
Fort
+25
Ref
+19
Will
+22
Immunities death-effects, disease, paralyzed, poison, sleep
Resistances mental 10
Languages aklo, common, jotun, mwangi, necril
Senses thoughtsense 100 ft., darkvision
Skills athletics +23, intimidation +23, arcana +21, crafting +21, deception +21, occultism +21, stealth +21, religion +19
Other Speeds climb 20 ft.
Recall Knowledge DC 40 (religion)

Attacks

Melee Iron Claw +26 (agile, cold-iron, magical, reach 10 ft.), Damage 3d12+12 slashing

Abilities

Thoughtsense 100 feetinteraction

Taviah senses non-mindless creatures within 100 feet as a precise sense.

Constant Spellsinteraction
Fast Healing 10
Magaambya Scar

A physical attack on Taviah that scores a critical hit exacerbates the injury in her wounded leg; in addition to the other effects of the critical hit, Taviah is Stunned 1.

Mental Rebirth

Unlike most other undead, a vetalarana isn't destroyed when they reach 0 HP. Instead, their body is destroyed, crumbling to ash, and their mind is immediately transferred into a creature they rendered comatose through Drain Thoughts. This creature must be within 1 mile; if no such creature is in range, the vetalarana is destroyed. The creature becomes controlled by the vetalarana and loses the stupefied and Unconscious conditions. If the creature controlled by a vetalarana in this way is killed,

Vetalarana Vulnerabilities

All vetalaranas possess the following weaknesses.

  • Barred Senses A vetalarana can't see or sense through force effects or cold iron, and their mind can't penetrate force effects or cold iron. Such barriers can prevent the transference of a vetalarana's mind through Mental Rebirth.
  • Revulsion A vetalarana delights in consuming memories and secrets, and is disgusted by those who share such sensitive tidbits openly. A vetalarana can't voluntarily come within 10 feet of a creature loudly voic
Void Healing
Bonds of Iron◆◆

Frequency once per day


Effect Taviah can cause a cage built of cold-iron fingernails to spring from nothingness around a target at a range of up to 30 feet, attempting an Athletics check to against the target's Fortitude DC. If the target has a weakness to cold iron, Taviah gains a +2 circumstance bonus to this check. Unlike a normal Grapple, Taviah doesn't need to be within reach and can move as she pleases, and a successful attempt lasts until the creature [[/act escape

Drain Thoughts

Requirements A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within Taviah's reach


Effect Taviah seizes a creature and consumes its memories. 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 Stupefied 1 (Stupefied 2 if Taviah's Athletics check is a critical success), and Taviah regains 18[healing] Hit Points, gaining any excess as temporary Hit Points. Draining

Paralyzing Claws

Any living creature hit by Taviah's claw Strike must succeed at a DC 29 fortitude save or become Paralyzed. The target can attempt a new save at the end of each of its turns to end the effect, and the DC cumulatively decreases by 1 on each such save.

Rend (Claw)
Grab