Weeping Jack

Level 13
Creature· chaoticUniqueSmallLegacy
AC
33
HP
210
Speed
25 ft.
Perception
+23
Fort
+21
Ref
+24
Will
+24
Immunities death-effects, disease, paralyzed, poison, sleep
Weaknesses vampire-weaknesses 1
Languages common, halfling, necril
Senses darkvision
Skills athletics +25, society +25, stealth +25, intimidation +24, acrobatics +23, thievery +23
Other Speeds climb 25 ft.
Recall Knowledge DC 41 (religion)

Attacks

Melee Spiked Chain +27 (disarm, finesse, magical, trip), Damage 2d8+13 slashing
Melee Claw +25 (agile, unarmed), Damage 2d6+13 slashing

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.

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
  • Bat Jack changes into a Giant Bat. He gains echolocation 40 feet, a land Speed of 20 feet and a fly Speed of 30 feet, and a fangs Strike +25 for 2d8+13 piercing

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.

Fully destroying the vampire ends the domination, but merely reducing the vampire to 0 HP is insufficient to break the spell.

Dread Striker

Any creature that has the Frightened condition is also Off-Guard to Weeping Jack's attacks.

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 2 and the vampire regains 16[healing] HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained

Sneak Attack

Weeping Jack deals 3d6 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