Vampire, Vampire LordVampire Lord CR 15Source Monster Codex pg. 243 XP 51,200 Half-elf vampire magus 14 (Pathfinder RPG Ultimate Magic 9) NE Medium undead (augmented humanoid, elf, human) Init +6; Senses darkvision 60 ft., low-light vision; Perception +35DefenseAC 28, touch 14, flat-footed 25 (+7 armor, +1 deflection, +2 Dex, +1 dodge, +7 natural) hp 150 (14d8+84); fast healing 5 Fort +16, Ref +10, Will +13; +2 vs. enchantments Defensive Abilities channel resistance +4; DR 10/magic and silver; Immune sleep, undead traits; Resist cold 10, electricity 10 Weaknesses vampire weaknessesOffenseSpeed 20 ft. Melee +1 frost longsword +20/+15 (1d8+11/17–20 plus 2d6), slam +13 (1d4+8 plus energy drain) Special Attacks blood drain, children of the night, create spawn, dominate (DC 22), energy drain (2 levels, DC 22), greater spell combat, improved spell combat, spell combat (–2 attack, +2 concentration, double bonus), spellstrike Magus Spells Prepared (CL 14th; concentration +18) 5th—baleful polymorph (DC 19), monstrous physique IIIUM 4th—fire shield, greater invisibility, ice storm, shout (DC 18), stoneskin 3rd—cloak of windsAPG, dispel magic, fireball (DC 17), haste, slow (DC 17) 2nd—darkness, frigid touchUM, mirror image, scorching ray (2), web (DC 16) 1st—expeditious retreat, frostbiteUM, shield, shocking grasp (2), true strike 0 (at will)—arcane mark, dancing lights, detect magic, ghost sound (DC 14), ray of frostTacticsBefore Combat The vampire lord casts stoneskin on herself. During Combat The vampire casts cloak of winds, expeditious retreat, greater invisibility, and shield on herself. She uses accurate strike against better-defended opponents, Mobility to avoid flanking, and Flanking Foil to negate sneak attacks.StatisticsStr 26, Dex 14, Con —, Int 18, Wis 15, Cha 20 Base Atk +10; CMB +18; CMD 32 Feats AlertnessB, Combat Casting, Critical Focus, Disruptive, DodgeB, Flanking FoilUC, Improved Critical (longsword), Improved InitiativeB, Lightning ReflexesB, Mobility, Power Attack, Skill Focus (Perception), SpellbreakerB, ToughnessB, Weapon Focus (longsword), Weapon Specialization (longsword) Skills Diplomacy +12, Intimidate +22, Knowledge (arcana) +21, Knowledge (dungeoneering) +21, Knowledge (local) +11, Knowledge (nobility) +11, Perception +35, Sense Motive +12, Spellcraft +21, Use Magic Device +15; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth Languages Common, Dwarven, Elven, Giant, Sylvan, Undercommon SQ arcane pool (11 points, +4), change shape (dire bat or wolf, beast shape II), elf blood, fighter training (fighter level 7), gaseous form, heavy armor proficiency, improved spell recall, knowledge pool, magus arcana (accurate strikeUC, concentrate, spell shield, spellbreakerUC) medium armor proficiency, shadowless, spider climb Gear +1 breastplate, +1 frost longsword, amulet of natural armor +1, belt of physical might +2 (Str, Dex), cloak of resistance +2, headband of alluring charisma +4, ring of protection +1, granite and diamond dust (worth 500 gp), 835 gpEcologyEnvironment anyDescriptionA vampire lord is a ruthless, calculating noble or other figure of authority that dominates her political landscape.Creatures in "Vampire" Category
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