Bishop Keppira D'Bear
Level 11Abilities
A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.
A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
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.
The strigoi reverts to pure shadow and absorbs its body and its gear into the darkness, or it shifts back to its physical form. In shadow form, the strigoi gains a climb Speed equal to its land Speed and can move through any gap that isn't airtight. However, it can only move along solid surfaces that aren't highly reflective, not liquid or mirrored surfaces. If the surface it's on is destroyed, the strigoi returns to physical form and is Stunned 1. The strigoi loses fast healing while in shadow form but can remain in shadow form indefinitely. A strigoi that is exposed to sunlight while in shadow form becomes Slowed 2 and must attempt a DC 16 flat at the end of each of its turns. If it fails this flat check, it is destroyed, the shadow vanishing with a blood-curdling wail.
All strigoi possess the following weaknesses: • Revulsion Strigoi are uncomfortable near mirrors or sources of bright light. Only a strigoi's shadow reflects in a mirror, and this often compels them to cover or destroy mirrors in their presence rather than risk their true nature being displayed. A strigoi can't voluntarily come within 10 feet of a brandished mirror or source of bright light. To brandish a mirror or light source, a creature must Interact to do so for 1 round (similar to Raising a Shield). If the strigoi involuntarily comes within 10 feet of a brandished mirror or light source, they gain the Fleeing condition, running from the brandished object until they end an action beyond 10 feet. After 1 round of being exposed to the subject of their revulsion, a strigoi can attempt a DC 25 will save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success). A strigoi can move normally around mirrors or bright light sources that are not brandished, although doing so causes them discomfort that can be noticed with a successful Perception check to Sense motive. • Sunlight When exposed to direct sunlight, a strigoi immediately becomes Unconscious and falls to the ground. They appear to be dead: they don't breathe, their body temperature matches their surroundings, and they don't react to pain or other stimuli. A successful perception check against the strigoi's Reflex DC is enough to note one anomaly: the shadow cast by their "dead" body shifts and moves slightly, its edges twisting and active. Certain detection spells, senses like lifesense, and the "corpse" taking damage from vitality energy still function normally and could reveal the truth without a successful Perception check. Viewing the "corpse" in a mirror's reflection can also reveal the truth, for only the body's shadow reflects. While in sunlight and unconscious, the strigoi loses their resistance to physical damage. If the strigoi takes enough damage that they would be reduced to 0 Hit Points, their body quickly decomposes, and the strigoi is destroyed. • Water Revulsion A strigoi cannot cross a significant source of running water (such as a creek, river, or waves on a seashore). A strigoi capable of flight can cross running water provided they approach no closer than 10 feet to the liquid's surface. If forced into running water against their will, the strigoi becomes Slowed 2 and gains the fleeing condition as long as they remain in the water. At the end of any turn in which the strigoi remains in running water, they must succeed at a DC 5 flat or be destroyed.
A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
While Bishop Keppira D'Bear lost her spellcasting abilities and other clerical powers upon being transformed into a strigoi, Urgathoa is pleased with the development and granted the fallen bishop a boon. In time, and if she's allowed to continue her undeath, the bishop may well regain many of her spellcasting powers as a cleric of Urgathoa, but until that time she can draw upon this connection to the goddess of undeath to utter a blasphemous invocation. When she does so, shadows within a 20-foot emanation from Bishop Keppira twist, writhe, and animate before lashing out. All living creatures in the area must attempt a DC 30 fortitude save. Bishop Keppira cannot use Blasphemous Invocation again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes 5d6 void damage. Failure The creature takes 10d6 void damage and is Slowed 1 as their own shadows animate and pull against them. Critical Failure The creature takes 20d6 void damage and is Slowed 2 as their own shadows animate and pull against them.
Requirements A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within the strigoi's reach
The strigoi sinks their fangs into the targeted creature to drink its blood and draw out its vital essence. This requires an athletics check against the creature's Fortitude DC if the creature is grabbed and is automatic for any of the other conditions. The creature becomes Drained 1 and Stupefied 1, and the strigoi regains 15 healing HP, gaining any excess HP as temporary Hit Points. Drinking Essence from a creature that's already drained or stupefied doesn't restore any HP, but increases either the creature's drained condition value or its stupefied condition value by 1 (whichever value is lesser is increased; if both values are equal, then the strigoi chooses which condition to increase the value of). A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a successful DC 20 medicine check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes. A victim's stupefied condition decreases by 1 per day after performing daily preparations. If the daily preparations are done in full sunlight, the stupefied condition is removed entirely.
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.