Ezio Gaeta
Level 7Attacks
Abilities
Ezio's presence brings forth creatures of the night to do his bidding. Ezio can give telepathic orders to these creatures as long as they're within 100 feet, but they can't communicate back. Ezio prefers to keep the company of rat swarms.
A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Trigger Ezio is reduced to 0 HP Effect Ezio's body explodes in a bloody mist that carries a deadly plague. Each living creature in a 15-foot emanation must succeed at a DC 22 fortitude save or contract choking death at stage 1 (stage 2 on a critical failure). Ezio bursts forth from the corpse of the first creature to die of this affliction, fully healed, but if all affected creatures are cured of the disease, Ezio is permanently destroyed.
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.
30 feet. Even when he's not attempting to Dominate a creature, Ezio uses his power over others' minds to subtly befuddle them, helping enable his plots. Creatures in the aura take a –1 status penalty to Perception checks to Sense Motive and Perception DCs against Ezio. When a creature ends its turn in Ezio's aura, it must attempt a DC 22 will save. On a failure, it becomes Stupefied 1 for 1 round (Stupefied 2 for 1 round on a critical failure).
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, for example. The vampire can still be forced to do these things and might be able to overcome their compulsion just as they do their revulsion. • Revulsion A vampire can't voluntarily come within 10 feet of brandished garlic or a brandished religious symbol of a deity with a holy sanctification option. To brandish garlic or a religious symbol, a creature must Interact to do so, and it remains brandished for 1 round (similar to Raising a Shield). If the vampire involuntarily comes within 10 feet of an object of their revulsion, they gain the Fleeing condition, running from the object of their revulsion until they end an action beyond 10 feet. After 1 round of being exposed to the subject of their revulsion, a vampire 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). • Stake A wooden stake driven through a vampire's heart drops the vampire to 0 HP and prevents them from healing above 0 HP, even in their coffin. Staking a vampire requires 3 actions and works only if the vampire is Unconscious. If the stake is removed, the vampire can heal above 0 HP again, and if they're in their coffin, the 1-hour rest period begins once the stake is removed. If the vampire's head is severed and anointed with holy water while the stake is in place, the vampire is destroyed. • Sunlight If exposed to direct sunlight, a vampire immediately becomes Slowed 1. The slowed value increases by 1 each time the vampire ends their turn in sunlight, and the condition ends when they're no longer in sunlight. If the vampire loses all their actions in this way, they're destroyed. Due to their supernatural aversion to light, vampires don't cast shadows or show a reflection in mirrors
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.
Each creature that shares a space with Ezio takes 3d8 piercing damage with a DC 25 reflex save. On a critical failure, Ezio also gains the benefits of Drinking that creature's Blood.
Ezio transforms into a swarm of Tiny flies. While in this form, he has the swarm trait and gains weakness 7 to area and splash damage. He has a land Speed of 20 feet and a fly Speed of 30 feet, and can fit into spaces only a few inches wide, moving his constituent creatures through the gap. He can't make any of his normal Strikes but gains the Biting Flies action. Biting Flies 1 Each creature that shares a space with Ezio takes 3d8 piercing damage with a DC 25 reflex save. On a critical failure, Ezio also gains the benefits of Drinking that creature's Blood. The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
If a creature dies after being reduced to 0 HP by Drink Blood, Ezio 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 Ezio controls too many vampiric servitors at once (as determined by the GM), or if the servitor is a higher level than Ezio that created it, strong-willed servitors can free themselves by succeeding at a DC 25 will saving throw.
Ezio 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 23 will). A creature that succeeds is temporarily immune to that vampire's Dominate for 24 hours. Fully destroying Ezio ends the domination, but merely reducing Ezio to 0 HP is insufficient to break the spell.
Requirements A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within Ezio's reach.
Ezio 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 Ezio regains HP equal to 10% of its maximum HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to Ezio but increases the victim's drained value by 1, killing the victim when it reaches drained 5. A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a DC 20 medicine check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes.
Ezio turns into a cloud of vapor, as the Vapor Form spell, or back to its normal form. Ezio loses fast healing while in gaseous form. Ezio can remain in this form indefinitely.
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.