Hedvend VI

Level 5
Creature· undeadUniqueMediumRemaster
AC 21
HP 70 (fast healing 5, void healing)
Speed 25 ft.
Fort +15
Ref +9
Will +12
Perc +12
Size Medium
Unique
Immunities death effects, disease, paralyzed, poison, sleep
Resistances physical 5 (except silver)
Languages common, diabolic
Senses darkvision
Speeds 25 ft., climb 25 ft.
Skills arcana +13, athletics +13, diplomacy +13, society +13, deception +12, intimidation +11, religion +11
Recall Knowledge religion DC 30

Attacks

Melee Claw +14/+10/+6(agile)
Damage: 2d4+6 slashing
Effect: grab

Abilities

Fast Healing 5defensive

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Vampire Vulnerabilitiesdefensive

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

Void Healingdefensive

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.

Dominate◆◆offensive(divine, incapacitation, mental, visual)

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 (DC 22 will). A creature that succeeds is temporarily immune to that vampire's Dominate for 24 hours. Fully destroying the vampire ends the domination, but merely reducing the vampire to 0 HP is insufficient to break the spell.

Drink Bloodoffensive(divine)

Requirements A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within the vampire's reach.

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 1 and the vampire regains 10 healing HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire but increases the victim's drained value by 1, killing the victim when it reaches drained 5. A vampire can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so. 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.

Spellstrike◆◆offensive

Frequency until recharged Effect Hedvend VI channels a spell into his claw Strike to deliver a combined attack. He Casts a Spell that requires a spell attack roll. The effects of the spell don't occur immediately but are imbued into his attack instead. He attempts a claw melee Strike, with the attack roll determining the effects of both the Strike and the spell. This counts as two attacks for his multiple attack penalty, but he doesn't apply the penalty until after he's completed the Spellstrike. The infusion of spell energy grants his Strike the arcane trait, making it magical. After he uses Spellstrike, he can't do so again until he recharges his Spellstrike as a single action, which has the concentrate trait. He also recharge his Spellstrike when he Drinks Blood.

Graboffensive

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.