Lenore Toriasti

Level 6
Creature· undeadUniqueMediumRemaster
AC
24
HP
65
Speed
25 ft.
Perception
+17
Fort
+11
Ref
+14
Will
+17
Immunities death-effects, disease, paralyzed, poison, sleep
Languages common, necril, hallit
Senses darkvision
Skills intimidation +16, acrobatics +15, deception +14, diplomacy +14, society +14, stealth +13, athletics +11
Other Speeds climb 25 ft.
Recall Knowledge DC 32 (religion)

Attacks

Melee Claw +14 (agile, unarmed), Damage 1d8+8 slashing
Melee Chain Sword +17 (magical, reach 10 ft.), Damage 1d6+11 slashing

Abilities

Children of the Nightinteraction

Lenore's presence brings forth creatures of the night to do their master's bidding. These typically include rat swarms, bat swarms, and wolves but can include other creatures. Lenore can give telepathic orders to these creatures as long as they're within 100 feet, but they can't communicate back.

Fast Healing 7
Chain Attacks

Lenore gains a +1 circumstance bonus to attack rolls with her +1 chain sword if she has already attempted to attack a different target this turn using this weapon.

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.

Mist Escape

Trigger Lenore is reduced to 0 HP


Effect The vampire uses Turn to Mist. They can take move actions to move toward their coffin even though they're at 0 HP. While at 0 HP in this form, the vampire is unaffected by further damage. They automatically return to their corporeal form, Unconscious, if they reach their coffin or after 2 hours, whichever comes first.

Vampire Vulnerabilities

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, fo
Void Healing
Change Shape

The vampire transforms into one of its animal forms or back into its normal form. Most vampires can turn into a bat, but some can turn into a different creature, such as a rat or a wolf.

  • Giant Bat
  • Senses echolocation 40 feet,
  • Speed 20 feet, fly 30 feet,
  • Melee fangs +15 Damage 1d8+9 piercing

Dominate◆◆

Lenore can cast Dominate at will as a divine innate spell (DC 22). Casting it requires staring into the target's eyes, giving the spell the visual trait. Fully destroying Lenore ends the domination, but merely reducing her to 0 HP is insufficient to break the spell.

Drink Blood

Requirements A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within Lenore's reach


Effect Lenore sinks her fangs into that creature to drink their 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 Lenore regains 10 HP. Drinking Blood from a creature that's already drained doesn't restore any HP to Lenore but increases the victim's drained valu

Turn to Mist

Lenore turns into a cloud of vapor, as the Vapor Form spell, or back to her normal form. She loses fast healing while turned to mist. She can remain in this form indefinitely.

Grab

Vampire counts rule their demesnes and subjects through a mix of fear and cruelty.


Vampires are undead creatures that feed on the blood of the living.