Vampire Servant

Level 2
Creature· undeadMediumRemaster
AC
17
HP
25
Speed
25 ft.
Perception
+9
Fort
+6
Ref
+10
Will
+8
Immunities death-effects, disease, paralyzed, poison, sleep
Resistances physical 5
Languages azlanti, common
Senses darkvision
Skills acrobatics +8, stealth +8, athletics +6, intimidation +5
Other Speeds climb 25 ft.
Recall Knowledge DC 16 (religion)

Attacks

Melee Claw +9 (agile, unarmed), Damage 1d6+3 slashing

Abilities

Fast Healing 5
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.

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
Drink Blood

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


Effect 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 5[healing] HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained do

Sneak Attack

The servant deals 1d6 extra precision damage to Off-Guard creatures.

Grab

Vampires use their servitor pawns for infiltration and reconnaissance.


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