Weak Evasive Vampire Count

Level 5
Creature· chaoticMediumLegacy
AC
22
HP
50
Speed
25 ft.
Perception
+17
Fort
+9
Ref
+12
Will
+15
Immunities death-effects, disease, paralyzed, poison, sleep
Weaknesses vampire-weaknesses 0
Languages common, necril, varisian
Senses darkvision
Skills intimidation +14, athletics +13, deception +12, diplomacy +12, society +12, acrobatics +11, stealth +11
Other Speeds climb 25 ft.
Recall Knowledge DC 20 (religion)

Attacks

Melee Rapier +17 (deadly-d8, disarm), Damage 1d6+11 piercing
Melee Claw +17 (agile, unarmed), Damage 1d8+8 slashing

Abilities

Children of the Nightinteraction

The vampire's presence brings forth creatures of the night to do the master's bidding. These typically include Rat Swarms, Bat Swarms, and Wolves, but can include other creatures.

The vampire can give telepathic orders to these creatures as long as they are within 100 feet, but they can't communicate back.

Fast Healing 7
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 Evasion

Trigger The vampire count would take damage from a critical hit, or from critically failing a saving throw against a damaging effect.


Effect The vampire count's body briefly evaporates into the surrounding mists, dispersing the triggering attack. The attack has the results of a failure instead of a critical success.

Vampire Weaknesses

All vampires possess the following weaknesses.

  • Compulsions Vampires are creatures of strange and unknowable compulsions. A typical vampire can't voluntarily cross running water unless it is transported while it hides within its coffin, nor can it 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
Void Healing
Change Shape

The vampire transforms into its animal form or back into its normal form.

  • Bat The vampire changes into a Giant Bat
  • Size Large
  • Senses Echolocation 40 feet
  • Speed 20 feet, fly 30 feet
  • Melee fangs //, Damage (1d8+7)[piercing] damage

Create Spawn

If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire by donating some of its own blood to the victim and burying the victim in earth for 3 nights.

If the new vampire is lower level than its creator, it is under the creator's control. If a vampire controls too many spawn at once (as determined by the GM), strong-willed spawn can free themselves by succeeding at a DC 22 will saving throw against the vampire's Will DC.

Dominate◆◆

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. The save DC uses the DC of the vampire's level, and 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 Blood

Requirements 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 2 and the vampire regains 10[healing] Hit Points, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already

Grab

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


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