Zinogyvaz

Level 16
Creature· chaoticUniqueLargeLegacy
AC 39
HP 240 (coffin restoration, fast healing 20, void healing)
Speed 30 ft.
Fort +26
Ref +27
Will +30
Perc +28
Size Large
Unique
Immunities death effects, disease, paralyzed, poison, sleep
Weaknesses vampire weaknesses 1
Languages elven, necril, sakvroth
Senses darkvision
Speeds 30 ft., climb 30 ft.
Skills religion +33, acrobatics +28, deception +28, intimidation +28, stealth +28, athletics +26, society +26
Recall Knowledge religion DC 45

Attacks

Melee Fangs +32/+27/+22
Damage: 4d6+15 piercing
Effect: grab, vampire drider venom
Ranged Composite Shortbow +32/+27/+22 (range 60 ft.)(deadly d10, magical, propulsive, reload 0 ft.)
Damage: 3d6+13 piercing
Ranged Web +32/+27/+22 (range 30 ft.)
Effect: web trap

Abilities

Children of the Nightinteraction(divine, mental)

Zinogyvaz's presence brings forth creatures of the night to do the master's bidding. These only include Hunting Spiders and Spider Swarms. Zinogyvaz can give telepathic orders to these creatures as long as they are within 100 feet, but they can't communicate back.

Fast Healing 20defensive

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

Coffin Restorationdefensive(divine, void)

Unlike other undead, Zinogyvaz isn't destroyed at 0 HP. Instead, she falls Unconscious. If her body rests in her coffin for 1 hour, Zinogyvaz gains 1 HP, after which her fast healing begins to function normally.

Mist Escapedefensive

Trigger Zinogyvaz is reduced to 0 HP. Effect Zinogyvaz uses Turn to Mist. She can take move actions to move toward her coffin even though she's at 0 HP. While at 0 HP in this form, Zinogyvaz is unaffected by further damage. She automatically returns to her corporeal form, unconscious, if she reaches her coffin or after 2 hours, whichever comes first.

Vampire Weaknessesdefensive

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 vampire can still be forced to do these things and might be able to overcome its compulsion just as it does its revulsion. • Revulsion A vampire can't voluntarily come within 10 feet of brandished garlic or a brandished religious symbol of a non-evil deity. To brandish garlic or a religious symbol, a creature must Interact to do so for 1 round (similar to Raising a Shield). If the vampire involuntarily comes within 10 feet of an object of its revulsion, it gains the Fleeing condition, running from the object of its revulsion until it ends an action beyond 10 feet. After 1 round of being exposed to the subject of its revulsion, a vampire can attempt a DC 25 will save as a single action, which has the concentrate trait. On a success, it overcomes its 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 it from healing above 0 HP, even in its coffin. Staking a vampire requires three actions and works only if the vampire is unconscious. If the stake is removed, the vampire can heal above 0 HP again, and if it's in its 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 its turn in sunlight. If the vampire loses all its actions in this way, it is 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.

Change Shapeoffensive(concentrate, divine, polymorph)

Zinogyvaz transforms into one of her animal forms or back into her normal form. Use the options in the Aerial Form and Animal Form spells as guidelines. • Spider Zinogyvaz changes into a Hunting Spider or Spider Swarm. Zinogyvaz keeps her fangs and web Strikes in either form. 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.

Create Spawnoffensive(divine, downtime)

If a creature dies after being reduced to 0 HP by Drink Blood, Zinogyvaz can turn this victim into a vampire by donating some of her 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 Zinogyvaz controls too many spawn at once (as determined by the GM), strong-willed spawn can free themselves by succeeding at a will saving throw against Zinogyvaz's Will DC.

Drink Bloodoffensive(divine)

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

Zinogyvaz sinks her 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 Zinogyvaz regains 24 healing Hit Points and may inject the victim with vampire drider venom. Any excess HP is gained as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to Zinogyvaz but increases the victim's drain value by 1. Zinogyvaz can also consume blood that's been emptied into a vessel for sustenance, but she 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.

Turn to Mistoffensive(concentrate, divine)

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

Vampire Drider Venomoffensive(poison)

Saving Throw DC 35 fortitude Maximum Duration 6 rounds Stage 1 3d8 poison damage and Enfeebled 2 (1 round) Stage 2 4d8 poison damage and Paralyzed (1 round)

Web Trapoffensive

A creature hit by Zinogyvaz's web attack is Immobilized and stuck to the nearest surface (Escape).

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.

Traits