(Encounter Level: 16
- 20)
|
Monster Type |
Undead (Free-willed) |
Strength |
5d6 |
|
Hitpoints |
19d10 (average: 105) |
Intelligence |
5d6 |
|
Alignment |
Malevolent or Despotic |
Wisdom |
4d6 |
|
Attacks |
4/1 |
Faith |
4d6 |
|
Parries |
2/1 |
Dexterity |
4d6 |
|
BatCh |
3 |
Constitution |
5d6 |
|
Base AC |
-6 |
Charisma |
5d6 |
|
Movement (Run) |
30// |
Comeliness |
4d6 |
|
Movement (Fly) |
48// (Class B in bat form) |
Sense Presence |
15 // |
|
Movement (Swim) |
- |
Lowlight/Infravision |
24 // / 36 // |
|
Movement (Burrow) |
- |
Detect Motion Vectors |
48 // |
|
Spirit Points |
4d6 + 20d6 (average: 84) |
Number per encounter |
1 |
|
Empathic Rating |
65% |
Frequency |
Very Rare |
|
Empathic Resistance |
65% |
Size Class |
5 |
Base Saving Throws |
|
Save vs. Poison |
Na |
|
Save vs. Death Magic |
Na |
Save vs. System Shock |
8 |
|
Save vs. Magical Weapon |
8 |
Save vs. Spiritual Power |
8 |
|
Save vs. Area Effect |
8 |
Save
vs. Sleep/Charm |
2 |
Attacks/Defenses: Punch: 3d6 Death Magic damage.
Grapple Hold and Bite Attack: Once the victim is grappled, the Vampire will drain away their life force with its deadly fangs. This deals 3d10 points of Death Magic damage each round. The Vampire regains hitpoints equal to the amount of damage done to the victim.
Empathic Manipulation: Vampires regularly use their Empathic abilities to control minds.
Shapechange (Greater): Can assume the form of a nasty Wolf, a large black Bat, a cloud of grayish mist, or any victim that it has killed within the last year. Changing form takes 1 round and costs the Vampire 1 Spiritual Point per hour that it is in effect.
Master of the Night: Can have up to 16 hitdice worth of Animal Companions, but may only chose from any form of Wolf, Rat, or Bat.
Shroud of Night: Can vanquish all light in a 60-foot radius at will. Can see in this darkness.
Create Undead: Can create Undead as a 16-level Scaxathrom or Illuthiel Priest.
Create Vampire: Those slain by a Vampire rise up as a Minor Vampire after 2d4 days.
Immunities: Cold and Mundane weapons
Weaknesses:
Takes double damage from wooden impaling weapons. Takes 1 point of damage per
round if exposed to sunlight or light of a similar power. Must feed upon 4d10
hit-points per week or lose 1 point of Constitution: 0 Constitution results in
death.
Description: Vampire Lords are the mightiest of Vampires, said to be direct descendents from the first Vampire, Innom the Impaler. Vampire Lords appear as charming middle-aged men and women and are always found ruling over other vampires and in positions of great power.