Vampire Human Fighter 19 (Two-Handed Charger) CR 21
LE Medium Undead (augmented humanoid, human)Init ; Senses darkvision 60 ft.; Listen +24, Spot +24
Languages Common
AC 38, touch 16, flat-footed 37
(+13 armor, +1 Dex, +9 natural, +5 deflection)
hp 152 (19d12); fast healing 5; DR 10/silver and magic
Immune undead traits (mind-affecting, poison, sleep, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, ability drain, energy drain, physical ability damage, fatigue/exhaustion, any effect requiring a Fort save unless it works on objects or is harmless)
Resist cold 10, electricity 10; Turn resistance +4
Fort +16 Ref +19 Will +13
Speed 20 ft. (4 squares) in full plate (base 30 ft.); spider climb; gaseous form fly 20 ft. (perfect)
Melee +5 greatsword /// (/17-20/×2) or
Melee slam ( plus energy drain) or
Melee +5 greatsword /// and slam (/17-20/×2 and plus energy drain)
Space/Reach 5 ft./5 ft.
Base Atk +19; Grp +32
Attack Options Cleave, Great Cleave, Power Attack (2H), Leap Attack, Shock Trooper (heedless charge / directed bull rush / domino rush), Improved Critical (greatsword)
Special Attacks blood drain, children of the night, create spawn, dominate, energy drain
Special Qualities alternate form, damage reduction 10/silver and magic, darkvision 60 ft., fast healing 5, gaseous form, resistances (cold 10, electricity 10), spider climb, turn resistance +4, undead traits, vampire weaknesses
Combat Gear potion of inflict critical wounds , potion of haste, potion of shield of faith (+5)
Abilities Str 36, Dex 22, Con —, Int 12, Wis 14, Cha 16
Feats AlertnessB, Cleave, Combat ReflexesB, DodgeB, Great Cleave, Greater Weapon Focus (greatsword)FB, Greater Weapon Specialization (greatsword)FB, Improved Bull Rush, Improved Critical (greatsword), Improved InitiativeB, Leap Attack, Lightning ReflexesB, Melee Weapon Mastery (slashing)FB, Power Attack, Shock Trooper, Weapon Focus (greatsword)FB, Weapon Specialization (greatsword)FB
Skills Bluff +19, Climb +22, Hide +18, Intimidate +25, Jump +28, Listen +24, Move Silently +18, Search +17, Sense Motive +18, Spot +24
Possessions +5 full plate, +5 greatsword, belt of giant strength +6, gloves of dexterity +4, cloak of charisma +4, amulet of natural armor +3, ring of protection +5, cloak of resistance +5, combat gear
Special Attacks (Vampire)
Blood Drain (Ex) With a successful grapple check that pins a living foe, drain blood: 1d4 Con drain each round the pin is maintained. Each successful drain grants the vampire 5 temporary hit points.
Children of the Night (Su) 1/day as a standard action, call 1d6+1 rat swarms, 1d4+1 bat swarms, or 3d6 wolves. They arrive in 2d6 rounds and serve for up to 1 hour.
Dominate (Su) As a standard action, target one creature within 30 ft. Will DC 22 or affected as dominate person (CL 12th). Not a gaze—must choose a target; merely looking at the vampire does not force a save. Save DC is Charisma-based (10 + ½ HD + Cha).
Create Spawn (Su) A humanoid or monstrous humanoid slain by the vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If instead drained to Con 0 or lower: becomes spawn if it had 4 or fewer HD, or a vampire if it had 5 or more HD. Spawn/vampire is enslaved until the master’s destruction. At one time the master may control spawn totaling no more than twice its own HD; excess are free-willed. An enslaved vampire may create and enslave spawn of its own. The master may free a spawn to enslave another; freed spawn cannot be re-enslaved.
Energy Drain (Su) Living creatures hit by the vampire’s slam (or other natural weapon) gain 2 negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. Usable once per round. Fort DC 22 the next day to remove each negative level (Charisma-based).
Special Qualities (Vampire)
Alternate Form (Su) Standard action: assume form of bat, dire bat, wolf, or dire wolf. Loses slam and dominate in that form; gains that form’s natural weapons and extraordinary special attacks. Remains until it changes form again or until the next sunrise.
Damage Reduction (Su) DR 10/silver and magic. Natural weapons count as magic for overcoming DR.
Fast Healing (Ex) Heals 5 hp/round while it has at least 1 hp. If reduced to 0 hp in combat, automatically assumes gaseous form and tries to escape. Must reach its coffin home within 2 hours or be utterly destroyed (up to 9 miles in 2 hours). Further damage in gaseous form has no effect. Once in its coffin it is helpless; after 1 hour it regains 1 hp, is no longer helpless, and resumes healing 5 hp/round.
Gaseous Form (Su) Standard action, at will, as gaseous form (CL 5th), but can remain gaseous indefinitely and has fly 20 ft. (perfect).
Resistances (Ex) Resistance to cold 10 and electricity 10.
Spider Climb (Ex) Climbs sheer surfaces as if under spider climb.
Turn Resistance (Ex) +4 turn resistance.
Undead Traits Darkvision 60 ft.; not subject to critical hits, nonlethal damage, ability drain, energy drain, or physical ability damage; immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects; ignores effects requiring Fort saves unless they also work on objects or are harmless; destroyed at 0 hp (subject to fast healing / gaseous escape rules above); does not eat, breathe, or sleep (must rest in coffin to recover from 0 hp as noted).
Vampire Weaknesses
Repelling Cannot tolerate strong garlic; will not enter an area laced with it. Recoils from a mirror or a strongly presented holy symbol (must stay ≥5 ft. away; cannot touch or make melee attacks against the presenter for the rest of the encounter). Holding at bay is a standard action. Cannot cross running water (can be carried over it in coffin or aboard a ship). Cannot enter a home or private building unless invited by someone with authority to invite; may freely enter public places.
Slaying 0 hp incapacitates but does not always destroy (see fast healing / gaseous form). Direct sunlight: only a single move or attack action that round; destroyed next round if still in sunlight. Running water: loses 1/3 of current hp each round; destroyed at end of third round of immersion. Wooden stake through the heart slays instantly; returns to life if stake removed unless body destroyed (common: remove head and fill mouth with holy wafers or equivalent).
Charge package (table use)
Normal full attack +5 greatsword /// (/17-20/×2)
Power Attack −10 (2H) /// (/17-20/×2)
Power Attack −19 (2H, all-in) /// (/17-20/×2)
Leap Attack charge + PA −10 (/17-20/×2) ≥10 ft. jump on charge; Jump +28
Leap Attack charge + PA −19 (/17-20/×2)
Shock Trooper — Heedless Charge move the PA penalty onto AC instead of attack rolls (full +39 while still dealing PA damage)
Slam + energy drain ( plus 2 negative levels; Fort DC 22 next day)
Dominate Will DC 22, 30 ft., standard action
