[container:box-contain box-orange]
Medium Undead (Augmented Humanoid, Dwarf)
Init +7; Senses darkvision 60 ft., low-light vision; Listen +15, Spot +15
Languages Common, Dwarven, Undercommon
AC 32 (+3 Dex, +8 natural, +8 full plate, +3 deflection); touch 16, flat-footed 29
hp (117)
Immune undead traits
Resist cold 10, electricity 10, SR 22, turn resistance +4
Fort +11, Ref +13, Will +13
Melee +2 dwarven waraxe +22/+17/+12 (/×3) or slam +20 ( plus energy drain)
Ranged masterwork throwing axe +15 ()
Base Atk +18/
Abilities Str 28, Dex 17, Con —, Int 14, Wis 16, Cha 20
SQ alternate form, blood drain, children of the night, create spawn, dominate, energy drain, fast healing 5, gaseous form, spider climb
Feats Alertness, Combat Reflexes, Dodge, Greater Weapon Focus (waraxe), Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon Focus (waraxe), Weapon Specialization (waraxe)
Skills Climb +15, Craft (weaponsmithing) +12, Hide +18, Intimidate +20, Listen +15, Move Silently +18, Search +12, Sense Motive +14, Spot +15 Special Abilities
Blood Drain (Ex): With a successful grapple, the vampire can drain blood, dealing 1d4 points of Constitution drain each round.
Dominate (Su): As a standard action, the vampire can dominate a humanoid within 30 ft. (Will DC 22 negates). Functions as dominate person (CL 12th).
Energy Drain (Su): A creature hit by the vampire’s slam attack gains two negative levels (Fortitude DC 22 to remove after 24 hours).
Create Spawn (Su): Humanoids or monstrous humanoids slain by the vampire’s energy drain rise as vampires in 1d4 days.
Children of the Night (Su): Once per day, the vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 3d6 wolves as a standard action. They arrive in 2d6 rounds and serve for 1 hour.
Fast Healing (Ex): Regains 5 hit points per round if it has at least 1 hit point. Does not work in gaseous form or when in sunlight.
Alternate Form (Su): Can assume the form of a bat, dire bat, wolf, or dire wolf as a standard action.
Gaseous Form (Su): As a standard action, can assume gaseous form (as the spell) at will. Cannot run and has fly speed 20 ft. (perfect).
Spider Climb (Ex): Can climb sheer surfaces as though under the effects of a spider climb spell.
Dwarf Traits: +4 stability bonus against bull rush/trip, +2 racial bonus on saving throws against poison, spells, and spell-like abilities, +1 attack bonus against orcs and goblinoids.
Equipment: +2 dwarven waraxe, +2 full plate, ring of protection +3, amulet of natural armor +2.
Dwarven Vampire King (Thrainor Ironfist)
Medium Undead (Augmented Humanoid, Dwarf)
Init +7; Senses darkvision 60 ft., low-light vision; Listen +15, Spot +15
Languages Common, Dwarven, Undercommon
AC 32 (+3 Dex, +8 natural, +8 full plate, +3 deflection); touch 16, flat-footed 29
hp (117)
Immune undead traits
Resist cold 10, electricity 10, SR 22, turn resistance +4
Fort +11, Ref +13, Will +13
Melee +2 dwarven waraxe +22/+17/+12 (/×3) or slam +20 ( plus energy drain)
Ranged masterwork throwing axe +15 ()
Base Atk +18/
Abilities Str 28, Dex 17, Con —, Int 14, Wis 16, Cha 20
SQ alternate form, blood drain, children of the night, create spawn, dominate, energy drain, fast healing 5, gaseous form, spider climb
Feats Alertness, Combat Reflexes, Dodge, Greater Weapon Focus (waraxe), Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon Focus (waraxe), Weapon Specialization (waraxe)
Skills Climb +15, Craft (weaponsmithing) +12, Hide +18, Intimidate +20, Listen +15, Move Silently +18, Search +12, Sense Motive +14, Spot +15 Special Abilities
Blood Drain (Ex): With a successful grapple, the vampire can drain blood, dealing 1d4 points of Constitution drain each round.
Dominate (Su): As a standard action, the vampire can dominate a humanoid within 30 ft. (Will DC 22 negates). Functions as dominate person (CL 12th).
Energy Drain (Su): A creature hit by the vampire’s slam attack gains two negative levels (Fortitude DC 22 to remove after 24 hours).
Create Spawn (Su): Humanoids or monstrous humanoids slain by the vampire’s energy drain rise as vampires in 1d4 days.
Children of the Night (Su): Once per day, the vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 3d6 wolves as a standard action. They arrive in 2d6 rounds and serve for 1 hour.
Fast Healing (Ex): Regains 5 hit points per round if it has at least 1 hit point. Does not work in gaseous form or when in sunlight.
Alternate Form (Su): Can assume the form of a bat, dire bat, wolf, or dire wolf as a standard action.
Gaseous Form (Su): As a standard action, can assume gaseous form (as the spell) at will. Cannot run and has fly speed 20 ft. (perfect).
Spider Climb (Ex): Can climb sheer surfaces as though under the effects of a spider climb spell.
Dwarf Traits: +4 stability bonus against bull rush/trip, +2 racial bonus on saving throws against poison, spells, and spell-like abilities, +1 attack bonus against orcs and goblinoids.
Equipment: +2 dwarven waraxe, +2 full plate, ring of protection +3, amulet of natural armor +2.
