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AlirielCreature 15


UniqueLEMediumShadowUndeadVampire
Source Pathfinder Adventure: Shadows at Sundown
Perception +27 (darkvision)
Languages Abyssal, Common, Infernal, Jotun, Necril, Shadowtongue, Thassilonian, Varisian
Skills Acrobatics +27, Arcana +29, Athletics +25, Deception +27, Occultism +27, Society +25, Stealth +29, Lore +29
Str +6, Dex +8, Con +4, Int +8, Wis +4, Cha +6

AC 37; Fort +25; Reflex +29; Will +27;
HP 210 (coffin restoration, fast healing 15, negative healing)
Speed 25 feet (fly 25 feet)
Immunities death effects, disease, paralyzed, poison, sleep
Resistances Physical 15

Claw One Action +29 (+25, +21) to hit (agile, magical) 3d10+12 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Fast Healing 15

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

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Coffin Restoration (divine, necromancy, negative)

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.

Domain of Dusk Two Actions (conjuration, divine, shadow)

With a wave of its hand, the strigoi calls fourth vile ruination from the surrounding shadows, causing coils of darkness and shadowy bats, rats, and wolves to lash out at living targets in a 30-foot emanation. Living creatures in this area take 8d6 negative damage (DC 34 basic fortitude save against the DC of the strigoi's level). A creature that fails this save is also Dazzled for 1 round (or Blinded for 1 round and then dazzled for 1 round)

Shadow Escape Free Action

Trigger The strigoi is reduced to 0 HP


Effect The strigoi uses Shadow Form. It can take move actions to move toward its coffin even though it's at 0 HP. While at 0 HP in this form, the strigoi is unaffected by further damage. Once the strigoi reaches its coffin, or if it hasn't done so within 2 hours, it automatically returns to its physical form, Unconscious.

Shadow Form One Action (concentrate, divine, shadow, transmutation)

The strigoi reverts to pure shadow and absorbs its body and its gear into the darkness, or it shifts back to its physical form. In shadow form, the strigoi gains a climb Speed equal to its land Speed and can move through any gap that isn't airtight. However, it can only move along solid surfaces that aren't highly reflective, not liquid or mirrored surfaces. If the surface it's on is destroyed, the strigoi returns to physical form and is Stunned 1. The strigoi loses fast healing while in shadow form but can remain in shadow form indefinitely.

A strigoi that is exposed to sunlight while in shadow form becomes Slowed 2 and must attempt a DC 16 flat at the end of each of its turns. If it fails this flat check, it is destroyed, the shadow vanishing with a blood-curdling wail.

Slip Into Shadows Reaction (abjuration, divine)

Trigger Aliriel succeeds at a save against an effect that is not a darkness or light effect


Effect Aliriel disappears into shadows at the last moment, critically succeeding at the save instead.

Strigoi Weaknesses

All strigoi possess the following weaknesses:

Create Spawn (divine, downtime, necromancy)

If a creature dies after being reduced to 0 HP by Drink Essence or Domain of Dusk, 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 will saving throw against the vampire's Will DC.

A victim that is 8th level or higher becomes a strigoi servant, while a lower-level victim instead becomes a moroi vampire

Dominate Two Actions (divine, enchantment, incapacitation, mental, visual)

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 (DC 34 will). 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 Essence One Action (divine, necromancy)

Requirements A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within the strigoi's reach


Effect The strigoi progenitor sinks their fangs into the targeted creature to drink its blood and draw out its vital essence. This requires an athletics check against the creature's Fortitude DC if the creature is grabbed and is automatic for any of the other conditions. The creature becomes Drained 2 and Stupefied 2, and the strigoi regains 21 HP, gaining any excess HP as temporary Hit Points. Drinking Essence from a creature that's already drained or stupefied doesn't restore any HP, but increases either the creature's drained condition value or its stupefied condition value by 1 (whichever value is lesser is increased; if both values are equal, then the strigoi chooses which condition to increase the value of).

A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a successful DC 20 medicine check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes.

A victim's stupefied condition decreases by 1 per day after performing daily preparations. If the daily preparations are done in full sunlight, the stupefied condition is removed entirely.

Thassilonian Necromancer

Aliriel cannot cast abjuration or enchantment spells.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Wizard Spells Prepared (DC 36, +28 to hit)

Cantrips (8th Level): Chill Touch, Detect Magic, Electric Arc, Mage Hand, Prestidigitation
1st Level: Grim Tendrils, Magic Missile, Ray of Enfeeblement, True Strike
2nd Level: Deafness, Dispel Magic, Mirror Image, Spectral Hand
3rd Level: Blindness, Mind Reading, Slow
4th Level: Dimension Door, Nightmare
5th Level: Cloudkill, Mind Probe, Sending, Shadow Walk
6th Level: Baleful Polymorph, Vampiric Exsanguination, Wall of Force
7th Level: Eclipse Burst
8th Level: Horrid Wilting, Maze

Wizard School Spells (DC 36, +28 to hit)

1st Level: Call of the Grave, Overstuff
4th Level: Take its Course

Rituals

2nd Level: Create Undead
5th Level: Call Spirit
6th Level: Planar Binding



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Shadow

This magic involves shadows or the energy of the Shadow Plane.