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Bishop Keppira D'BearCreature 11


UniqueLEMediumShadowUndeadVampire
Source Pathfinder Adventure: Shadows at Sundown
Perception +20 (greater darkvision)
Languages Common, Necril, Shadowtongue, Thassilonian
Skills Acrobatics +22, Athletics +23, Deception +22, Stealth +22
Str +6, Dex +7, Con +5, Int +3, Wis +5, Cha +5

AC 31; Fort +20; Reflex +24; Will +22;
HP 150 (coffin restoration, fast healing 10, negative healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, sleep
Resistances Physical 10

Claw One Action +22 (+18, +14) to hit (agile, magical) 2d8+8 Slashing

Greater Darkvision

A creature with greater 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 creature with greater darkvision, however, can see through even these forms of magical darkness.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Fast Healing 10

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.

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.

Strigoi Weaknesses

All strigoi possess the following weaknesses:

Blasphemous Invocation Two Actions (divine, necromancy, negative)

While Bishop Keppira D'Bear lost her spellcasting abilities and other clerical powers upon being transformed into a strigoi, Urgathoa is pleased with the development and granted the fallen bishop a boon. In time, and if she's allowed to continue her undeath, the bishop may well regain many of her spellcasting powers as a cleric of Urgathoa, but until that time she can draw upon this connection to the goddess of undeath to utter a blasphemous invocation. When she does so, shadows within a 20-foot emanation from Bishop Keppira twist, writhe, and animate before lashing out. All living creatures in the area must attempt a DC 30 fortitude save. Bishop Keppira cannot use Blasphemous Invocation again for 1d4 rounds.


Critical Success The creature is unaffected.

Success The creature takes 5d6 negative damage.

Failure The creature takes 10d6 negative damage and is Slowed 1 as their own shadows animate and pull against them.

Critical Failure The creature takes 20d6 negative damage and is Slowed 2 as their own shadows animate and pull against them.

Drink Essence One Action (divine, necromancy)

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


Effect The strigoi 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 1 and Stupefied 1, and the strigoi regains 15 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.

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.


Divine Innate Spells (DC 27, +19 to hit)

3rd Level: Levitate (At Will)



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.