Hyrune LoxennaCreature 15
Source Pathfinder #184: The Ghouls Hunger
Perception +27 (darkvision)
Languages Aklo, Ancient Osiriani, Common, Necril, Undercommon
Skills Athletics +29, Deception +28, Intimidation +28, Occultism +29, Society +29, Stealth +27
Str +8, Dex +4, Con +5, Int +6, Wis +4, Cha +5
AC 37; Fort +27; Reflex +25; Will +29;
HP 240 (coffin restoration, fast healing 15, negative healing)
Speed 25 feet (climb 25 feet)
Immunities death effects, disease, paralyzed, poison, sleep
Weaknesses Vampire Weaknesses 1
Resistances Physical 15
Spear +31 (+26, +21) to hit (thrown 20) 3d6+16 Piercing
Fangs +29 (+25, +21) to hit (agile) 3d6+16 Piercing
Claw +29 (+25, +21) to hit (agile) 3d8+16 Slashing
Bat Fangs +28 (+23, +18) to hit 3d12+16 Piercing
Spear +26 (+21, +16) to hit (thrown 20) 3d6+16 Piercing
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.
Children of the Deep (divine, enchantment, mental)Hyrune's presence brings forth creatures of the deep to do his bidding. These typically include bat swarms, giant spiders, and giant centipedes, but can include other Darklands creatures. Hyrune can give telepathic orders to these creatures as long as they are within 100 feet, but they can't communicate back.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Fast Healing 15A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Negative HealingA 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.
Divided FaithHyrune's devotion to Urgathoa has become undermined by his obsession with Orgesh. Urgathoa's religious symbol can be brandished at Hyrune to trigger his revulsion, provided the person attempting to do so accuses Hyrune of being a heretic or of betraying his faith. Hyrune takes a -2 circumstance penalty to Will saves to overcome this revulsion.
Mist EscapeTrigger The vampire is reduced to 0 HP.
Effect The vampire uses Turn to Mist. 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 vampire is unaffected by further damage.
It automatically returns to its corporeal form, unconscious, if it reaches its coffin or after 2 hours, whichever comes first.
Vampire WeaknessesAll vampires possess the following weaknesses.
- Compulsions Vampires are creatures of strange and unknowable compulsions. A typical vampire can't voluntarily cross running water unless it is transported while it hides within its coffin, nor can it enter a private dwelling unless invited in by someone with the authority to do so. At your discretion, vampires might have different compulsions-a pirate vampire might not be able to set foot on solid ground without being invited, for example. The vampire can still be forced to do these things and might be able to overcome its compulsion just as it does its revulsion.
- Revulsion A vampire can't voluntarily come within 10 feet of brandished garlic or a brandished religious symbol of a non-evil deity. To brandish garlic or a religious symbol, a creature must Interact to do so for 1 round (similar to Raising a Shield). If the vampire involuntarily comes within 10 feet of an object of its revulsion, it gains the Fleeing condition, running from the object of its revulsion until it ends an action beyond 10 feet. After 1 round of being exposed to the subject of its revulsion, a vampire can attempt a DC 25 will save as a single action, which has the concentrate trait. On a success, it overcomes its revulsions for 1d6 rounds (or 1 hour on a critical success).
- Stake A wooden stake driven through a vampire's heart drops the vampire to 0 HP and prevents it from healing above 0 HP, even in its coffin. Staking a vampire requires three actions and works only if the vampire is unconscious. If the stake is removed, the vampire can heal above 0 HP again, and if it's in its coffin the 1-hour rest period begins once the stake is removed. If the vampire's head is severed and anointed with Holy Water while the stake is in place, the vampire is destroyed.
- Sunlight If exposed to direct sunlight, a vampire immediately becomes Slowed 1. The slowed value increases by 1 each time the vampire ends its turn in sunlight. If the vampire loses all its actions in this way, it is destroyed. Due to their supernatural aversion to light, vampires don't cast shadows or show a reflection in mirrors.
The vampire transforms into one of its animal forms or back into its normal form. Most vampires can turn into a bat, but some can turn into a different creature, such as a rat or a wolf.
Use the options in the Aerial Form and Animal Form spells as guidelines.
- Bat The vampire changes into a Bat Swarm or Giant Bat. It gains echolocation 40 feet, a land Speed of 20 feet and a fly Speed of 30 feet, and a fangs Strike with a +28 attack modifier. These fangs deal 3d12+16 piercing damage.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Create Spawn (divine, downtime, necromancy)If a creature dies after being reduced to 0 HP by Drink Blood, 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.
Dominate (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. The save DC uses the DC of the vampire's level, and 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 Blood (divine, necromancy)Requirement A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within the vampire's reach.
Effect The vampire sinks its fangs into that creature to drink its blood. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions.
The victim is Drained 2 and the vampire regains 22 Hit Points, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire but increases the victim's drain value by 1. A vampire can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so.
A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a DC 20 medicine check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes.
FamiliarHyrune's familiar is Taulzhalotel, a one-eyed, long-tailed hairless bat with a fly speed of 25 feet, darkvision, manual dexterity (with its tail), speech, and spell delivery.
Gluttonous Gulp (divine, necromancy)Hyrune dislocates his jaw to open his mouth far wider than it should, growing a thicket of additional fangs as he does. He attempts a fangs Strike and deals an additional 3d6 piercing damage on a successful hit and can attempt to Drink Blood if he as an action remaining, gaining a +2 circumstance bonus on his Athletics check to do so.
Turn to Mist (concentrate, divine, transmutation)The vampire turns into a cloud of vapor, as the Gaseous Form spell, or back to its normal form. The vampire loses Fast Healing while in gaseous form.
The vampire can remain in this form indefinitely.
Witch Patronnight (Orgesh)
GrabRequirements 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.
Occult Prepared Spells (DC 36, +28 to hit)
Cantrips (8th Level): Daze, Mage Hand, Message, Shield, Telekinetic Projectile
1st Level: Command, Fear, Sleep
2nd Level: Dispel Magic, Mirror Image, See Invisibility, Status
3rd Level: Blindness, Dream Message, Slow
4th Level: Confusion, Dimension Door, Fly, Nightmare, Suggestion
5th Level: Black Tentacles, Sending
6th Level: Feeblemind, Repulsion
7th Level: Project Image, Reverse Gravity, Warp Mind
8th Level: Maze
6th Level: Dominate (At Will)
Cantrips (8th Level): Shroud of Night
1st Level: Blood Ward, Phase Familiar
3rd Level: Malicious Shadow
Traits
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.