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Strigoi ServantCreature 12


RareLEMediumShadowUndeadVampire
Source Pathfinder Adventure: Shadows at Sundown
Perception +20 (greater darkvision)
Languages Common, Necril, Shadowtongue, Thassilonian
Skills Acrobatics +21, Athletics +21, Deception +19, Stealth +23
Str +5, Dex +7, Con +5, Int +3, Wis +4, Cha +3

AC 30; Fort +19; Reflex +21; Will +18;
HP 130 (coffin restoration, fast healing 10, negative healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, sleep
Resistances Physical 10

Claw One Action +21 (+17, +13) to hit (agile, magical) 2d8+8 Slashing
Longsword One Action +22 (+17, +12) to hit (versatile p) 2d8+8 Slashing
Shortbow One Action +23 (+18, +13) to hit (deadly d10, range 60) 1d6+8 Piercing

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:

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 13 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.

Sneak Attack

The strigoi servant deals 1d6 extra precision damage to flat-footed creatures.

When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.

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)


The oldest of all vampires are the strigoi. They predate ancient nosferatus and view moroi as infantile children, yet their own origins are so far lost to the ravages of time that few today have heard of them and fewer still know their true nature. Many of the oldest tales about vampires trace back to the strigoi, and nearly every other vampire carries traits that ultimately have their roots in these powerful, ancient creatures.

Strigoi, in their true form, are bodiless creatures native to the Shadow Plane that are incapable of interacting with the physical world, existing only as pure forces of malevolence. When this malevolence is invited into a physical body by method of ancient rituals, though, a strigoi becomes much more dangerous. This requirement-that a living creature perform a rite of their own free will to draw the strigoi into their soul-may well be the source of a moroi's compulsion not to enter a home without first being invited.

Some myths point to Urgathoa as the source of the ritual that allowed spellcasters to become strigoi, while others suggest the method was spread by the cult of Zura. Whatever the source, this long-lost ritual was no gateway to power, but instead a trap that allowed the strigoi to inhabit the shadows and souls of once-living hosts. In so doing, they found a way to exist in the world of flesh and blood. The presence of a strigoi within the shadow of a living host causes sickness and swift death, after which the strigoi bonds with the host's soul and becomes one with the body. Thus did the first of their kind invade the world of the living, and thus did the first vampires walk the night.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Shadow

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