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Vampire MastermindCreature 9


UncommonCEMediumUndeadVampire
Source Pathfinder Bestiary
Perception +20 (darkvision)
Languages Common, Necril, Plus One Regional Language
Skills Acrobatics +17, Arcana +21, Athletics +16, Deception +20, Diplomacy +20, Intimidation +22, Society +19, Stealth +19
Str +3, Dex +4, Con +1, Int +6, Wis +4, Cha +5

AC 27; Fort +15; Reflex +18; Will +20;
HP 115 (coffin restoration, fast healing 10, negative healing)
Speed 25 feet (climb 25 feet)
Immunities death effects, disease, paralyzed, poison, sleep
Weaknesses Vampire Weaknesses 0
Resistances Physical 10

Claw One Action +18 (+14, +10) to hit (agile) 2d8+9 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.

Children of the Night (divine, enchantment, mental)

The vampire's presence brings forth creatures of the night to do the master's bidding. These typically include Rat Swarms, Bat Swarms, and Wolves, but can include other creatures.

The vampire can give telepathic orders to these creatures as long as they are within 100 feet, but they can't communicate back.

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.

Mist Escape Free Action

Trigger 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 Weaknesses

All vampires possess the following weaknesses.

Change Shape One Action (concentrate, divine, polymorph, transmutation)

The vampire transforms into its animal form or back into its normal form.


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 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. 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.

Drain Bonded Item Free Action (arcane, wizard)

Frequency Once per day.

Requirements The vampire hasn't acted yet on this turn.


Effect The vampire expends the power stored in its signet ring. This gives the vampire the ability to cast one prepared spell it had already previously cast today, without spending a spell slot. The vampire must still Cast the Spell and meet the spell's other requirements.

Drink Blood One Action (divine, necromancy)

Requirements 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 10 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.

Steady Spellcasting

If another creature's reaction would disrupt the vampire mastermind's spellcasting action, the vampire attempts a DC 15 flat check. If the vampire succeeds, its action isn't disrupted.

Turn to Mist One Action (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.

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.


Arcane Prepared Spells (DC 29, +19 to hit)

Cantrips (5th Level): Detect Magic, Mage Hand, Message, Ray of Frost, Sigil
1st Level: Color Spray, Fleet Step, Ray of Enfeeblement
2nd Level: Dispel Magic, Flaming Sphere, Invisibility, Mirror Image, Touch of Idiocy
3rd Level: Fireball, Haste, Lightning Bolt
4th Level: Fire Shield, Phantasmal Killer, Veil, Wall of Fire

Divine Innate Spells (DC 26, +18 to hit)

6th Level: Dominate (At Will) (See Dominate)


Vampire masterminds are evil wizards who control entire cabals of the undead and instill fear in the hearts of mortals far and wide.


Vampires are undead creatures that feed on the blood of the living.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.