Vampire TaviahCreature 12
Source Pathfinder #183: Field of Maidens
Perception +23 (darkvision, thoughtsense)
Languages Aklo, Common, Jotun, Mwangi, Necril, Tongues
Skills Arcana +21, Athletics +23, Crafting +21, Deception +21, Intimidation +23, Occultism +21, Religion +19, Stealth +21
Str +7, Dex +5, Con +4, Int +3, Wis +3, Cha +5
AC 33; Fort +25; Reflex +19; Will +22;
HP 180 (fast healing 10, negative healing)
Speed 20 feet (climb 20 feet)
Immunities death effects, disease, paralyzed, poison, sleep
Resistances Mental 10, Physical 10
Iron Claw +26 (+22, +18) to hit (agile, coldiron, magical, reach 10) 3d12+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.
Thoughtsense 100 feet (divination, mental, occult)Taviah senses non-mindless creatures within 100 feet as a precise sense.
Constant SpellsA constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Fast Healing 10A 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.
Magaambya ScarA physical attack on Taviah that scores a critical hit exacerbates the injury in her wounded leg; in addition to the other effects of the critical hit, Taviah is Stunned 1.
Mental Rebirth (curse, incapacitation, mental, necromancy, occult)Unlike most other undead, a vetalarana isn't destroyed when they reach 0 HP. Instead, their body is destroyed, crumbling to ash, and their mind is immediately transferred into a creature they rendered comatose through Drain Thoughts. This creature must be within 1 mile; if no such creature is in range, the vetalarana is destroyed. The creature becomes controlled by the vetalarana and loses the stupefied and Unconscious conditions. If the creature controlled by a vetalarana in this way is killed, the vetalarana's mind transfers to another creature within 1 mile who they rendered comatose through Drain Thoughts.
Taviah has no comatose creatures to transfer her consciousness to.
After 1d6 days of being controlled, the controlled creature dies, and its body transforms into that of the vetalarana who rendered it comatose.
Vetalarana VulnerabilitiesAll vetalaranas possess the following weaknesses.
- Barred Senses A vetalarana can't see or sense through force effects or cold iron, and their mind can't penetrate force effects or cold iron. Such barriers can prevent the transference of a vetalarana's mind through Mental Rebirth.
- Revulsion A vetalarana delights in consuming memories and secrets, and is disgusted by those who share such sensitive tidbits openly. A vetalarana can't voluntarily come within 10 feet of a creature loudly voicing their intimate personal secrets or most cherished memories aloud. Speaking such information aloud with conviction is a single action that has the auditory, concentrate, and linguistic traits, and protects the creature until the start of its next turn. A vetalarana that involuntarily comes within 10 feet of a creature sharing such information gains the Fleeing condition until they're 10 feet or farther from the creature. After 1 round of being exposed to the secrets of a creature, a vetalarana can attempt a DC 25 will save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success).
- Vulnerable to Brain Destruction A vetalarana whose brain has been destroyed, or is reduced to 0 HP while unable to take mental actions, can't use Mental Rebirth.
Frequency once per day
Effect Taviah can cause a cage built of cold-iron fingernails to spring from nothingness around a target at a range of up to 30 feet, attempting an Athletics check to Grapple against the target's Fortitude DC. If the target has a weakness to cold iron, Taviah gains a +2 circumstance bonus to this check. Unlike a normal Grapple, Taviah doesn't need to be within reach and can move as she pleases, and a successful attempt lasts until the creature escapes (DC 29), causing the cage to crumble into rust. Any creature can attempt to destroy the cage by attacking it; it has an AC of 19, Hardness 10, and 40 Hit Points.
Drain Thoughts (divination, mental, occult)Requirements A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within Taviah's reach
Effect Taviah seizes a creature and consumes its memories. 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 Stupefied 1 (Stupefied 2 if Taviah's Athletics check is a critical success), and Taviah regains 18 #Healing Hit Points, gaining any excess as temporary Hit Points. Draining Thoughts from a creature that is already stupefied doesn't restore any HP to Taviah but increases the victim's stupefied value by 1. Additionally, Taviah views one of the victim's memories, and can choose to alter, enhance, or erase the memory she views as a 4th-level Modify Memory spell. A victim's stupefied condition value decreases by 1 every week.
A victim that becomes Stupefied 5 in this way is rendered comatose until Taviah is destroyed, becoming permanently unconscious. While unconscious, its stupefied condition doesn't decrease.
Paralyzing Claws (incapacitation, necromancy, occult)Any living creature hit by Taviah's claw Strike must succeed at a DC 29 fortitude save or become Paralyzed. The target can attempt a new save at the end of each of its turns to end the effect, and the DC cumulatively decreases by 1 on each such save.
Rend (Claw)A Rend entry lists a Strike the monster has.
Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
Effect The monster automatically deals that Strike's damage again to the enemy.
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 Innate Spells (DC 30, +22 to hit)
2nd Level: False Life
3rd Level: Haste
5th Level: Shadow Blast, Tongues (Constant)
6th Level: Feeblemind
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.