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Vetalarana EmergentCreature 8


CEMediumUndeadVampire
Source Pathfinder Book of the Dead
Perception +14 (darkvision, thoughtsense (precise) 100 feet)
Languages Common, Necril
Skills Acrobatics +15, Athletics +18, Intimidation +16, Occultism +13, Stealth +17
Str +6, Dex +5, Con +4, Int +3, Wis +4, Cha +4

AC 26; Fort +14; Reflex +17; Will +16;
HP 100 (fast healing 10, mental rebirth, negative healing)
Speed 25 feet (climb 25 feet)
Immunities death effects, disease, paralyzed, poison, sleep
Resistances Mental 10, Physical 10

Claw One Action +20 (+16, +12) to hit (agile) 2d8+9 Slashing
Crossbow One Action +20 (+15, +10) to hit (magical, range increment 120, reload 1) 2d8+3 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.

Thoughtsense (Precise) 100 feet

Thoughtsense allows a monster to sense all non-mindless creatures at the listed range.

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.

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.

After 1d6 days of being controlled, the controlled creature dies, and its body transforms into that of the vetalarana who rendered it comatose.

Vetalarana Vulnerabilities

All vetalaranas possess the following weaknesses.

Anticipatory Attack

The vetalarana emergent uses consumed memories to anticipate their prey's movements. The vetalarana emergent's Strikes deal an additional 1d8 precision damage to creatures stupefied due to the vetalarana's Drain Thoughts.

Drain Thoughts One Action (divination, mental, occult)

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


Effect The vetalarana 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, and the vetalarana regains 10 HP, gaining any excess as temporary Hit Points. Draining Thoughts from a creature that is already stupefied doesn't restore any HP to the vetalarana but increases the victim's stupefied value by 1. Additionally, the vetalarana views one of the victim's memories.

A victim's stupefied condition value decreases by 1 every week.

A victim that becomes stupefied 5 in this way is rendered comatose, becoming permanently Unconscious. As long as the vetalarana lives, a comatose victim can't regain consciousness, and its stupefied condition doesn't decrease.

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.


Vetalarana vampires feed on the emotions, thoughts, and memories of others. Although they are capable of feeding on animals, beings of the planes, and other intelligent undead, only the thoughts of an intelligent, living humanoid bring a vetalarana any sense of satisfaction. Slender and pale, with sunken cheeks and exceptionally long nails, vetalaranas become flushed with color and life after feeding on particularly potent emotions and thoughts, enabling some to pass as living for a short time.

A vetalarana is created when a person with psychic or occult abilities dies in denial of their death, refusing to pass on to the afterlife but unable to retain their grip on life. As their spirit has no cause left undone nor debt to settle, these tenacious souls rise not as ghosts but as vetalaranas, a formidable and tenacious mind animating their own corpse in a mockery of life.

A vetalarana's predations inevitably turn their victims into living husks, incapable of thought and devoid of any spark of personality. These victims fall into a senseless stupor, comatose but still living, without identity or memories. If a vetalarana is killed, they can occupy one of these comatose husks, while more powerful vetalaranas can control them like living puppets.

When a vetalarana is destroyed, all of their comatose victims are immediately freed. Most often, these people regain consciousness as amnesiacs whose memories return over time—taking at least months but sometimes as long as decades. These returned memories are fragmented and often jumbled with the thoughts of others the vetalarana fed upon. If a victim served as a failed host or was frequently controlled while comatose, a sliver of the vetalarana's corrupted thoughts remain in the victim's mind. These tainted victims recover much faster than their fellows, regaining their memories in record time and transforming into a new vetalarana soon after.

A vetalarana emergent is inexperienced and ravenous, often caring more for the consumption of thoughts than the quality of the thoughts and memories consumed. These undead gluttons gorge themselves on memories, leaving a crowd of addled and terrified victims in their wake. Experienced emergents are cannier than their newly risen kin, stalking their chosen victims and being sure to abduct, kill, or render their victims comatose after draining their memories to ensure no witnesses remain to reveal the presence of a vetalarana.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.