Weeping JackCreature 13
Source Pathfinder #184: The Ghouls Hunger
Perception +23 (darkvision)
Languages Common, Halfling, Necril
Skills Acrobatics +23, Athletics +25, Intimidation +24, Society +25, Stealth +25, Thievery +23
Str +7, Dex +5, Con +4, Int +7, Wis +5, Cha +4
AC 33; Fort +21; Reflex +24; Will +24;
HP 210 (coffin restoration, fast healing 10, negative healing)
Speed 25 feet (climb 25 feet)
Immunities death effects, disease, paralyzed, poison, sleep
Weaknesses Vampire Weaknesses 1
Resistances Physical 10
Spiked Chain +27 (+22, +17) to hit (disarm, finesse, magical, trip) 2d8+13 Slashing
Claw +25 (+21, +17) to hit (agile) 2d6+13 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.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
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.
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.
Change Shape (concentrate, divine, polymorph, transmutation)- Bat Jack changes into a Giant Bat. He gains echolocation 40 feet, a land Speed of 20 feet and a fly Speed of 30 feet, and a fangs Strike (+25, +20, +15) 2d8+13 piercing
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.
Fully destroying the vampire ends the domination, but merely reducing the vampire to 0 HP is insufficient to break the spell.
Dread StrikerAny creature that has the Frightened condition is also Flat-Footed to Weeping Jack's attacks.
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 16 HP, 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.
Sneak AttackWeeping Jack deals 3d6 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.
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.
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.
Divine Innate Spells (DC 29, +21 to hit)
6th Level: Dominate (At Will)
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.