Vampire Lord

Vampire Lord
Level 18 (+7)
"For many years I have slept. In my previous life I would have forgotten even a tiny fraction of my life in the night, but this dark gift ensures that I remember every passing second of eternity with maddening clarity."
——Veldran Malkor, a Vampire Lord
This Vampire is a very old undead being, having survived the ravages of time and grown in strength from the innumerable victims it has consumed. They appear as beautiful and impressive humanoids to a casual observer, but some time spent in their presence can reveal many of their supernatural traits. A Vampire Lord is created when a particularly powerful humanoid is slain by another powerful Vampire and returns as a spawn at the lord’s will. Eventually, the will of the creature grows too strong for the Lord to control, and it either slays its creator or the original Vampire Lord releases it from its eternal service. The latter usually occurs as a matter of survival and as a twisted method for propagating their culture. The Vampire Lord is physically very powerful, but also possesses a host of supernatural powers that allows it to manipulate objects, creatures, and even its environment. They walk between life and death as evil, fully sentient creatures, and as such have transcended mortal limitations. It is also very likely that a Vampire Lord has lived through many centuries, and thus has knowledge and experience predating many cultures, making it an incredibly cunning opponent.
Awareness
25
Senses
Lifesense, Darkvision
Initiative
29/1d6
Max HP
714
Resilience: +4
Healing Value: 142
Morale
5
Defenses
AC
27/31
Touch
25
Fort
23
Reflex
24
Will
22
Resistances: Weapon (50%, overcome by blessed), Psychic (Imm), Cold (50%), Lightning (50%). Immune to Charm, Fear, Paralysis. Turn Resist [1d6+8].
Vulnerabilities: Radiant (1.5x), Sunlight Sensitivity
Defensive Actions
Fast Healing
The Vampire has Fast Healing (25). (Advanced)
Gaseous Form
When reduced to 0 hitpoints, the Vampire becomes an unsubstantial mist with a Fly Speed of 20 ft/3 seg, and immediately returns to its place of rest (i.e. Coffin). While in this state it is immune to damage. (Advanced)
Attributes / Saving Throws
STR
28 / 40
DEX
21 / 33
CON
16 / 28
INT
15 / 26
WIS
13 / 24
CHA
20 / 31
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Skirmish 45ft / 3
Sprint 75ft / 3
At-Will
+20 vs AC (Crit 17%/28)
Slam
2d8+22 Bludgeoning damage (ArN 4)
REC 4, Reach 5ft
2d8+22 Bludgeoning damage
Grapple +21
Special Actions
Mesmerizing Presence
Automatic Action, Mind-Affecting
Targets all creatures within 100ft of Vampire Lord, +14 vs Will. On a hit, the target is Distracted [SE, ST 4d10 vs WIS]. (Advanced)
Blood Drain
Immediate Action
A single target grabbed by the Vampire suffers it's Healing Value in Bleed damage and 1d6 Stamina Damage. The Vampire Spawn regains it's Healing Value in HPs. (Advanced)
Vampire Lord Abilities
On each turn, roll 1d10 to determine the actions available to the Vampire Lord.

Any result, choose one of the following:
Grabbing Slam: Make a Slam attack. On a hit, make an Opposed Grapple check (+21 vs Grapple). On a hit, the target is Grabbed. (Advanced)
Telekinetic Blade [FT 1, REC 3]: The Vampire lord animates a weapon in his possession, causing it to fly out and attack a creature within 50ft, +20 vs AC. On a hit, deal 2d8+22 damage (type dependent on the specific weapon). After the attack, the weapon returns to the Vampire. (Basic, Pot 1d4+8, MR No)
Greater Invisibility [REC 3]: The Vampire becomes invisible, gaining Superior Concealment from the visual sense. The Vampire may become visible again as a Free Action. (Advanced)
Charm [FT 3, REC 1, Charm, Mind-Affecting]: Targets up to 4 creatures within 50ft, +14 vs Will. On a hit, the target is Charmed for 1d4 phases. If the Vampire takes a hostile action towards the target (or one of its allies while the target is present), the effect automatically ends. (Basic, Pot 1d4+8, MR Yes)
Shape Change [REC 4]: The Vampire takes the form of a small bat, gaining a fly speed of 50ft per 3 segments. While in this form, the Vampire has attacks and defenses similar to a Bat Familiar. While in this form, the Vampire cannot use any of its other attack abilities. (Advanced, Pot 1d8+8, MR No)

3 or more, choose one of the following:
Shatter Mind [FT 2, REC 3, Mind-Affecting]: Targets up to 3 creatures within 100ft, +14 vs Will. On a hit, the target suffers 4d6+20 Psychic damage. (Basic, Pot 1d4+8, MR Yes)
Summon Bats [FT 3, REC 2]: Summons a swarm of bats that encompass a 20ft diameter area within 200ft for 1d4 rounds. The swarm blocks Line of Sight and gives Superior Concealment to all creatures within it (and from creatures within it). Additionally, creatures (other than the Vampire) within the area suffer 20 Bludgeoning damage each round as they are battered with the numerous tiny bodies. (Basic, Pot 1d4+8, MR No)

5 or more, choose one of the following:
Whirlwind Slam: Make a Slam attack on all creatures within Reach. On a hit, deal +3d8 damage. (Advanced)
Psychic Grasp [FT 2, REC 4]: Targets one creature within 50ft, +14 vs Will. On a hit, the target is Paralyzed [SE, ST 5d10 vs STR]. (Advanced, Pot 1d8+8, MR Yes)
Dominate [FT 2, REC 4, Charm, Mind-Affecting]: Target one creature within 30ft, +14 vs Will. On a hit, the target is Dominated [SE, ST 5d10 vs CHA]. On a miss or successful initial save, the target is Dazed 1d6 segments. (Advanced, Pot 1d8+8, MR Yes)

7 or more, choose one of the following:
Snap Limb: Make a Slam attack. On a hit, deal +5d8 damage and the target must make an Resilience check [DC 10] or suffer a Broken Limb injury (roll randomly for Broken Arm or Broken Leg). If the attack knocks the target below its Healing Value, increase the DC of this Resilience check to 20 (instead of rolling an additional Resilience check). (Legendary)
Overland Movement
30 mi/day
Qualities
  • Telepathy: The Vampire can communicate Telepathically with any creature within 100ft. He must be able to communicate in the same language as the creature to be understood.
  • Legendary Creature: A Legendary Creature gains a +1 racial bonus to Morale and a +5 racial bonus to all Saving Throws. Also, the Legendary Creature does not lose the ability to use its "Automatic Actions" unless it is killed or rendered Unconscious.
  • Weapon Resistance: Resistance to Weapon Damage, which is overcome by Blessed weapons. This replaces this Vampires normal Damage Reduction (10) which is overcome by silver.
  • Sunlight Sensitivity: A vampire is Staggered while exposed to direct sunlight. Additionally, the vampire suffers its Healing Value in damage every 10 segments in remains within direct sunlight.
  • Immortal: Vampires are immortal and cannot be killed from hitpoint damage. See Killing Vampires for more details.
  • Turn Resistance: The Vampire has Turn Resistance equal to [1d6 + Undeath Rank]. (inc)
  • Vampire Resistances: Damage Reduction (10) to Weapon Damage (overcome by Silver). Resistance to Cold, and Lightning. (inc)
  • Intimidating Presence: Vampires gain a +8 Racial bonus to Coercion and Bravery. (inc)
  • Lifesense: Lifesense allows a creature to detect the life force of all living creatures around them. Additionally, it grants these creatures a +5 Racial bonus to Spot and Awareness against living creatures (inc).
  • Undead Immunities: Immune to Bleed and Necrotic damage. Immune to Blood Loss, Death, Disease, Energy Damage, Fatigue, Poisons & Toxins, and the following conditions: Exhausted, Nauseated, Pain, Sickened, Sleep, and Tired.
  • Radiant Vulnerability: Vulnerable (1.5x) to Radiant damage. (inc)
  • Natural Armor: +2/+6 AC. (inc)
Skills: Rank 4 Balance [+12], Rank 3 Climb [+11], Rank 5 Jump [+17], Rank 7 Stealth [+18], Rank 2 Tumble [+8], Rank 6 Listen [+14], Rank 7 Spot [+16], Rank 4 Hunting [+12], Rank 4 Survival [+10], Rank 8 Charm [+19], Rank 5 Coercion [+23], Rank 6 Deception [+15], Rank 4 Manipulation [+11], Rank 6 Persuasion [+14], Rank 5 Aloofness [+13], Rank 5 Bravery [+21], Rank 8 Intuition [+18], Rank 3 Tolerance [+9], Rank 6 Suspicion [+14]
Feats: Fast Initiative [2], Great Morale, Heavy Hitter, Improved Attack [2], Improved Parry
Philosophies: Rank 6 Mental, Rank 7 Physical, Rank 8 Undeath
Combat Training: Melee 5, Ranged 3, Parry 4, Fort 2, Reflex 3, Will 3
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: None
Social
Languages: Common, Elven, Dwarven, Hellspeech, Celestial, Gnomish, Orcish, Undercommon, Draconic, Sylvan, Giant, Gnoll, Goblin.
Composure: 33
Charm
+19
Coercion
+23
Deception
+15
Manipulation
+11
Persuasion
+14
Aloofness
+13
Bravery
+21
Intuition
+18
Tolerance
+9
Suspicion
+14
Prejudices:
  • Living Creatures: Doubt 2
Motives: Survival
Social Actions
Detect Lies
The Vampire Lord can detect whenever a creature within his presence knowingly speaks an untruth. (Legendary)