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A younger vampire, who is learning how to control their hunger or become one with it.

Lesser Vampire (CR 7)

XP 3,200
Male Hume Vampire Red Mage 5
NE Medium Undead (Hume)
Init +7; Senses Darkvision 60 ft., low-light vision; Perception +21


AC 25, touch 14; flat-footed 21 (+5 armor, +3 dex, +6 natural armor, +1 dodge)
hp 60 [75] (5d8+35); fast healing 5
mp 17
Fort +11, Ref +7, Will +7
Defensive Abilities channel resistance +2; DR 5/magic and silver; Immune undead traits; Resist ice 10, lightning 10
Weaknesses holy, fire, and vampire weaknesses


Speed 30 ft.
Melee +1 Rapier +10 (1d6+8/18-20 x2) or Slam +8 (1d4+7 plus energy drain)
Ranged Ray +8 (spells)
Special Attacks Spell Combat, Spellstrike
Special Abilities Arcane Pool (10 points), blood drain, children of the night, Convert (1/day) dominate (DC 18), energy drain (2 levels, DC 18), Ruby Arcana (Arcane Accuracy), Quick Cast (1/day)
Spells Known (Red Mage CL 5th, concentration +11 [+2 when casting defensively] )

0th (DC 16) – Detect Magic, Guidance, Read Magic
1st (DC 17) – Blizzard, Deflect, Enspell, Ohspell, Protect, Shell, Thunder
2nd (DC 18) – Blizzard II, Imperil, Temper, Thunder II


Str 20, Dex 16, Con -, Int 14, Wis 16, Cha 22
Base Atk +3; CMB +7; CMD 21
Feats Alertness*, Combat Reflexes*, Dodge*, Extra Arcane Pool, Extra MP, Improved Initiative*, Lightning Reflexes*, Power Attack, Toughness*, Weapon Focus (Rapier)
*Bonus Feat
Skills Acrobatics +11, Bluff +23, Knowledge (arcana) +10, Knowledge (local) +11, Perception +21, Sense Motive +18, Spellcraft +10, Stealth +16; Racial Modifiers +8 Bluff, Perception, Sense Motive, and Stealth
Languages Common, Necril, and 2 more
SQ Armored Mage (Light), Change shape (wild rat or warg wolf, beast shape II), Clear Mind, Gaseous form, Red Magery (Spell Combat Expertise +2), Ruby Knowledge, Spell Proficiency, Quick Leaner (Extend Spell), Shadowless, Spider climb
Gear +1 Rapier, +1 Chain Shirt, Cloak of Resistance +1


Blood Drain (Su)

A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Change Shape (Su)

A vampire can use change shape to assume the form of a wild rat or warg wolf, as beast shape II.

Children of the Night (Su)

1/day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Dominate (Su)

A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.

Energy Drain (Su)

A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.

Gaseous Form (Su)

As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Shadowless (Ex)

A vampire casts no shadows and shows no reflection in a mirror.

Spider Climb (Ex)

A vampire can climb sheer surfaces as though under the effects of a spider climb spell.