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There was once a vampire who use to serve under the Lich but was defeated along with him when the Warriors of Light appeared to take a shard from the Earth Crystal.

Vampire (CR 10)

XP 9,600
Male Hume Vampire Red Mage 8
NE Medium Undead (Hume)
Init +7; Senses Darkvision 60 ft., low-light vision; Perception +25


AC 26, touch 14; flat-footed 22 (+6 armor, +3 dex, +6 natural armor, +1 dodge)
hp 100 [128] (8d8+64); fast healing 5
mp 33
Fort +14, Ref +8, Will +11
Defensive Abilities channel resistance +4
DR 10/magic and silver
Immune undead traits
Resist ice 15, lightning 15
Weaknesses holy, fire, and vampire weaknesses


Speed 30 ft.
Melee +1 Rapier +13/+8 (1d6+6/18-20 x2) or Slam +11 (1d4+7 plus energy drain)
Ranged Ray +10 (spells)
Special Attacks Spell Combat, Spellstrike
Special Abilities Arcane Pool (13 points), blood drain, children of the night, Convert (1/day) dominate (DC 21), energy drain (2 levels, DC 21), Ruby Arcana (Arcane Accuracy, Enduring Blade), Quick Cast (2/day)
Spells Known (Red Mage CL 8th, concentration +15 [+2 when casting defensively] )

0th (DC 17) – Detect Magic, Guidance, Read Magic
1st (DC 18) – Blizzard, Deflect, Enspell, Ohspell, Protect, Quick Step, Shell, Thunder
2nd (DC 19) – Blizzard II, Blur, Imperil, Rage, Silence, Temper, Thunder II
3rd (DC 20) – Blizzard III, Enspell II, Haste, Keen, Thunder III


Str 20, Dex 16, Con -, Int 15, Wis 18, Cha 24
Base Atk +6/+1; CMB +11; CMD 25
Feats Alertness*, Combat Reflexes*, Dodge*, Extra Arcane Pool, Extra MP, Focused Spell, Improved Initiative*, Lightning Reflexes*, Power Attack, Toughness*, Weapon Focus (Rapier)
*Bonus Feat
Skills Acrobatics +14, Bluff +27, Knowledge (arcana) +13, Knowledge (local) +14, Perception +25, Sense Motive +22, Spellcraft +13, Stealth +19; Racial Modifiers +8 Bluff, Perception, Sense Motive, and Stealth
Languages Common, Necril, and 2 more
SQ Armored Mage (Medium), Change shape (wild rat or warg wolf, beast shape II), Clear Mind, Gaseous form, Improved Spell Combat, Red Magery (Spell Combat Expertise +2), Ruby Knowledge, Spell Proficiency, Quick Leaner (Extend Spell, Weapon Bond (Ray)), Shadowless, Spider climb
Gear +1 Rapier, +2 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.