Vampire, Elite* (CR 15)
AC: 32 (+4 Dex, +6 natural, +6 Wis, +1 intrinsic, bracers of armor +3, ring of protection +2), touch +3, flat-footed 32
Hit Dice: 13d12 (90 hp); DR: 10/silver and magic
Fort +7, Ref +16, Will +13
Speed: 60 ft.
Space: 5 ft./5 ft.
Base Attack +9; Grapple +14
Attack: Unarmed strike +14 melee or keen kama +16 melee or +1 frost sling +14 ranged
Full Attack: Unarmed strike +14/+14/+9 melee or keen kama +16/+16/+11 melee or +1 frost sling +14 ranged
Damage: Unarmed strike 1d10+5 and energy drain; keen kama 1d16+7; +1 frost sling 1d4+1 plus 1d6 cold
Special Attacks/Actions: Blood drain, energy drain, dominate, children of the night, create spawn, flurry of blows, ki strike (magic), shadow illusion, summon shadow
Abilities: Str 20, Dex 19, Con -, Int 12, Wis 22, Cha 12
Special Qualities: Undead, half-elf traits, hide in plain site, improved evasion, purity of body, cold and electricity resistance 10, shadow jump 20 ft., slow fall 40 ft., gaseous form, spider climb, still form, uncanny dodge (Dex bonus to AC), alternate form, fast healing 5, vampire weaknesses, wholeness of body. (13th lvl Half-elf Monk/Shadowdancer)
Feats: Alertness; Blind-fight; Combat Reflexes; Deflect Arrows; Dodge; Improved Disarm; Improved Initiative; Lightning Reflexes; Mobility; Spring Attack; Stunning Fist
Skills: Balance +22, Bluff +9, Climb +10, Hide +28, Jump +23, Listen +16, Search +9, Sense Motive +14, Spot +16, and Tumble +22
Advancement: By character class
Climate/Terrain: Any land and Underground
Treasure/Possessions: Double standard
This example uses a half-elf Monk 9/shadowdancer 4 as the base creature.
Flurry of Blows (Ex): Use the full attack action to make one extra attack per round with an unarmed strike or a special monk, weapon at her highest base attack, making the extra attack either with her +2 keen kama or unarmed.
Ki Strike (Su): Deal damage to creatures with damage reduction using unarmed strike as though with a magic weapon.
Shadow Illusion (Sp): Create visual illusions from shadows as silent image once per day.
Summon Shadow (Sp): Summon one shadow companion, which cannot be turned, rebuked, or commanded by others. If the shadow is destroyed or dismissed, the shadowdancer must succeed on a DC 15 Fortitude save or lose 800 XP (400 XP on a successful save). A new shadow cannot be summoned for a year and a day.
Half-Elf Traits (Ex): Immunity to sleep spells and effects; +2 racial bonus on saves against enchantment spells or effects; low-light vision (can see twice as far as a human in low-light conditions); +1 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given here); +2 racial bonus on Diplomacy and Gather Information checks.
Hide in Plain Sight (Su): Can use the Hide skill even while being observed as long as within 10 feet of a shadow.
Improved Evasion (Ex): If the vampire makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. In addition, she takes only half damage on a failed save.
Purity of Body (Ex): Immunity to all diseases except for magical diseases such as mummy rot and lycanthropy.
Shadow Jump (Sp): Travel instantaneously between shadows as a dimension door spell, up to 20 feet per day.
Slow Fall (Ex): A monk within arm's reach of a wall takes damage as if the fall were 40 feet shorter than it actually is.
Still Mind (Ex): +2 bonus on saves against enchantment spells, and effects.
Wholeness of Body (Su): Cure up to 18 hit points of her own wounds each day
Possessions: +2 keen kama, +1 frost sling, 10 +1 sling bullets, ring of protection +2, bracer's of armor +3, periapt of Wisdom +4.
This vampire's unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction.
The DC is 17 for the Will save against this vampire's domination ability, and for the Fortitude save to remove a negative level caused by its energy drain.
A creature receives this subtype whenever something happens to change its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature's original type. For example, a wizard's raven familiar is a magical beast (augmented animal). A creature with the augmented subtype usually has the traits of its current type, but the features of its original type. For example, a wizard's raven familiar has an animal's features and the traits of a magical beast.