Vampire Lord* (CR 15)
AC: 30 (+6 Dex, +12 natural, +2 bracers of armor), touch 16, flat-footed 24
Hit Dice: 10d12 (75 hp); DR: 10/magic or silver
Fort +5, Ref +13, Will +14
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +10; Grapple +16
Attack: Slam +11 melee, or quarterstaff +11 melee, or masterwork light crossbow with masterwork bolts +13 ranged
Full Attack: Slam +11 melee, or quarterstaff +11 melee, or masterwork light crossbow with masterwork bolts +13 ranged
Damage: Slam 1d6+9 plus energy drain, quarterstaff 1d6+9, masterwork light crossbow with masterwork bolts 1d8/19-20
Special Attacks/Actions: Blood drain, domination, energy drain
Abilities: Str 22, Dex 22, Con -, Int 21, Wis 16, Cha 14
Special Qualities: Alternate form, children of the night, cold resistance 20, control weather, create spawn, electricity resistance 20, fast healing 5, gaseous form, spider climb, telekinesis, turn resistance +8, undead traits, (10-level female human wizard vampire)
Feats: Alertness; Brew Potion; Combat Reflexes; Dodge; Improved Initiative; Iron Will; Leadership; Lightning Reflexes; Quicken Spell; Scribe Scroll
Skills: Bluff +10, Concentration +15, Diplomacy +10, Hide +14, Intimidate +10, Knowledge (arcana) +18, Knowledge (the planes) +18, Listen +13, Move Silently +14, Search +13, Sense Motive +15, Skills: Craft (alchemy) +12, Spellcraft +18, and Spot +13
Advancement: By character class
Climate/Terrain: Any land and underground
Treasure/Possessions: Quadruple standard
Blood Drain (Ex): The vampire lord can suck blood from a living victim with her fangs by making a successful grapple check. If she pins the foe, she drains blood, inflicting 1d4+2 points of Constitution drain each round the pin is maintained.
Domination (Su): The vampire lord can crush an opponent's will just by looking into his or her eyes or speaking. This ability is similar to a gaze attack, except that it does not require line of sight to the target, the vampire lord must take a standard action, the range is 30 feet, and those merely looking at her are not affected. Anyone she targets who can hear her voice when she speaks at a normal volume level must succeed at a Will save (DC 17) or fall instantly under her influence as though by a dominate person spell (caster level 12th).
Energy Drain (Su): A living creature hit by a vampire lord's slam attack takes three negative levels, or six on a critical hit. For each negative level inflicted on an opponent, the vampire lord heals 5 points of damage (or 10 on a critical hit), gaining any excess as temporary hit points. After 24 hours have passed, the afflicted opponent must attempt a Fortitude save (DC 17) for each negative level. If successful, the negative level goes away with no harm to the creature; otherwise the creature's level is also reduced by one.
Alternate Form (Su): A vampire lord can assume the form of any animal, as the druid ability wild shape used by a 12th-level druid. The vampire lord can use this power at will as a move-equivalent action. The vampire lord can change from one animal shape to another without having to revert to its humanoid form.
Children of the Night (Su): A vampire lord commands the lesser creatures of the world and once per day can call forth a pack of 4d8 dire rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the vampire lord until released. Further, the vampire lord can sense through the senses of any such commanded creatures, and communicate empathically with them, to a range of 10 miles.
Control Weather (Sp): The vampire lord can cast either control weather or fog cloud (caster level 12th) at will.
Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire lord's energy drain or blood drain attack rises as a vampire 1d4 days after burial. In either case, the new vampire is enslaved to the vampire lord until its master's death, and the willpower of the vampire lord is too strong to allow the new vampire to break free of its enslavement.
Fast Healing (Ex): The vampire lord heals 8 points of damage each round so long as she has at least 1 hit point. If reduced to 0 hit points or below, she automatically assumes gaseous form and attempts to escape. A vampire lord must reach one of her designated places of rest within 24 hours or be utterly destroyed. (A vampire lord can have many places of rest prepared, since the only requirement is some soil from her homeland). She can travel up to 9 miles in 2 hours. Once at rest in such a place, she rises to 1 hit point after 1 hour, then resumes healing at the rate of 8 hit points per round.
Gaseous Form (Su): As a standard action, a vampire lord can assume gaseous form at will, as the spell (caster level 5th), except that she can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Spider Climb (Ex): A vampire lord can climb sheer surfaces as though with a spider climb spell.
Telekinesis (Su): The vampire lord can use telekinesis (caster level 12th) at will.
Telepathy (Su): The vampire lord can communicate telepathically with any living creature within 100 feet that has a language, and with any vampire under her direct control to a range of 1 mile.
Turn Resistance (Ex): The vampire lord is less easily affected by clerics or paladins than most undead. When resolving a turn, rebuke, command, or bolster attempt, the vampire lord is treated as an 18-HD creature.
Spells Prepared (4/6/5/4/4/3; save DC 15 + spell level): 0 -- arcane mark, detect magic, ghost sound, mage hand; 1st -- burning hands, change self, charm person, enlarge, identify, magic missile; 2nd -- bull's strength, cat's grace, invisibility, knock, protection from arrows; 3rd -- clairaudience/clairvoyance, dispel magic, fireball, haste; 4th -- contagion, Evard's black tentacles, ice storm, stoneskin; 5th -- animate dead, cloudkill, permanency.
Spellbook: 0 -- arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance; 1st -- burning hands, change self, charm person, enlarge, feather fall, identify, magic missile, protection from good, shocking grasp, true strike, unseen servant, ventriloquism; 2nd -- bull's strength, cat's grace, darkness, fog cloud, ghoul touch, invisibility, knock, protection from arrows, scare, spectral hand; 3rd -- clairaudience/clairvoyance, dispel magic, fireball, haste, lightning bolt, slow, tongues; 4th -- contagion, Evard's black tentacles, ice storm, polymorph other, polymorph self, scrying, stoneskin; 5th -- animate dead, cloudkill, passwall, permanency, prying eyes, sending, wall of iron.
Possessions: Quarterstaff, masterwork light crossbow, 10 masterwork bolts, scroll of fireball (10th-level caster), scroll of flesh to stone, scroll of teleport, potion of haste, bracers of armor +2, wand of lightning bolt.
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.