Drider Vampire (CR 9)

Large Undead
Alignment: Always chaotic evil
Initiative: +8 (Dex); Senses: darkvision 60 ft., Listen +23, and Spot +23

AC: 25 (-1 size, +4 Dex, +12 natural), touch 13, flat-footed 21
Hit Dice: 6d12 (39 hp); DR: 10/magic
Fort +2, Ref +8, Will +9
Speed: 30 ft., climb 15 ft.
Space: 10 ft./5 ft.
Base Attack +4; Grapple +10
Attack: Claw +7 melee or bite +7 melee
Full Attack: 2 claws +7 melee and bite +5 melee
Damage: Claw 1d8+5 plus energy drain, bite 1d6+2
Special Attacks/Actions: Attach, blood drain, energy drain, spell-like abilities, spells, spider mastery
Abilities: Str 21, Dex 19, Con -, Int 17, Wis 18, Cha 20
Special Qualities: Alternate form, cold resistance 20, electricity resistance 20, fast healing 5, gaseous form, SR 19, turn resistance +4
Feats: Alertness; Combat Reflexes; Dodge; Improved Initiative; Lightning Reflexes; Mobility; Multiattack; Two-Weapon Fighting
Skills: Bluff +22, Climb +13, Concentration +14, Hide +17, Listen +23, Move Silently +21, Search +11, Sense Motive +12, Spellcraft +12, and Spot +23
Advancement: By character class
Climate/Terrain: Underground
Organization: Solitary
Treasure/Possessions: Double standard

Source: City of the Spider Queen

Attach (Ex): If a drider vampire hits with its bite attack it latches onto the opponent's body and begins draining blood the same round. An attached drider vampire's AC is 21.

Blood Drain (Ex): A drider vampire drains blood, dealing 1d4 points of Constitution drain immediately upon attaching to its opponent. Each round thereafter that it remains attached, it automatically deals an additional 1d4 points of Constitution drain.

Energy Drain (Su): Any living creature hit by a drider vampire's claw attack must succeed at a Fortitude saving throw (DC 18) or gain one negative level. For each negative level bestowed, the drider vampire heals 5 points of damage. If amount of healing is more than the damage the creature has taken, it gains any excess as temporary hit points. If the negative level has not been removed (with a spell such as restoration before 24 hours have passed, the afflicted opponent must succeed at a Fortitude save (DC 18) to remove it. Failure means the opponent's level (or Hit Dice) is reduced by one.

Spell-Like Abilities: 1/day - dancing lights, darkness, detect chaos, detect evil, detect good, detect law, detect magic, faerie fire, levitate. Caster level 6th; save DC 15 + spell level.

Spells: A drider vampire retains all the spellcasting ability it had in life. Most driders are 6th-level clerics, wizards, sorcerers. Drider vampire clerics usually worship Kiaransalee (even though they served Lolth in life), and they choose their domains from Chaos, Drow, Evil, Retribution, and Undeath.

Spider Mastery (Su): A drider vampire can compel a spiderkind creature (see Spiderkind sidebar) to obey its mental commands. An unwilling, intelligent target that fails a Will saving throw (DC 18) obeys one command as if under a suggestion spell. A successful save allows the creature to resist the command, but the drider vampire can attempt to command it again next round. Commanding an unwilling target requires a standard action; otherwise issuing commands is a free action.

Alternate Form (Su): A drider vampire can assume the shape of a monstrous spider of any size from Tiny to Large as a standard action. This ability functions like a polymorph self spell (caster level 12th. The creature can remain in spider form until it chooses to revert to its natural form or until the next sunrise.

Fast Healing (Ex): A drider vampire heals 5 points of damage per round as long as it has at least 1 hit point. If reduced to 0 hit points or lower, it automatically assumes gaseous form and attempts to escape. It must reach its web nest within 2 hours or be utterly destroyed. (It can travel up to 9 miles in 2 hours.) After 1 hour of rest in its nest, its hit point total rises to 1, then it resumes fast healing at its normal rate.

Gaseous Form (Su): At will, a drider vampire can assume gaseous form as a standard action. This ability functions like the gaseous form spell (caster level 5th) except that the drider vampire can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Skills: A drider vampire gains skills as an aberration. It receives a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Feats: A drider vampire gains feats as an aberration. It receives Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes as bonus feats.

A drider vampire's abilities are a mixture of retained drider traits and special qualities similar to those of a common vampire. Unlike humanoid vampires, the drider vampire has a dangerous bite attack and can easily drain blood from a victim without resorting to grappling. A successful hit from one its clawed hand drains life energy like a vampire's slam attack.

These undead abominations are creatures of pure hatred and malice, filled with loathing for everything that lives. Though a drider vampire drinks blood and has other abilities that resemble those of a common humanoid vampire, the two are actually quite different creatures.

A drider vampire looks much as it did in life, with the head and torso of a drow and the lower body of a drider. Its hands are wickedly clawed, and from its mouth protrude huge fangs like those of a venomous spider.