VampireWizard

Dartega CR 20 (3.5)
Feale elven vampire wizard (conjurer) 19
LE Medium undead (augmented humanoid)
Init +4; Senses darkvision 60 ft; Listen +11, Spot +11
Aura fear (DC 21)
Languages Lonic, Athalish, Elf, Ignan, Infernal
AC 37 (+8 armor, +3 deflection, +6 natural +6 Dex, +4 specialist), touch 13, flat-footed 21
hp 137 (19 HD); DR 15/bludgeoning and magic
Immune cold, electricity, polymorph, mind-affecting
Fort +10, Ref +16, Will +20


Spd 30 ft
Melee Quarterstaff +11 (1d6+2)
Base Atk +9; Grp +11
Combat Gear horn of fog, arcane scroll (mage's disjunction, power word kill, summon monster IX, symbol of insanity), staff of conjuration
Atk Options Blood Drain (Ex), Dominate (Su) DC 26, Energy Drain (Su) DC 26 to remove negative levels
Special Actions Alternate Form (Su), Children of the Night (Su), Create Spawn (Su), Gaseous Form (Su), Spider Climb (Ex)
Spells Prepared (CL 19th, +15 ranged touch):

9th—power word kill, black blade of descruction (SC), summon monster IX (2), gate
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8th—protection from spells, quickened summon monster IV, summon monster VIII, lavawave, trap the soul (DC 31)
7th—greater shadow conjuration, power word blind, quickened summon monster III, summon monster VII (2), symbol of stunning (DC 25)
6th—acid fog, globe of invulnerability, greater dispel magic (2), summon monster VI (2), wall of iron (DC 29)
5th—cloudkill (2, DC 25), quickened summon monster I, summon monster V (2), wall of stone (DC 28) (2)
4th—black tentacles, confusion (DC 25), crushing despair (DC 25), dimension door, greater invisibility, summon monster IV (2)+
3rd—dispel magic, deep sleep (DC 24), stinking cloud (DC 26), sleet storm, suggestion, summon monster III (2)+
2nd—acid arrow, fog cloud, protection from arrows, summon monster II (2), summon swarm, web (DC 25)+
1st—grease (DC 24) (3), obscuring mist (3), protection from good, ray of enfeeblement (2), summon monster I (2), unseen servant, Mage armor, charm person, shield
0—acid splash, arcane mark, daze, open/close, prestidigitation

Prohibited Schools Evocation, Transmutation


Abilities Str 15, Dex 22, Con –, Int 32 (was 26), Wis 16, Cha 16
SQ turn resistance +4, undead traits
Feats Augment Summoning, Combat Casting, Craft Wondrous Item (b), Diligent, Greater Spell Focus (conjuration), Extend Spell (b), Improved Counterspell, Improved Initiative (b), Iron Will, Quicken Spell (b), Scribe Scroll (b), Spell Focus (conjuration)
Skills Appraise +19, Concentration +24 (+28 casting defensively), Craft (alchemy) +21, Decipher Script +26, Hide +8, Knowledge (arcana) +29, Knowledge (history) +16, Knowledge (religion) +16, Knowledge (the planes) +30, Hide +8; Listen +11, Move Silently +8, Profession (herbalist) +18, Search +16, Sense Motive +11, Spellcraft +27, Spot +11
Possessions combat gear, bracers of armor +8, ring of protection +3, cloak of resistance +4
Spellbook all spells prepared plus 0—all, 1—9 random spells, 2—8 random spells, 3—7 random spells, 4—6 random spells, 5—5 random spells, 6—4 random spells, 7—3 random spells, 8—2 random spells, 9—1 random spell

Conjuration School
Specialist Bonus: You gain a +2 armor bonus to your Armor Class. This bonus increases by +1 for every 5 caster levels you possess, to a maximum of +6 at 20th level.

1st Acid Dart (Su): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage +1 for every two caster levels you possess.
8th Dimensional Steps (Su): You can teleport up to 30 feet per caster level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought with you.

Blood Drain (Ex)
A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.
Children of the Night (Su)
Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 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 an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. 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.
Create Spawn (Su)
A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial.
If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Energy Drain (Su)
Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round.
Special Qualities
A vampire retains all the special qualities of the base creature and gains those described below.
Alternate Form (Su)
A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)
Damage Reduction (Su)
A vampire has damage reduction 10/silver and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Fast Healing (Ex)
A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Gaseous Form (Su)
As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Resistances (Ex)
A vampire has resistance to cold 10 and electricity 10.
Spider Climb (Ex)
A vampire can climb sheer surfaces as though with a spider climb spell.
Turn Resistance (Ex)
A vampire has +4 turn resistance.

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