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Bolger Trusk (7-8)Creature 9


UniqueMediumEvilLawfulUndeadUnholyVampire
Source Pathfinder Society Scenario #4-09: Killer in the Golden Mask
Perception +20 (darkvision)
Languages Common, Necril, Plus One Regional Language
Skills Acrobatics +17, Arcana +21, Athletics +16, Deception +20, Diplomacy +20, Intimidation +22, Society +19, Stealth +19
Str +3, Dex +4, Con +1, Int +6, Wis +4, Cha +5

AC 27; Fort +15; Reflex +18; Will +20;
HP 115 (coffin restoration, fast healing 10, void healing)
Speed 25 feet (climb 25 feet)
Immunities death effects, disease, paralyzed, poison, sleep
Weaknesses Vampire Weaknesses 0

Claw One Action +18 (+14, +10) to hit (agile, unarmed) 2d8+9 Slashing

Children of the Night (divine, mental)

The vampire's presence brings forth creatures of the night to do the master's bidding. These typically include Rat Swarms, Bat Swarms, and Wolves, but can include other creatures.

The vampire can give telepathic orders to these creatures as long as they are within 100 feet, but they can't communicate back.

Fast Healing 10

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Coffin Restoration (divine, void)

Unlike other undead, a vampire isn't destroyed at 0 HP. Instead, it falls Unconscious. If its body rests in its coffin for 1 hour, the vampire gains 1 HP, after which its fast healing begins to function normally.

Mist Evasion Reaction

Trigger Bolger would take damage from a critical hit, or from critically failing a saving throw against a damaging effect.


Effect Bolger's body briefly evaporates into the surrounding mists, dispersing the triggering attack. The attack has the results of a failure instead of a critical success.

Vampire Weaknesses

All vampires possess the following weaknesses.

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Change Shape One Action (concentrate, divine, polymorph)

The vampire transforms into its animal form or back into its normal form.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Create Spawn (divine, downtime)

If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire by donating some of its own blood to the victim and burying the victim in earth for 3 nights.

If the new vampire is lower level than its creator, it is under the creator's control. If a vampire controls too many spawn at once (as determined by the GM), strong-willed spawn can free themselves by succeeding at a will saving throw against the vampire's Will DC.

Dominate Two Actions (divine, incapacitation, mental, visual)

The vampire can cast Dominate at will as a divine innate spell. Casting it requires staring into the target's eyes, giving the spell the visual trait. The save DC uses the DC of the vampire's level, and a creature that succeeds is temporarily immune to that vampire's Dominate for 24 hours.

Fully destroying the vampire ends the domination, but merely reducing the vampire to 0 HP is insufficient to break the spell.

Drain Bonded Item Free Action (arcane, wizard)

Frequency Once per day.

Requirements Bolger hasn't acted yet on this turn.


Effect The vampire expends the power stored in its signet ring. This gives Bolger the ability to cast one prepared spell he had already previously cast today, without spending a spell slot. He must still Cast the Spell and meet the spell's other requirements.

Drink Blood One Action (divine)

Requirements A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within the vampire's reach.


Effect The vampire sinks its fangs into that creature to drink its blood. This requires an athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions.

The victim is Drained 2 and the vampire regains 10 healing Hit Points, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire but increases the victim's drain value by 1. A vampire can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so.

A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a DC 20 medicine check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes.

Steady Spellcasting

If another creature's reaction would disrupt Bolger's spellcasting action, the vampire attempts a DC 15 flat check. If he succeeds, his action isn't disrupted.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Arcane Prepared Spells (DC 29, +19 to hit)

Cantrips (5th Level): Detect Magic, Mage Hand, Message, Ray of Frost, Sigil
1st Level: Color Spray, Fleet Step, Ray of Enfeeblement
2nd Level: Dispel Magic, Flaming Sphere, Invisibility, Mirror Image, Touch of Idiocy
3rd Level: Fireball, Haste, Lightning Bolt
4th Level: Fire Shield, Phantasmal Killer, Veil, Wall of Fire

Divine Innate Spells (DC 26, +18 to hit)

6th Level: Dominate (At Will) (See Dominate)


Vampire masterminds are evil wizards who control entire cabals of the undead and instill fear in the hearts of mortals far and wide.


Vampires are undead creatures that feed on the blood of the living.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.

Vampire

Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.