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Enraged The Heartwood RotsCreature 6


UniqueSmallLeshyPlantUndeadUnholyVampire
Source Pathfinder Society Scenario #6-06: Rotten Apples
Perception +17 (darkvision)
Languages Common, Fey, Necril, Speak With Plants
Skills Acrobatics +13, Athletics +13, Deception +14, Intimidation +16, Nature +14, Religion +14, Society +5, Stealth +13
Str +5, Dex +3, Con +2, Int +2, Wis +4, Cha +4

AC 24; Fort +11; Reflex +14; Will +17;
HP 65 (coffin restoration, fast healing 7, void healing)
Speed 25 feet (climb 25 feet)
Immunities death effects, disease, paralyzed, poison, sleep

Claw One Action +14 (+10, +6) to hit (agile, unarmed) 1d8+6 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're within 100 feet, but they can't communicate back.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Fast Healing 7

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 Escape Free Action

Trigger The vampire is reduced to 0 HP.


Effect The vampire uses Turn to Mist. They can take move actions to move toward its coffin even though it's at 0 HP. While at 0 HP in this form, the vampire is unaffected by further damage.

They automatically returns to its corporeal form, unconscious, if they reaches their coffin or after 2 hours, whichever comes first.

Rotten Burst (healing, void)

When The Heartwood Rots dies, a burst of primal void energy explodes from her body, restoring 2d8 healing,void2d8 Hit Points to each undead fungi or plant creature in a 30-foot emanation and killing all natural plants, though merely causing discomfort to creatures with the plant trait. This area is filled with rotten vegetation, becoming difficult terrain.

Vampire Vulnerabilities

All vampires possess the following vulnerabilities.

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)

Snapping flytrap with jaws +15 for 1d8+9 piercing


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 Servitor (divine, downtime)

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

A vampiric servitor is compelled to obey its creator, but if a vampire controls too many vampiric servitors at once (as determined by the GM), or if the servitor is a higher level than the vampire that created it, strong-willed servitors 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 (DC 22 will). The save DC uses the high spell 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.

Drink Blood One Action (divine)

Requirement 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 1 and the vampire regains 10 healing10 HP, 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 drained value by 1, killing the victim when it reaches drained 5. 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.

Turn to Mist One Action (air, concentrate, divine, polymorph)

The vampire turns into a cloud of vapor, as the Vapor Form spell, or back to its normal form. The vampire loses fast healing while in gaseous form.

The vampire can remain in this form indefinitely.

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.


Primal Innate Spells (DC 22, +14 to hit)

3rd Level: Speak with Plants (Constant)


Vampires use their servitor pawns for infiltration and reconnaissance.


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.

Leshy

A creature with this trait is a member of the leshy ancestry. These small plant or fungus creatures are humanoid in form.

Plant

Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.

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.