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Hedvend VICreature 5


UniqueMediumUndeadUnholyVampire
Source Pathfinder Adventure Path: Hellbreakers
Perception +12 (darkvision)
Languages Common, Diabolic
Skills Arcana +13, Athletics +13, Deception +12, Diplomacy +13, Intimidation +11, Religion +11, Society +13
Str +4, Dex +3, Con +2, Int +5, Wis +0, Cha +2

AC 21; Fort +15; Reflex +9; Will +12;
HP 70 (fast healing 5, void healing)
Speed 25 feet (climb 25 feet)
Immunities death effects, disease, paralyzed, poison, sleep
Resistances Physical 5

Claw One Action +14 (+10, +6) to hit (agile) 2d4+6 Slashing

Fast Healing 5

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

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.

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). 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 healing 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.

Spellstrike Two Actions

Frequency until recharged


Effect Hedvend VI channels a spell into his claw Strike to deliver a combined attack. He Casts a Spell that requires a spell attack roll. The effects of the spell don't occur immediately but are imbued into his attack instead. He attempts a claw melee Strike, with the attack roll determining the effects of both the Strike and the spell. This counts as two attacks for his multiple attack penalty, but he doesn't apply the penalty until after he's completed the Spellstrike. The infusion of spell energy grants his Strike the arcane trait, making it magical. After he uses Spellstrike, he can't do so again until he recharges his Spellstrike as a single action, which has the concentrate trait. He also recharge his Spellstrike when he Drinks Blood.

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 22, +14 to hit)

Cantrips (3rd Level): Gouging Claw, Live Wire, Shield, Telekinetic Hand, Telekinetic Projectile
2nd Level: Revealing Light, Telekinetic Maneuver
3rd Level: Paralyze, Vampiric Feast



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.