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Lenore Toriasti (7-8)Creature 8


UniqueMediumUndeadUnholyVampire
Source Pathfinder Society Scenario #6-10: Once in Whispers
Perception +18 (darkvision)
Languages Common, Necril, Hallit
Skills Acrobatics +18, Athletics +14, Deception +17, Diplomacy +17, Intimidation +19, Society +17, Stealth +16
Str +3, Dex +5, Con +2, Int +2, Wis +4, Cha +4

AC 27; Fort +13; Reflex +16; Will +19;
HP 130 (coffin restoration, fast healing 8, void healing)
Speed 25 feet (climb 25 feet)
Immunities death effects, disease, paralyzed, poison, sleep

Claw One Action +17 (+13, +9) to hit (agile, unarmed) 2d8+7 Slashing
Chain Sword One Action +20 (+15, +10) to hit (magical, reach 10) 2d6+11 Slashing

Children of the Night (divine, mental)

Lenore's presence brings forth creatures of the night to do their master's bidding. These typically include rat swarms, bat swarms, and wolves but can include other creatures. Lenore can give telepathic orders to these creatures as long as they're within 100 feet, but they can't communicate back.

Fast Healing 8

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

Chain Attacks

Lenore gains a +1 circumstance bonus to attack rolls with her +1 chain sword if she has already attempted to attack a different target this turn using this weapon.

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 Lenore is reduced to 0 HP


Effect The vampire uses Turn to Mist. They can take move actions to move toward their coffin even though they're at 0 HP. While at 0 HP in this form, the vampire is unaffected by further damage. They automatically return to their corporeal form, Unconscious, if they reach their coffin or after 2 hours, whichever comes first.

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)

The vampire transforms into one of its animal forms or back into its normal form. Most vampires can turn into a bat, but some can turn into a different creature, such as a rat or a wolf.


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.

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

Lenore can cast Dominate at will as a divine innate spell (DC 24). Casting it requires staring into the target's eyes, giving the spell the visual trait. Fully destroying Lenore ends the domination, but merely reducing her to 0 HP is insufficient to break the spell.

Drink Blood One Action (divine)

Requirements A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within Lenore's reach


Effect Lenore sinks her fangs into that creature to drink their 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 Lenore regains 10 HP. Drinking Blood from a creature that's already drained doesn't restore any HP to Lenore but increases the victim's drained value by 1, killing the victim when it reaches Drained 5. She can also consume blood that's been emptied into a vessel for sustenance but gains no HP from doing so.

A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a successful 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)

Lenore turns into a cloud of vapor, as the Vapor Form spell, or back to her normal form. She loses fast healing while turned to mist. She 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.


Divine Innate Spells (DC 24, +16 to hit)

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


Vampire counts rule their demesnes and subjects through a mix of fear and cruelty.


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.