Raudltz ArudoraCreature 12
Source Pathfinder Adventure Path: Bastion of Blasphemies
Perception +22 (darkvision)
Languages Common, Hallit, Necril
Skills Acrobatics +22, Athletics +24, Intimidation +20, Nature +22, Occultism +22, Society +20, Stealth +22
Str +6, Dex +4, Con +2, Int +4, Wis +4, Cha +2
AC 32; Fort +20; Reflex +24; Will +24;
HP 161 (coffin restoration, fast healing 10, void healing)
Speed 25 feet (climb 25 feet)
Immunities death effects, disease, paralyzed, poison, sleep
Claw
+24 (+20, +16) to hit (agile, unarmed) 3d8+12 SlashingChildren of the Night (divine, mental)
Raudltz's ability to issue telepathic orders extends throughout the private halls and can be issued to any of his vampiric "children."
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 10A 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
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.
Vampire VulnerabilitiesAs vampire, but Raudltz is particularly sensitive if anyone even hints at the idea that not all of his children are legitimate heirs to the Arudora fortune and name. Any attempt to [/act demoralize] or [/act feint] against Raudltz that incorporates the linguistic trait and taunts him about rumors of illegitimate children gain a +2 circumstance bonus to the check. On a success, Raudltz is Stupefied 1 for 1 round in addition to the other effects (stupefied 1 for 1 minute on a critical success). If he has any dominated PCs at this time, each dominated PC can attempt a new saving throw against Dominate to end the effect early, but no more often than once per round.
All vampires possess the following vulnerabilities.
Compulsions Vampires are creatures with strange and unknowable compulsions. A typical vampire can't voluntarily cross running water unless they're transported while they hide within their coffin, nor can they enter a private dwelling unless invited in by someone with the authority to do so. At your discretion, vampires might have different compulsions—a pirate vampire might not be able to set foot on solid ground without being invited, for example. The vampire can still be forced to do these things and might be able to overcome their compulsion just as they do their revulsion.
Revulsion A vampire can't voluntarily come within 10 feet of brandished garlic or a brandished religious symbol of a deity with a holy sanctification option. To brandish garlic or a religious symbol, a creature must Interact to do so, and it remains brandished for 1 round (similar to Raising a Shield). If the vampire involuntarily comes within 10 feet of an object of their revulsion, they gain the Fleeing condition, running from the object of their revulsion until they end an action beyond 10 feet. After 1 round of being exposed to the subject of their revulsion, a vampire can attempt a DC 25 will save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success).
Stake A wooden stake driven through a vampire's heart drops the vampire to 0 HP and prevents them from healing above 0 HP, even in their coffin. Staking a vampire requires 3 actions and works only if the vampire is Unconscious. If the stake is removed, the vampire can heal above 0 HP again, and if they're in their coffin, the 1-hour rest period begins once the stake is removed. If the vampire's head is severed and anointed with holy water while the stake is in place, the vampire is destroyed.
Sunlight If exposed to direct sunlight, a vampire immediately becomes Slowed 1. The slowed value increases by 1 each time the vampire ends their turn in sunlight, and the condition ends when they're no longer in sunlight. If the vampire loses all their actions in this way, they're destroyed. Due to their supernatural aversion to light, vampires don't cast shadows or show a reflection in mirrors
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
(concentrate, divine, polymorph)Giant bat with fangs +24 for 3d8+16 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
(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 (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
(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 2 and the vampire regains 16 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.
Turn to Mist
(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.
Occult Prepared Spells (DC 32, +24 to hit)
Cantrips (6th Level): Daze, Figment, Shield, Telekinetic Projectile, Void Warp
1st Level: Command, Fear, Sanctuary
2nd Level: Darkness, Invisibility, Paranoia
3rd Level: Dream Message, Hypnotize, Slow
4th Level: Confusion, Nightmare, Translocate
5th Level: Illusory Scene, Shadow Blast, Wave of Despair
6th Level: Phantasmal Calamity, Spirit Blast, Vampiric Exsanguination
6th Level: Dominate (At Will)
Traits
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.
UndeadOnce 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.
UnholyEffects 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.
VampireUndead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.