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Strigoi ProgenitorCreature 13


RareMediumEvilLawfulShadowUndeadUnholyVampire
Source Pathfinder Adventure: Shadows at Sundown
Perception +23 (greater darkvision)
Languages Common, Necril, Shadowtongue, Thassilonian
Skills Lore +24, Acrobatics +25, Arcana +23, Athletics +25, Crafting +23, Deception +26, Religion +22, Stealth +27
Str +8, Dex +8, Con +5, Int +5, Wis +4, Cha +5

AC 34; Fort +24; Reflex +26; Will +22;
HP 180 (coffin restoration, fast healing 10, void healing)
Speed 25 feet (fly 25 feet)
Immunities death effects, disease, paralyzed, poison, sleep

Claw One Action +25 (+21, +17) to hit (agile, magical, unarmed) 3d8+14 Slashing

Greater Darkvision

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.

Fast Healing 10

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

(Vampire, Strigoi Progenitor) Domain of Dusk Two Actions (divine, shadow)

With a wave of their hand, the strigoi calls forth vile ruination from the surrounding shadows, causing coils of darkness and shadowy bats, rats, and wolves to lash out at living targets in a 30-foot emanation. Living creatures in this area take floor(1 + @actor.level/2)d6 void with a DC 31 fortitude save against the DC of the strigoi's level. A creature that fails this save is also Dazzled by the darkness for 1 round (or Blinded for 1 round and then dazzled for 1 round on a critical failure).

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.

Shadow Escape Free Action

Trigger The strigoi is reduced to 0 HP


Effect The strigoi uses Shadow Form. It can take move actions to move toward its coffin even though it's at 0 HP. While at 0 HP in this form, the strigoi is unaffected by further damage. Once the strigoi reaches its coffin, or if it hasn't done so within 2 hours, it automatically returns to its physical form, Unconscious.

Shadow Form One Action (concentrate, divine, shadow)

The strigoi reverts to pure shadow and absorbs its body and its gear into the darkness, or it shifts back to its physical form. In shadow form, the strigoi gains a climb Speed equal to its land Speed and can move through any gap that isn't airtight. However, it can only move along solid surfaces that aren't highly reflective, not liquid or mirrored surfaces. If the surface it's on is destroyed, the strigoi returns to physical form and is Stunned 1. The strigoi loses fast healing while in shadow form but can remain in shadow form indefinitely.

A strigoi that is exposed to sunlight while in shadow form becomes Slowed 2 and must attempt a DC 16 flat at the end of each of its turns. If it fails this flat check, it is destroyed, the shadow vanishing with a blood-curdling wail.

Strigoi Weaknesses

All strigoi 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.

Create Spawn (divine, downtime)

If a creature dies after being reduced to 0 HP by Drink Essence or Domain of Dusk, 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.

A victim that is 8th level or higher becomes a strigoi servant, while a lower-level victim instead becomes a moroi vampire

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 33 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 Essence One Action (divine)

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


Effect The strigoi progenitor sinks their fangs into the targeted creature to drink its blood and draw out its vital essence. This requires an athletics check against the creature's Fortitude DC if the creature is grabbed and is automatic for any of the other conditions. The creature becomes Drained 2 and Stupefied 2, and the strigoi regains 18 healing HP, gaining any excess HP as temporary Hit Points. Drinking Essence from a creature that's already drained or stupefied doesn't restore any HP, but increases either the creature's drained condition value or its stupefied condition value by 1 (whichever value is lesser is increased; if both values are equal, then the strigoi chooses which condition to increase the value of).

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 drained value by 1 after 10 minutes.

A victim's stupefied condition decreases by 1 per day after performing daily preparations. If the daily preparations are done in full sunlight, the stupefied condition is removed entirely.

Oracle Mystery

Lore

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 Spontaneous Spells (DC 33, +25 to hit)

Cantrips (7th Level): Detect Magic, Divine Lance, Message, Read Aura, Shield, Sigil
1st Level (3 slots): Command, Fear, Harm, Heal, Ray of Enfeeblement, Sanctuary
2nd Level (3 slots): Comprehend Language, Dispel Magic, Gentle Repose, See Invisibility, Undetectable Alignment
3rd Level (3 slots): Blindness, Chilling Darkness
4th Level (3 slots): Dimensional Anchor, Divine Wrath, Remove Curse, Talking Corpse
5th Level (3 slots): Flame Strike, Sending, Tongues
6th Level (3 slots): Blade Barrier, Spirit Blast, True Seeing, Vampiric Exsanguination
7th Level (2 slots): Eclipse Burst, Ethereal Jaunt, Finger of Death

Divine Focus Spells (DC 33, +25 to hit)

1st Level: Brain Drain


Rituals

Create Undead, Planar Binding


The most powerful strigoi are those intentionally summoned into the bodies of willing hosts in times long past. As the rites to do so are lost to time, very few strigoi progenitors exist today. Those who do trace their lives back well over ten thousand years ago to Thassilon, Azlant, or similar ancient empires. A strigoi progenitor may appear to possess the vitality of the living, yet closer inspection reveals sharp fangs, the faintest smell of decay, and the strange and unsettling shifting of their shadow. In life, this example strigoi progenitor was a powerful oracle and advisor in Runelord Sorshen's nation of Eurythnia.


The oldest of all vampires are the strigoi. They predate ancient nosferatus and view moroi as infantile children, yet their own origins are so far lost to the ravages of time that few today have heard of them and fewer still know their true nature. Many of the oldest tales about vampires trace back to the strigoi, and nearly every other vampire carries traits that ultimately have their roots in these powerful, ancient creatures.

Strigoi, in their true form, are bodiless creatures native to the Shadow Plane that are incapable of interacting with the physical world, existing only as pure forces of malevolence. When this malevolence is invited into a physical body by method of ancient rituals, though, a strigoi becomes much more dangerous. This requirement-that a living creature perform a rite of their own free will to draw the strigoi into their soul-may well be the source of a moroi's compulsion not to enter a home without first being invited.

Some myths point to Urgathoa as the source of the ritual that allowed spellcasters to become strigoi, while others suggest the method was spread by the cult of Zura. Whatever the source, this long-lost ritual was no gateway to power, but instead a trap that allowed the strigoi to inhabit the shadows and souls of once-living hosts. In so doing, they found a way to exist in the world of flesh and blood. The presence of a strigoi within the shadow of a living host causes sickness and swift death, after which the strigoi bonds with the host's soul and becomes one with the body. Thus did the first of their kind invade the world of the living, and thus did the first vampires walk the night.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Shadow

This magic involves shadows or the energy of the Netherworld.

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.