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Vampire TaviahCreature 12


UniqueLargeEvilUndeadUnholyVampire
Source Pathfinder #183: Field of Maidens
Perception +23 (thoughtsense (precise) 100 feet, darkvision)
Languages Aklo, Common, Jotun, Mwangi, Necril, Tongues
Skills Arcana +21, Athletics +23, Crafting +21, Deception +21, Intimidation +23, Occultism +21, Religion +19, Stealth +21
Str +7, Dex +5, Con +4, Int +3, Wis +3, Cha +5

AC 33; Fort +25; Reflex +19; Will +22;
HP 180 (fast healing 10, void healing)
Speed 20 feet (climb 20 feet)
Immunities death effects, disease, paralyzed, poison, sleep
Resistances Mental 10

Iron Claw One Action +26 (+22, +18) to hit (agile, cold iron, magical, reach 10) 3d12+12 Slashing

Thoughtsense 100 feet (mental, occult)

Taviah senses non-mindless creatures within 100 feet as a precise sense.

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 10

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

Magaambya Scar

A physical attack on Taviah that scores a critical hit exacerbates the injury in her wounded leg; in addition to the other effects of the critical hit, Taviah is Stunned 1.

Mental Rebirth (curse, incapacitation, mental, occult)

Unlike most other undead, a vetalarana isn't destroyed when they reach 0 HP. Instead, their body is destroyed, crumbling to ash, and their mind is immediately transferred into a creature they rendered comatose through Drain Thoughts. This creature must be within 1 mile; if no such creature is in range, the vetalarana is destroyed. The creature becomes controlled by the vetalarana and loses the stupefied and Unconscious conditions. If the creature controlled by a vetalarana in this way is killed, the vetalarana's mind transfers to another creature within 1 mile who they rendered comatose through Drain Thoughts.

Taviah has no comatose creatures to transfer her consciousness to.

After 1d6 days of being controlled, the controlled creature dies, and its body transforms into that of the vetalarana who rendered it comatose.

Vetalarana Vulnerabilities

All vetalaranas 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.

Bonds of Iron Two Actions (attack, occult)

Frequency once per day


Effect Taviah can cause a cage built of cold-iron fingernails to spring from nothingness around a target at a range of up to 30 feet, attempting an Athletics check to [/act grapple] against the target's Fortitude DC. If the target has a weakness to cold iron, Taviah gains a +2 circumstance bonus to this check. Unlike a normal Grapple, Taviah doesn't need to be within reach and can move as she pleases, and a successful attempt lasts until the creature Escapes, causing the cage to crumble into rust. Any creature can attempt to destroy the cage by attacking it; it has an AC of 19, Hardness 10, and 40 Hit Points.

Drain Thoughts One Action (mental, occult)

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


Effect Taviah seizes a creature and consumes its memories. 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 Stupefied 1 (Stupefied 2 if Taviah's Athletics check is a critical success), and Taviah regains 18 healing Hit Points, gaining any excess as temporary Hit Points. Draining Thoughts from a creature that is already stupefied doesn't restore any HP to Taviah but increases the victim's stupefied value by 1. Additionally, Taviah views one of the victim's memories, and can choose to alter, enhance, or erase the memory she views as a 4th-rank Rewrite Memory spell. A victim's stupefied condition value decreases by 1 every week.

A victim that becomes Stupefied 5 in this way is rendered comatose until Taviah is destroyed, becoming permanently unconscious. While unconscious, its stupefied condition doesn't decrease.

Paralyzing Claws (incapacitation, occult)

Any living creature hit by Taviah's claw Strike must succeed at a DC 29 fortitude save or become Paralyzed. The target can attempt a new save at the end of each of its turns to end the effect, and the DC cumulatively decreases by 1 on each such save.

Rend (Claw) One Action

A Rend entry lists a Strike the monster has.

Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.


Effect The monster automatically deals that Strike's damage again to the enemy.

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.


Occult Innate Spells (DC 30, +22 to hit)

2nd Level: False Life
3rd Level: Haste
5th Level: Shadow Blast, Tongues (Constant)
6th Level: Feeblemind



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.