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Vampire Aristocrat 1/Sorcerer 10

Vampire Aristocrat 1/Sorcerer 10 CR 12

XP 19,200
Female human vampire aristocrat 1/sorcerer 10
NE Medium undead (augmented humanoid)
Init +8; Senses darkvision 60 ft.; Perception +18


AC 27, touch 17, flat-footed 22 (+4 armor, +2 deflection, +4 Dex, +1 dodge, +6 natural)
141 (11 HD; 1d8+10d6+102); fast healing 5
+11, Ref +11, Will +15
Defensive Abilities channel resistance +4, DR 10/magic and silver; Immune undead traits, Resist cold 10, electricity 10
vampire weaknesses


Speed 30 ft.
Melee slam
+8 (1d4+4 plus energy drain)
Special Attacks
blood drain, children of the night, create spawn, dominate (DC 21), energy drain (2 levels, DC 21)
Sorcerer Spells Known (CL 10th; concentration +16)

5th (4/day)cone of cold (DC 21)
4th (6/day)
crushing despair (DC 22), dimension door, phantasmal killer (DC 20)
3rd (7/day)
blink, dispel magic, lightning bolt, suggestion (DC 21), twilight knife
2nd (8/day)
acid arrow, false life, glitterdust (DC 18), hideous laughter (DC 20), invisibility
1st (8/day)
charm person (DC 19), disguise self, expeditious retreat, mage armor, magic missile, ray of enfeeblement (DC 17)
0 (at will)
acid splash, bleed (DC 16), daze (DC 18), detect magic, ghost sound (DC 16), mage hand, message, read magic, resistance


Before Combat She casts extended false life and mage armor on herself every evening.

During Combat She casts blink and tries to avoid direct combat while her spawn engage opponents. She targets foes with her spells and wands, and uses charm person, suggestion, or her dominate ability to gain further allies. If forced into melee combat, she casts twilight knife and uses it to flank while she makes slam attacks.

Morale She flees most battles if reduced to fewer than 70 hit points, casting quickened dimension door with her metamagic adept power to escape.


Str 16, Dex 18, Con —, Int 14, Wis 15, Cha 23
Base Atk
+5; CMB +8; CMD 25
AlertnessB, Combat Casting, Combat ReflexesB, Craft Wand, DodgeB, Eschew Materials, Extend Spell, Greater Spell Focus (enchantment), Improved InitiativeB, Iron Will, Lightning ReflexesB, Quicken Spell, Spell Focus (enchantment), Spell Penetration, ToughnessB
Appraise +5, Bluff +20, Diplomacy +20, Fly +10, Intimidate +20, Knowledge (arcana) +14, Knowledge (nobility) +10, Perception +18, Sense Motive +18, Spellcraft +14, Stealth +12
Common, Draconic, +1 additional
arcane bond (raven familiar), bloodline arcana, change shape (dire bat or wolf, beast shape II), gaseous form, mastermind (44 HD, telepathy), metamagic adept (2/day), new arcana, shadowless, spider climb
Combat Gear
wand of acid arrow (15 charges), wand of magic missile (CL 7th, 25 charges); Other Gear cloak of resistance +2, ring of protection +2, jewelry worth 300 gp, noble’s outfit, signet ring


Blood Drain (Su)

A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Change Shape (Su)

A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.

Children of the Night (Su)

Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Create Spawn (Su)

A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master's destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Dominate (Su)

A vampire can crush a humanoid opponent's will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM's discretion, some vampires might be able to affect different creature types with this power.

Energy Drain (Su)

A creature hit by a vampire's slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.

Gaseous Form (Su)

As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Mastermind (Su)

She can have a number of enslaved spawn totaling four times her total Hit Dice. In addition, she has the telepathy ability, and can communicate telepathically with her spawn. She may exercise or end her use of this ability as a standard action and maintain her connection to her spawn for as long as she wishes. She may only use this ability with one spawn at a time. While using this ability, She enters a catatonic state similar to her daily rest and is treated as helpless, though she is alert to any jarring noises, the presence of any visible creature within 5 feet, or any damage that befalls her body.

Shadowless (Ex)

A vampire casts no shadows and shows no reflection in a mirror.

Spider Climb (Ex)

A vampire can climb sheer surfaces as though under the effects of a spider climb spell.