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Bloodborn Vampire

This feral-looking man in formal attire has readily-obvious claws and fangs.

Bloodborn Vampire CR 8

XP 4,800
Bloodborn vampire human aristocrat 8
NE Medium undead (augmented humanoid)
Init +9; Senses blindsense 120 ft., darkvision 60 ft.; Perception +20

AC 27, touch 16, flat-footed 21 (+5 armor, +5 Dex, +1 dodge, +6 natural)
hp 72 (8d8+36); regeneration 10 (decapitation)
Fort +6, Ref +10, Will +10
Defensive Abilities channel resistance +4; DR 10/silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vulnerable in bright light

Speed 30 ft., climb 30 ft.
Melee bite +11 (1d6+2 plus blood drain), 2 claws +11 (1d4+2 plus bleed) or
mwk rapier +12/+7 (1d6+2/18–20) or
mwk rapier +10/+5 (1d6+2/18–20), mwk dagger +10 (1d4+1/19–20)
Ranged mwk dagger +12 (1d4+2/19–20)
Special Attacks bleed (1d6), blood drain (2 Con), poisonous blood

Str 15, Dex 20, Con —, Int 12, Wis 12, Cha 16
Base Atk +6; CMB +8; CMD 24
Feats Alertness (B), Combat Reflexes (B), Dodge (B), Improved Initiative (B), Iron Will, Lightning Reflexes (B), Mobility, Spring Attack, Toughness (B), Two-Weapon Fighting, Weapon Finesse
Skills Bluff +15, Climb +10, Diplomacy +15, Disguise +15, Escape Artist +6, Handle Animal +10, Intimidate +23, Knowledge (nobility) +10, Perception +20, Perform (dance) +12, Perform (string) +12, Ride +10, Sense Motive +17, Sleight of Hand +6, Stealth +14; Racial Modifiers +8 Intimidate, Perception, Sense Motive, Stealth
Languages Common, Elven

Environment any
Organization solitary, gang (2–4), or plague (gang plus 4–12 bloodborn vampire spawn)
Treasure NPC gear (+1 chain shirt, masterwork rapier, masterwork dagger, circlet of persuasion, cloak of resistance +1, other gear)

Poisonous Blood (Su) Whenever a piercing or slashing melee weapon damages a bloodborn vampire, the weapon is coated with one dose of tainted blood until it is used to make a successful attack, up to one minute. Tainted Blood: supernatural poison—contact; save Fort DC 17; onset 1 minute; frequency 1/hour; effect 1d6 Con; cure 1 save while standing within an area of bright light such as sunlight. Any creature killed by tainted blood instantly rises as a bloodborn vampire if its creature type matches the augmented creature type of the bloodborn vampire that provided the blood. A bloodborn vampire can attack and damage itself with piercing and slashing melee weapons to coat them with tainted blood. The save DC is Charisma-based.

Regeneration (Ex) A helpless bloodborn vampire can be decapitated by a coup de grace attack with a slashing melee weapon.

Screech (Su) As a standard action usable once per minute, a bloodborn vampire can produce an ear-splitting screech that stuns living creatures in a 20-foot-radius burst. All living creatures within the area must make a DC 17 Fortitude save or be staggered for 1d3 rounds.

Vulnerable in Bright Light (Ex) When in an area of bright light such as sunlight, a bloodborn vampire loses any fast healing and regeneration abilities it possesses, and cannot benefit from natural or magical healing. This lasts for as long as the bloodborn vampire remains exposed to bright light.

Template Info
This creature was created with the Bloodborn Vampire template.