Friday, December 23, 2011

WereVamp CR22

WERE VAMP      CR 22

Male Human (Kellid) Fighter 20

CE Medium Undead (Augmented Humanoid, Human, Shapechanger)

Init +10; Senses Darkvision (60 feet), Low-Light Vision, Scent; Perception +25

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DEFENSE

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AC 30, touch 17, flat-footed 23   (+7 armor, +6 Dex, +6 natural, +1 dodge)

hp 280 (20d10+80); Fast Healing 5

Fort +15, Ref +14, Will +8

Defensive Abilities Bravery +5, Channel Resistance +4; DR 10/magic, 10/silver, 5/—; Immune Undead Traits; Resist cold 10, electricity 10

Weakness Vampire Weaknesses

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OFFENSE

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Spd 30 ft.

Melee Claw x2 (Aspect of the Beast (Claws of the Beast)) +35 x2 (1d4+12/19-20/x3) and

   Death Dealer +32/+27/+22/+17 (2d6+15/17-20/x2) and

   Slam (Vampire) +35 (1d6+12/20/x2) and

   Unarmed Strike +35/+30/+25/+20 (1d3+15/20/x2)

Special Attacks Blood Drain, Children of the Night (1/day), Create Spawn, Curse of Lycanthropy (DC 15), Dominate (DC 23), Energy Drain (2 levels) (DC 23), Weapon Training: Blades, Heavy, Weapon Training: Blades, Light, Weapon Training: Natural, Weapon Training: Thrown

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STATISTICS

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Str 23,  Dex 23,  Con -,  Int 12,  Wis 14,  Cha 17

Base Atk +20; CMB +26 (+28 Grappling); CMD 43 (45 vs. Grapple)

Feats Alertness, Aspect of the Beast (Claws of the Beast), Blind-Fight, Combat Reflexes (7 AoO/round), Critical Focus, Defensive Combat Training, Dodge, Eldritch Claws, Feral Combat Training: Slam (Vampire), Greater Weapon Focus: Claw, Greater Weapon Focus: Slam, Improved Critical: Claw, Improved Critical: Greatsword, Improved Grapple, Improved Initiative, Improved Natural Attack: Slam (Vampire), Improved Unarmed Strike, Improved Vital Strike, Lightning Reflexes, Lunge, Martial Weapon Proficiency: Greatsword, Multiattack, Rending Claws, Toughness +20, Uncanny Alertness, Vital Strike, Weapon Focus: Claw, Weapon Focus: Slam

Traits Stout, Suspicious

Skills Acrobatics +26, Bluff +26, Diplomacy +23, Escape Artist +5, Intimidate +21, Linguistics +11, Perception +25, Sense Motive +14, Stealth +24

Languages Abyssal, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Giant, Goblin, Hallit, Ignan, Necril, Shadowtongue

SQ Armor Mastery (Ex), Armor Training 4 (Ex), Change Forms (Su), Change Shape (dire bat or wolf, beast shape II) (Su), Gaseous Form (Su), Lycanthropic Empathy +27 (Ex), Shadowless (Ex), Spider Climb (Ex), Weapon Mastery: Claw (Ex)

Combat Gear +3 Undead Controlling, Wild Mithral Chain Shirt, Death Dealer; Other Gear Amulet of Mighty Fists +5, Bag of Holding IV (empty)

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SPECIAL ABILITIES

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Armor Mastery (Ex) DR 5/- while wearing armor

Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.

Blind-Fight Re-roll misses because of concealment, other benefits.

Blood Drain (Ex) Suck blood with a Grapple check (1d4 CON drain) to gain 5 HP.

Bravery +5 (Ex) +5 Will save vs. Fear

Change Forms (Su) Change into Hybrid or Animal forms.

Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.

Channel Resistance +4 +4 bonus to save vs. Channel Energy.

Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.

Combat Reflexes (7 AoO/round) You may make up to 7 attacks of opportunity per round, and may make them while flat-footed.

Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.

Critical Focus +4 to confirm critical hits.

Curse of Lycanthropy (DC 15) (Su) Bitten enemy must pass DC 15 Fortitude save or contract lycanthropy.

Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.

Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.

Damage Reduction (5/-) You have Damage Reduction against all attacks.

Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.

Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Dominate (DC 23) (Ex) As Dominate Person spell, takes standard action.

Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.

Energy Drain (2 levels) (DC 23) (Ex) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.

Fast Healing 5 (Ex) You heal damage every round if you have > 1 HP.

Feral Combat Training: Slam (Vampire) Use Improved Unarmed Strike feats with natural weapons

Gaseous Form (Su) Assume Gaseous Form at will (as the spell).

Improved Grapple You grapple at +2, with no attacks of opportunity allowed.

Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Lunge -2 to AC for +5' reach

Lycanthropic Empathy +27 (Ex) Improve the attitude of your type of animal, as if using Diplomacy.

Rending Claws If you hit an opponent with 2 claw attacks in a turn, add 1d6 precision damage to the second hit.

Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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.

Stout You get a +2 bonus on STR checks to avoid being bull rushed or overrun, but take a -1 penalty to Escape Artist checks.

Uncanny Alertness +1 on Perception and Sense Motive checks and a +2 bonus on saving throws against sleep and charm effects

Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects

Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.

Vital Strike Standard action: x2 weapon damage dice.

Weapon Mastery: Claw (Ex) Chosen weapon has an improved critical multiplier, always confirms criticals, and cannot be disarmed.

Weapon Training: Blades, Heavy +3 (Ex) +3 Attack, Damage, CMB, CMD with Heavy Blades

Weapon Training: Blades, Light +2 (Ex) +2 Attack, Damage, CMB, CMD with Light Blades

Weapon Training: Natural +4 (Ex) +4 Attack, Damage, CMB, CMD with Natural weapons

Weapon Training: Thrown +1 (Ex) +1 Attack, Damage, CMB, CMD with Thrown weapons

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