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Pathfinder Second Edition

Compendium

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Vampire Count

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Vampire counts rule their demesnes through a mix of fear and cruelty.

Attributes

Vampire Count

Creature 6

CEMediumUndead, Vampire
  • Perception17; darkvision
  • LanguagesCommon, Necril, plus one regional language
  • Skills acrobatics 13 athletics 15 deception 14 diplomacy 14 intimidation 16 society 14 stealth 13
  • Str5Dex3Con2Int 2Wis4Cha4
  • Items leather armor +1 rapier
  • AC 24 Fort11Ref14Will17
  • HP 65 Immunitiesdeath effects, disease, paralyze, poison, sleep Weaknessesvampire weaknesses Resistancesphysical 7 (except magical silver)
  • Create Spawn If a creature dies after being reduced to 0 HP by Drink Blood, 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.
  • Coffin Restoration 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.
  • Children of the Night The vampire’s presence brings forth creatures of the night to do the master’s bidding. These typically include rat swarms, bat swarms, and wolves, but can include other creatures. The vampire can give telepathic orders to these creatures as long as they are within 100 feet, but they can’t communicate back.
  • Mist Escape TriggerThe vampire is reduced to 0 HP. Effect: The vampire uses Turn to Mist. 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 vampire is unaffected by further damage. It automatically returns to its corporeal form, unconscious, if it reaches its coffin or after 2 hours, whichever comes first.
  • Speed25 feet, climb 25 feet
  • Melee rapier 17 (deadly 1d8, disarm +1) Damage1d6+11 piercing claw 17 (agile) Damage1d8+8 slashing plus Grab
  • Change Shape (concentrate, divine, polymorph, transmutation) Giant bat with fangs +15 for 1d8+9 piercing. The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster’s transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn’t gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
  • Dominate (divine, enchantment, 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 22, and 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.
  • Turn to Mist (concentrate, divine, transmutation) The vampire turns into a cloud of vapor, as the gaseous form spell, or back to its normal form. The vampire loses fast healing while in gaseous form. The vampire can remain in this form indefinitely.
  • Drink Blood (divine, necromancy) Requirement: A grabbed, paralyzed, restrained, unconscious, or willing creature is within the vampire's reach. Effect: The vampire sinks its fangs into that creature to drink its blood. 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 drained 1 and the vampire regains 10 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire but increases the victim's drained value by 1. A vampire can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so. A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a DC 20 Medicine check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes.