Vampire Mastermind

Vampire Mastermind

Creature 9

Perception +20; darkvision

Languages Common, Necril, plus one regional language

Skills Acrobatics +17, Arcana +21, Athletics +16, Deception +20, Diplomacy +20, Intimidation +22, Society +19, Stealth +19

Str +3, Dex +4, Con +1, Int +6, Wis +4, Cha +5

Items signet ring

Children of the Night (divine, enchantment, mental)

AC 27; Fort +15, Ref +18, Will +20

HP 115, coffin restoration, fast healing 10, negative healing; Immunities death effects, disease, paralyze, poison, sleep; Weaknesses vampire weaknesses; Resistances physical 10 (except magical silver)

Mist Escape

Speed 25 feet, climb 25 feet

Melee claw +18 (agile), Damage 2d8+9 slashing plus Grab

Arcane Prepared Spells DC 29, attack +19; 4th 

; 3rd ; 2nd ; 1st  (×2), ; Cantrips (4th) 

Change Shape (concentrate, divine, polymorph, transmutation) Giant bat with fangs +19 for 2d8+9 piercing.

Create Spawn (divine, downtime, necromancy)

Dominate (divine, enchantment, incapacitation, mental, visual) DC 26

Drain Bonded Item [one-action (arcane, wizard); Frequency Once per day. Requirements The vampire hasn’t acted yet on this turn. Effect The vampire expends the power stored in its signet ring. This gives the vampire the ability to cast one prepared spell it had already previously cast today, without spending a spell slot. The vampire must still Cast the Spell and meet the spell’s other requirements.

Drink Blood (divine, necromancy) When Drinking Blood, the vampire regains 10 HP.

Steady Spellcasting If another creature’s reaction would disrupt the vampire mastermind’s spellcasting action, the vampire attempts a DC 15 flat check. If the vampire succeeds, its action isn’t disrupted.

Turn to Mist (concentrate, divine, transmutation)

Vampire Mastermind

Vampire masterminds are evil wizards who control entire cabals of the undead and instill fear in the hearts of mortals far and wide.