Human vampire
Perception +21; darkvision
Languages Common, Necril
Skills Acrobatics +19, Athletics +21, Deception +19, Intimidation +19, Society +18, Stealth +19
Str +5, Dex +3, Con +2, Int +2, Wis +5, Cha +3
Items , , (20
)Children of the Night (divine, enchantment, mental) As vampire.
AC 29; Fort +17, Ref +19, Will +21
HP 132, coffin restoration, fast healing 10, negative healing; Immunities death effects, disease, paralyze, poison, sleep; Weaknesses vampire weaknesses; Resistance physical 10 (except magical
)Mist Escape As vampire.
Speed 25 feet, climb 25 feet
Melee rapier +22 (deadly d8, disarm, finesse), Damage 2d6+11 piercing
Melee claw +21 (agile), Damage 2d6+11 slashing plus Grab
Ranged shortbow +20 (deadly d10, propulsive, range 60 feet), Damage 2d6+11 piercing
Change Shape (concentrate, divine, polymorph, transmutation) Giant bat with fangs +21 for 2d6+11 piercing, otherwise as vampire.
Create Spawn (divine, downtime, necromancy) As vampire.
Dominate (divine, enchantment, incapacitation, mental, visual) As vampire, but DC 26.
Drink Blood (divine, necromancy) As vampire, but when drinking blood, the vampire guardian regains 13 HP.
Sneak Attack A vampire guardian deals 1d6 extra precision damage to flat-footed creatures.
Turn to Mist (concentrate, divine, transmutation) As vampire.