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Hosted by 12 To Midnight.
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Hit Dice: 5d12, hp 32
Massive Damage Threshold: -
Speed: 30 ft.
Defense: 25, touch 19, flat-footed 21 (+4 Dex, +5 class, +6 natural)
Base Attack/Grapple: +2/+6
Attack: +6 melee (1d6+4, slam)
Full Attack: +6 melee (1d6+4, slam) +7 melee (2d6/__19-20, mastercraft katana), or +6 ranged
Fighting Space/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: blood drain, create spawn, domination (DC 17), energy drain, alternate form, children of the night, damage reduction 15/+1, fast healing 5, gaseous form, cold and electricity resistance 20, spider climb, +4 turn resistance, darkvision 60 ft., weaknesses
Saves: Fort +2, Ref +10, Will +3
Action Points: 2
Allegiances: evil, chaos, master
Abilities: Str 19, Dex 18, Con -, Int 14, Wis 10, Cha 20
Skills: Bluff +17*, Diplomacy +9*, Disguise +9, Drive +8, Gather Information +9*, Hide +18, Intimidate +9*, Knowledge (art) +6, Knowledge (current events) +7, Knowledge (popular culture) +7, Perform (stringed instruments) +9*, Listen +10, Move Silently +18, Read/Write Language (any two), Search +10, Sense Motive +8, Speak Language (any two), Spot +10
Talent (Fast Hero): Evasion
Talents (Charismatic Hero): Charm, favor
Possessions: Aston-Martin Vanquish sports coupe, eight-bedroom mansion, designer formal wear, mastercraft katana (+1), cell phone, desktop computer (with cellular modem, printer, and scanner), mastercraft violin (+1)
Challenge Rating: 7
Advancement: By character class
*The vampire gains a +3 bonus on these Charisma-based skill checks when influencing members of its chosen gender (see Charm, page 30)