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Echidna

A female vampire with sharp fangs and very gorgeous body. She takes joy in seducing travelers and then devouring them.

Echidna (CR 10)

XP 9,600
Female Hume Vampire 10
NE Medium Humanoid
Init +8; Senses Darkvision 60 ft., Life Sight 60 ft.; Perception +16

DEFENSE

AC 21, touch 16, flat-footed 14 (+5 armor, +4 Dex, +1 dodge, +1 deflect)
hp 86 [130] (10d8+50)
mp 50
Fort +7, Ref +8, Will +10; +2 vs. sleep, stunning, paralyze, poison, or disease.
DR 5/silver; Resist Ice 10, Lightning 10

OFFENSE

Speed 30 ft.
Melee Slam +9 (1d6+3 plus bleed) or Slam +9 (1d6+3+3d6 shadow plus drain)
Ranged +1 Power Staff: Shadow +12 (30 ft.; 1d6+7 shadow dmg)
Special Attacks Lifetap, Vampiric Touch
Special Abilities Vampiric Mist, Vampiric Power (9/day)
Spells Known (Necromancer CL 10th, concentration +16)

0th (DC 16) – Bleed, Dark Orb, Detect Magic, Disrupt Undead, Touch of Fatigue, Touch of Lethargy, Touch of Torment
1st (DC 17) – Bone Armor, Dark, Detect Undead, Enfeeblement, Fear, Ray of Sickening, Summon Undead I, Undead Touch, Virulence
2nd (DC 18) – Dark II, False Life, Ghoul Touch, Poison, Summon Undead II, Wound
3rd (DC 19) – Dark III, Darkra, Dispel, Pain, Summon Undead III, Vampiric Touch
4th (DC 20) – Bestow Curse, Buring Blood, Contagion, Dark IV, Summon Undead IV, Woundra
5th (DC 21) – Darkga, Drain, Painga, Summon Undead V

STATISTICS

Str 14, Dex 18, Con 16, Int 10, Wis 16, Cha 22
Base Atk +7; CMB +9; CMD 19
Feats Dodge, Empower Spell, Extend Spell, Extra MP, Improved Initiative, Point-Blank Shot
Skills Bluff +20, Knowledge (arcana) +13, Knowledge (local) +16, Perception +16, Spellcraft +13
Languages Common, Necril, and 2 more
SQ Armored Mage (Light), Clear Mind II, Curiosity, Integrated, Necromancy Talents (Armed Undead, Augmented Health, Chilling Touch, Spell Guard), Secrets of the Dead, Skilled, Sociable, Spell Proficiency, Unholy Fortitude, Unlife Healer
Gear Chain Shirt +1, Power Staff [Shadow] +1, Cloak of Resistance +1, Ring of Protection +1

SPECIAL ABILITIES

Curiosity (Ex)

Humes naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.

Integrated (Ex)

Humes gain a +1 racial bonus on Bluff, Disguise, and Knowledge (local) checks.

Skilled (Ex)

Humes gain an additional skill rank at first level and one additional rank whenever they gain a level.

Sociable (Ex)

When humes attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.