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Vampire Girl

Vampire GirlThese young women become thralls for a Vampire Lord to eventually become Vampiress to either serve their master or become the master themselves.

Vampire Girl (CR 3)

XP 800
Female Hume Vampire 3
NE Medium Humanoid
Init +7; Senses Darkvision 60 ft.; Perception +8

DEFENSE

AC 15, touch 13; flat-footed 12 (+2 armor, +3 dex)
hp 22 [33] (3d8+9)
mp 11
Fort +4, Ref +5, Will +6
DR 5/silver; Resist ice 10, lightning 10

OFFENSE

Speed 30 ft.
Melee Slam +3 (1d6+1 plus bleed)
Ranged Power Staff: Shadow +5 (30 ft.; 1d6+3 shadow)
Special Attacks Lifetap, Vampiric Touch
Special Abilities Vampiric Power (7/day)
Spells Known (Necromancer CL 3rd, concentration +7)

0th (DC 14) – Dark Orb, Disrupt Undead, Touch of Fatigue, Touch of Torment
1st (DC 15) – Bone Armor, Dark, Detect Undead, Enfeeblement, Fear, Ray of Sickening, Summon Undead I, Undead Touch, Virulence
2nd (DC 16) – Dark II, Poison, Wound

STATISTICS

Str 12, Dex 16, Con 14, Int 10, Wis 14, Cha 18
Base Atk +2; CMB +3; CMD 16
Feats Extra MP, Improved Initiative, Point-Blank Shot
Skills Bluff +11, Knowledge (arcana) +6, Knowledge (local) +9, Perception +8, Spellcraft +6
Languages Common, Necril, and 2 more
SQ Armored Mage (Light), Curiousity, Integrated, Skilled, Sociable, Spell Proficiency
Gear Leather Armor, Power Staff [Shadow], Cloak of Resistance +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.