The extremely beautiful and very classy lady of a seemingly ancient mansion. She loves to prey on humans by inviting them to her party at her castle. However, there are also intruders who come to her castle uninvited with the intention of stealing her valuables.
Vampiress (CR 7)
XP 3,200
Female Hume Vampire 7
NE Medium Humanoid
Init +7; Senses Darkvision 60 ft., Life Sight 60 ft.; Perception +13
DEFENSE
AC 18, touch 15; flat-footed 14 (+3 armor, +3 dex, +1 dodge, +1 deflect)
hp 59 [84] (7d8+28)
mp 26
Fort +6, Ref +6, Will +9, +2 vs. sleep, stunning, paralysis, poison, or disease.
DR 5/silver; Resist ice 10, lightning 10
OFFENSE
Speed 30 ft.
Melee Slam +7 (1d6+3 plus bleed) or Slam +7 (1d6+3+2d6 shadow plus drain)
Ranged Power Staff: Shadow +8 (30 ft.; 1d6+5 shadow)
Special Attacks Lifetap, Vampiric Touch
Special Abilities Vampiric Mist, Vampiric Power (8/day)
Spells Known (Necromancer CL 7th, concentration +12)
0th (DC 15) – Bleed, Dark Orb, Disrupt Undead, Touch of Fatigue, Touch of Lethargy, Touch of Torment
1st (DC 16) – Bone Armor, Dark, Detect Undead, Enfeeblement, Fear, Ray of Sickening, Summon Undead I, Undead Touch, Virulence
2nd (DC 17) – Dark II, False Life, Ghoul Touch, Poison, Summon Undead II, Wound
3rd (DC 18) – Dark III, Darkra, Dispel, Pain, Summon Undead III, Vampiric Touch
4th (DC 19) – Bestow Curse, Contagion, Dark IV
STATISTICS
Str 14, Dex 16, Con 16, Int 10, Wis 16, Cha 20
Base Atk +5; CMB +7; CMD 21
Feats Dodge, Empower Spell, Extra MP, Improved Initiative, Point-Blank Shot
Skills Bluff +16, Knowledge (arcana) +10, Knowledge (local) +13, Perception +13, Spellcraft +10
Languages Common, Necril, and 2 more
SQ Armored Mage (Light), Clear Mind, Curiousity, Integrated, Necromancy Talents (Chilling Touch, Spell Guard), Secrets of the Dead, Skilled, Sociable, Spell Proficiency, Unholy Fortitude
Gear Studded Leather Armor, Power Staff [Shadow], 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.
