- This article is about the standard creature; for the summons, see Vampire mage (summon).
Vampires: Forever anchored to their coffins and the unholy earth of their graves, these nocturnal predators scheme constantly to fill the world with their foul progeny.
Statistics[]
Race: undead
Size: medium
Alignment: chaotic evil
Armor class: 20
Hit points: 94
Attack bonus: +8
Damage: 1d6+3 piercing damage (criticals: 20/x2)
Abilities | ||
---|---|---|
strength | 16 | |
dexterity | 18 | |
constitution | 13 | |
intelligence | 20 | |
wisdom | 14 | |
charisma | 14 |
Trained skills:(‡) concentration (14), hide (12), listen (18), lore (18), move silently (12), search (20), spellcraft (18), spot (13)
Feats: alertness, combat casting, dodge, lightning reflexes, quick to master, spell focus (evocation), summon familiar, toughness, weapon proficiency (creature), weapon proficiency (wizard)
Blueprint:(‡) nw_vampire003
Special abilities[]
A vampire mage has the usual undead immunities to critical hits, death magic, disease, level drain, ability drain, mind-affecting spells, paralysis, poison, and sneak attacks.
The attacks of a vampire mage drain two levels on-hit. In addition, this creature has use of a domination gaze once per day.
This creature is a level 10 wizard with the following spells prepared.
Level 1 | color spray (x2), magic missile (x2), ray of enfeeblement (x2) |
---|---|
Level 2 | Melf's acid arrow (x5) |
Level 3 | dispel magic, fireball (x2), haste |
Level 4 | phantasmal killer (x2), wall of fire (x2) |
Level 5 | cone of cold (x2), dominate person |
See also: vampire, vampire priest, vampire rogue, vampire warrior