Monster Dossier

Vampire Mastermind

Vampire Mastermind is a fantasy monster entry from source B1.

Level 9

Traits

uncommoncemediumundeadvampire

Rules & statistics

Monster Profile

Perception

20

Senses

  • Name
    darkvision

Languages

Languages
  • common
  • necril
Notes
  • plus one regional language

Skills

Acrobatics
17
Arcana
21
Athletics
16
Deception
20
Diplomacy
20
Intimidation
22
Society
19
Stealth
19

Ability Mods

Str
3
Dex
4
Con
1
Int
6
Wis
4
Cha
5

Items

  • signet ring

Defenses

Ac
27
Saving Throws
Fort
15
Ref
18
Will
20
Hp
  • Hp
    115
    Abilities
    • coffin restoration
    • fast healing 10
    • negative healing
Immunities
  • poison
  • death effects
  • disease
  • paralyze
  • sleep
Weaknesses
  • Name
    vampire weaknesses
Resistances
  • Amount
    10
    Name
    physical
    Note
    except magical silver

Speed

Walk
25
Climb
25

Attacks

  • Range
    Melee
    Name
    claw
    Attack
    18
    Traits
    • agile
    Effects
    • Grab
    Damage
    2d8+9 slashing plus Grab
    Types
    • slashing

Spellcasting

  • Type
    Prepared
    Tradition
    arcane
    DC
    29
    Attack
    19
    Entry
    0
    Level
    4
    Spells
    • Name
      detect magic
    • Name
      mage hand
    • Name
      message
    • Name
      ray of frost
    • Name
      sigil
    1
    Spells
    • Name
      color spray
      Amount
      2
    • Name
      fleet step
    • Name
      ray of enfeeblement
    2
    Spells
    • Name
      flaming sphere
    • Name
      invisibility
    • Name
      mirror image
    • Name
      touch of idiocy
    3
    Spells
    • Name
      dispel magic
    • Name
      fireball
    • Name
      haste
    • Name
      lightning bolt
    4
    Spells
    • Name
      fire shield
    • Name
      phantasmal killer
    • Name
      veil
    • Name
      wall of fire

Abilities

Top
  • Traits
    • divine
    • enchantment
    • mental
    Name
    Children of the Night
Mid
  • Activity
    Number
    1
    Unit
    free
    Name
    Mist Escape
Bot
  • Activity
    Number
    1
    Unit
    action
    Traits
    • concentrate
    • divine
    • polymorph
    • transmutation
    Entries
    • Giant bat with fangs +19 for 2d8+9 piercing.
    Name
    Change Shape
  • Traits
    • divine
    • downtime
    • necromancy
    Name
    Create Spawn
  • Activity
    Number
    2
    Unit
    action
    Traits
    • divine
    • enchantment
    • incapacitation
    • mental
    • visual
    Entries
    • 26
    Name
    Dominate
  • Activity
    Number
    1
    Unit
    free
    Traits
    • arcane
    • wizard
    Requirements
    The vampire hasn't acted yet on this turn.
    Frequency
    Unit
    day
    Number
    1
    Entries
    • The vampire expends the power stored in its signet ring. This gives the vampire the ability to cast one prepared spell it had already previously cast today, without spending a spell slot. The vampire must still Cast a Spell||Cast the Spell and meet the spell's other requirements.
    Name
    Drain Bonded Item
  • Activity
    Number
    1
    Unit
    action
    Traits
    • divine
    • necromancy
    Entries
    • When Drinking Blood, the vampire regains 10 HP.
    Name
    Drink Blood
  • Entries
    • If another creature's reaction would disrupt the vampire mastermind's spellcasting action, the vampire attempts a DC 15 flat check. If the vampire succeeds, its action isn't disrupted.
    Name
    Steady Spellcasting
  • Activity
    Number
    1
    Unit
    action
    Traits
    • concentrate
    • divine
    • transmutation
    Name
    Turn to Mist

Background

Lore

No lore provided.