Monster Dossier
Vampire Mastermind
Vampire Mastermind is a fantasy monster entry from source B1.
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.