Vampire Bruxa: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
<!-- Version 2.04 -->
[[Category:CR 14]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 14
  <!-- Value: integer between 1 and 40. -->
  }}</onlyinclude>


[[Image:Vampire_Bruxa_1.png|384px|right|xx]]
| MonsterName = Vampire Bruxa
== Vampire Bruxa (CR 14) ==
Vampires are one of the great nations of Undeath. Vampires are Emptied Undead, meaning they have been cored out of life.  Unlike most of the Emptied, they do not noticeably decay, although during battle their disgusting nature is amply evident in the mess they leave behind. Vampires are the greatest representatives of the Corrupting Undead, those undead who seek the preservation and continuation of life, so that they may corrupt it into ever more Undeath.  As a result, the motivations of Vampires are more complex than the Destroying Undead or the Eaters. 


Vampires like people. They like the trappings of civilization, they like the happy whirl of social life, they enjoy the company of others, both undead and living alike. Vampires want to make more Vampires, it is an erotic part of their existence that they would be greatly diminished by losing.
| Image = Vampire_Bruxa_1.png
  <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->


Vampires get along well with most other Undead, even though relations often involve the Vampires using their domination abilities or simply persuading the other Undead to be patient. It is not unusual for Vampires to be encountered with powerful Skeletons, Wights, Death Knights, Liches, and other mighty Undead, even including the Lost Ones, who make terrifying allies indeed.
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |
  <!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
  }}</onlyinclude>


On top of this, Vampires are unique among Undeath in that they create living allies, their Vampiric ThrallsThe existence of Vampiric Thralls makes finding a Vampire nest immeasurably more difficult, because Vampire Thralls are alive. Thralls are mortals who admire and envy the Vampires for their abilities, and whom the Vampires have fed their blood toVampire Blood can create new Vampires, or, in lesser doses, a living human becomes addicted to it, as if it were strong drink, or some horrifyingly strong opiate.
| Description = Vampires are one of the great nations of Undeath. Vampires are Emptied Undead, meaning they have been cored out of lifeUnlike most of the Emptied, they do not noticeably decay, although during battle their disgusting nature is amply evident in the mess they leave behind. Vampires are the greatest representatives of the Corrupting Undead, those undead who seek the preservation and continuation of life, so that they may corrupt it into ever more UndeathAs a result, the motivations of Vampires are more complex than the Destroying Undead or the Eaters.  


Vampire thralls are the first rank of Vampire culture, the eternally obedient and awfully empowered servants whom the Vampires use to interact with the daytime world. But to a Vampire, the faithful Thralls are just servants and fighters, meat to be sacrificed and used up as required. No, most Vampires are far more occupied with the byzantine machinations of Vampiric Society, a dark carousel of midnight parties and dalliances in dark corners, plots and plans and schemes all woven together into a fascinating skein complex enough to keep even an immortal monster entertained.
:Vampires like people. They like the trappings of civilization, they like the happy whirl of social life, they enjoy the company of others, both undead and living alike. Vampires want to make more Vampires, it is an erotic part of their existence that they would be greatly diminished by losing.


Vampire Bruxa's are usually vampires who have reached a few centuries of age. (It is also possible for mighty Sires and Dams to create Bruxa's directly.) Most "young" vampires descend into the degeneration of the Nosferatu state, but those who survive a couple of dozen decades are usually 'encouraged' by their Elders to have a little more self-respect and care for their appearance.
:Vampires get along well with most other Undead, even though relations often involve the Vampires using their domination abilities or simply persuading the other Undead to be patient. It is not unusual for Vampires to be encountered with powerful Skeletons, Wights, Death Knights, Liches, and other mighty Undead, even including the Lost Ones, who make terrifying allies indeed.


As a result, after some time in the darkness, most vampires seek out magical ways to improve their appearance and re-enter the full whirl of the Dark Dance. Such vampires are the Bruxa's, and they throw themselves into their renewed social existence with enthusiasm, leaving their connections to the living world to molder away as the darkling years dash by.
:On top of this, Vampires are unique among Undeath in that they create living allies, their Vampiric Thralls.  The existence of Vampiric Thralls makes finding a Vampire nest immeasurably more difficult, because Vampire Thralls are alive. Thralls are mortals who admire and envy the Vampires for their abilities, and whom the Vampires have fed their blood to.  Vampire Blood can create new Vampires, or, in lesser doses, a living human becomes addicted to it, as if it were strong drink, or some horrifyingly strong opiate.


Bruxa's are the most classically 'vampiric' in appearance, as they revel fully in their dire state of being. They prey upon Life with dedication, and participate in schemes and intrigues with great enthusiasm and considerable skill.
:Vampire thralls are the first rank of Vampire culture, the eternally obedient and awfully empowered servants whom the Vampires use to interact with the daytime world. But to a Vampire, the faithful Thralls are just servants and fighters, meat to be sacrificed and used up as required. No, most Vampires are far more occupied with the byzantine machinations of Vampiric Society, a dark carousel of midnight parties and dalliances in dark corners, plots and plans and schemes all woven together into a fascinating skein complex enough to keep even an immortal monster entertained.


:Vampire Bruxa's are usually vampires who have reached a few centuries of age. (It is also possible for mighty Sires and Dams to create Bruxa's directly.) Most "young" vampires descend into the degeneration of the Nosferatu state, but those who survive a couple of dozen decades are usually 'encouraged' by their Elders to have a little more self-respect and care for their appearance.


=== General ===
:As a result, after some time in the darkness, most vampires seek out magical ways to improve their appearance and re-enter the full whirl of the Dark Dance.  Such vampires are the Bruxa's, and they throw themselves into their renewed social existence with enthusiasm, leaving their connections to the living world to molder away as the darkling years dash by.
'''CR''' 14  '''Hit Dice''' 20


'''XP''' 38,400
:Bruxa's are the most classically 'vampiric' in appearance, as they revel fully in their dire state of being. They prey upon Life with dedication, and participate in schemes and intrigues with great enthusiasm and considerable skill.


NE, Medium, Undead


'''Init''' +6; '''Senses''' [[Darkvision]] 60 ft., Perception +21


| Alignment = Neutral Evil
  <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->


=== Defense ===
| Size = Medium
'''AC''' 36, '''touch''' 25, '''flat-footed''' 32 (+9 armor, +4 dex, +6 natural, +7 deflection)
  <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->


'''hp''' 315
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Undead
  <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  }}</onlyinclude>


'''Fort''' +15, '''Ref''' +15, '''Will''' +19
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |
  <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
  <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
  <!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. -->
  <!-- Otherwise leave blank.  -->
  }}</onlyinclude>


'''Aura''' -
| NudgeBasicLoreValue = -2
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''SR''' -
| NudgeFullLoreValue =
  <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Special Defenses''' -
| NudgeInit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Immunities:'''
| Senses = [[Standard Senses]], [[Darkvision]] 60 ft.
:* all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)
  <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
:* disease, poison, ability damage, ability drain, energy drain
  <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
:* death effects, necromancy effects, sleep effects
  <!--  [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
:* nonlethal damage
  <!--  [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
:* paralysis, stunning, fatigue, exhaustion
  <!--  [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
:* any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
  <!--  [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->


'''Weaknesses:'''  
| NudgePerception = +3
:* Healed by negative energy.
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| NudgeAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeTouchAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeFFAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Nudge-Maneuver-Defense =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Defense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->
 
| NudgeHitPoints =
  <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->
 
 
<!--  SAVING THROWS  -->
 
| Fort =
| Refl = S
| Will =
  <!-- Values: S (for Strong save), leave blank for Weak save
        * Most monsters have 1 strong save and 2 weak saves
        * Heavies, Tanks, Threats and Villains have 2 strong saves
        * Dragons have 3 strong saves                              -->
 
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->
 
| SpecialDefenses =
  <!-- Put any DR or ER values here -->
 
| StrongAgainst =
  <!-- Put any 'immunity' or 'hardened' values here;
        immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
          ''':'''''
          '''''Immune (no effect):'''''                                                                  -->
 
| Hide-Role-Strong-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any))    -->
 
| Hide-Type-Strong-Against-1 =
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any))    -->
 
| Hide-Subtype-Strong-Against-1 =
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->
 
| WeakAgainst =
::* Healed by negative energy.
:* Vampires take 10 points of non-resistable energy damage any time they end their turn in a square subject to daylight.  This applies once per round in combat, or ten times per minute outside of combat.  This weakness does NOT increase or decrease the damage a vampire takes from specific undead-damaging effects and attacks
:* Vampires take 10 points of non-resistable energy damage any time they end their turn in a square subject to daylight.  This applies once per round in combat, or ten times per minute outside of combat.  This weakness does NOT increase or decrease the damage a vampire takes from specific undead-damaging effects and attacks
  <!-- Put any 'vulnerable' or 'defenseless' values here;
        vulnerabilities based on type (e.g. Vermin) are automatically added
          '''''Vulnerable (1.5x damage):'''''
          '''''Defenseless (2x damage):'''''                                                              -->
| Hide-Type-Weak-Against-1 =
| Hide-Subtype-Weak-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
| MoveTypes = [[Walk]] 50 ft., [[Lesser Flight]] 50 ft.
  <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
  <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!--  [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!--  [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!--  [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!--  [[Lesser Teleport]], [[Greater Teleport]]            -->
| NudgeSpace =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.                -->
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                  -->
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
| NudgeReach =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.      -->
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                        -->
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
<!--  GENERAL ATTACK INFORMATION  -->
| MeleeOrNatural = Natural
  <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->
| MultipliedDamageType =
  <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->
<!--  PRIMARY ATTACK INFORMATION  -->
| PriAtkName = Vampire's Bite
  <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
| PriAtkNotes = plus Bleed 14
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
| PriAtkNotes-FullAtkOnly =
  <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->
| Override-Pri-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| Override-Pri-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| PriAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
| PriAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
| NudgePriToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgePriDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--  SECONDARY ATTACK INFORMATION  -->
| SecAtkName = Elegant Claws
  <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
| SecAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
| SecAtkNotes-FullAtkOnly =
  <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->
| Override-Sec-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| Override-Sec-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| SecAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
| SecAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
| NudgeSecToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeSecDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--  TERTIARY ATTACK INFORMATION  -->
| TerAtkName =
  <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
| TerAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
| TerAtkNotes-FullAtkOnly =
  <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank -->
| Override-Ter-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| Override-Ter-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| TerAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
| TerAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
| NudgeTerToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeTerDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--  QUATERNARY ATTACK INFORMATION  -->
| QuaAtkName =
  <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
| QuaAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
| QuaAtkNotes-FullAtkOnly =
  <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank -->
| Override-Qua-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| Override-Qua-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| QuaAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
| QuaAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
| NudgeQuaToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeQuaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--  RANGED ATTACK INFORMATION  -->
| RangedAtkName = None, but see Mesmerizing Gaze and Swarm of Bats
  <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->
| HasRangedFullAttack =
  <!-- Values: Y (for yes), or leave blank (for no) -->
| RangedAtkIncrementDistance =
  <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
| RangedAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
| RangedAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
| RangedAtkNotes-FullAtkOnly =
  <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->
| Override-Ranged-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
| Override-Ranged-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
| RangedAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
| RangedAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
| NudgeRangedToHit =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeRangedDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--  COMBAT MANEUVERS  -->
| Nudge-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
| Maneuver-Offense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
<!--  SIEGE DAMAGE INFORMATION  -->
| SiegeDmgCapable =
  <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->
| SiegeAtkName =
  <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->
| SiegeAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->
| Override-Siege-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| SiegeAtkIncrement =
  <!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this -->
| SiegeAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
| Nudge-Siege-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeSiegeDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--  ABILITY SCORES  -->
| Str = 23
| Dex = 20
| Con = -
| Int = 17
| Wis = 19
| Cha = 21
<!--  FEATS  -->
| Feat1 = Mobility
| Feat2 =
| Feat3 =
| Feat4 =
  <!-- Just the feat name; will be autolinked, and ShortDesc added -->
<!--  SKILLS  -->
| Skill1 = Stealth
| Skill2 = Diplomacy
| Skill3 = Bluff
| Skill4 = Sense Motive
| Skill5 = Knowledge (Local)
| NudgeSkill1 =
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
| NudgeSkill5 =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
| Skill5Notes =
  <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
<!--  LANGUAGES  -->
| Languages = Necril, Common, Thanic
  <!-- Comma-separated list -->
<!--  SPECIAL ABILITIES  -->
<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
<!--  SPECIAL ABILITY 1  -->
| Ability-1-Name = Mesmerizing Gaze
| Ability-1-Type = Su
  <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
| Ability-1-Concentration =
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
| Ability-1-Description = A Vampire's gaze is powerfully, dangerously, soporific. If a Vampire is allowed to gaze on a victim without interruption, they will be driven into a nightmare-ridden sleep, or simply knocked unconscious by the force of the fiend's will. 
:Once per round, as a swift action, Vampires may pour their charismatic essence into their piercing gaze and attempt to lull a mortal creature within 100 feet into sleep.  The Vampire chooses a target to which it has line of sight and line of effect and forces them to roll a Will save versus a DC of {{#var:Special1SaveDC}}.  If they fail the save they are [[Asleep]] until they are awakened.  If they make the save, they are [[Drowsy]] until the end of their next round and take {{#var:Special1SwiftDmg}} points of non-lethal Psychic damage.
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
  <!-- Available Variables:
        {{#var:Special1ToHit}}          To-Hit
        {{#var:Special1TouchAttack}}    Touch To-Hit
        {{#var:Special1SaveDC}}          Save DC
        {{#var:Special1StandardDmg}}    Std Damage
        {{#var:Special1SwiftDmg}}        Swift Damage
        {{#var:Special1AlphaDmg}}        Alpha Damage
        {{#var:Special1-Ability-Dmg}}    Stat Damage
        {{#var:Special1-Hit-Points}}    Hit Points
        {{#var:Special1-Hit-Dice}}      Hit Dice
        {{#var:Special1-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special1-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
| NudgeAbility1ToHit =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility1TouchAttack =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility1SaveDC =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| NudgeAbility1StandardDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility1SwiftDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility1AlphaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility1-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
| NudgeAbility1-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
| NudgeAbility1-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility1-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility1-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--  SPECIAL ABILITY 2  -->
| Ability-2-Name = Swarm of Bats
| Ability-2-Type = Sp
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-2-Concentration = W
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-2-Description = Once per round as a standard action, a Vampire may use a spell to tear open a portal to Infinite Bats.  These bats flood through into our reality and creates a Swarm of Bats.  This effect occurs within 100 feet of the Vampire's square.  It must have line of sight and line of effect to the target square. A Swarm of Bats fills a four by four square around a target intersection. Note that this Area of Effect does NOT require an open space that size: It can be cast in a smaller space and merely lose some squares of effect.  When it is created, a Swarm of Bats inflicts {{#var:Special2StandardDmg}} points of slashing (physical) damage on all creatures in the area of effect.  Affected creatures are allowed to make a reflex save, DC {{#var:Special2SaveDC}}, for half damage.  Once summoned, a Swarm of Bats remains until dismissed (a free action that can only be performed at the bottom of the summoning Vampire's turn) by the vampire that summoned them, or the end of the combat.  On all rounds after they are summoned, Swarms of Bats block line of sight and line of effect through their squares.  Any creature who enters a square affected by a Swarm of Bats after it is summoned suffers Bleed 14.  Note that Bleeds do not stack.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}          To-Hit
        {{#var:Special2TouchAttack}}    Touch To-Hit
        {{#var:Special2SaveDC}}          Save DC
        {{#var:Special2StandardDmg}}    Std Damage
        {{#var:Special2SwiftDmg}}        Swift Damage
        {{#var:Special2AlphaDmg}}        Alpha Damage
        {{#var:Special2-Ability-Dmg}}    Stat Damage
        {{#var:Special2-Hit-Points}}    Hit Points
        {{#var:Special2-Hit-Dice}}      Hit Dice
        {{#var:Special2-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special2-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
| NudgeAbility2ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility2TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility2SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility2-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
| NudgeAbility2-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
| NudgeAbility2-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility2-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility2-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--  SPECIAL ABILITY 3  -->
| Ability-3-Name = Cloak of Shadows
| Ability-3-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-3-Description = Once per round as a swift action, a Vampire may cause a flickering, shifting skein of shadows to surround themselves or one ally within fifty feet.  The creature affected by Cloak of Shadows gains partial concealment, IE, a twenty percent miss chance.  Cloak of Shadows lasts until the beginning of the Vampires next turn.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}          To-Hit
        {{#var:Special3TouchAttack}}    Touch To-Hit
        {{#var:Special3SaveDC}}          Save DC
        {{#var:Special3StandardDmg}}    Std Damage
        {{#var:Special3SwiftDmg}}        Swift Damage
        {{#var:Special3AlphaDmg}}        Alpha Damage
        {{#var:Special3-Ability-Dmg}}    Stat Damage
        {{#var:Special3-Hit-Points}}    Hit Points
        {{#var:Special3-Hit-Dice}}      Hit Dice
        {{#var:Special3-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special3-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
| NudgeAbility3ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility3TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility3SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility3-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
| NudgeAbility3-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
| NudgeAbility3-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility3-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility3-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--  SPECIAL ABILITY 4  -->
| Ability-4-Name = Immortality
| Ability-4-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-4-Description = Vampires cannot be killed by normal means.  If a Vampire is reduced below zero hitpoints, it will lie in moldering ruin until the next night.  It will then rise with a single hitpoint and go hunting to feed. To destroy a Vampire, you must kill it and expose it to sunlight the next day.  Alternatively, you can place a stake through the heart of a Vampire and it will not be destroyed, but it will not rise as long as the stake remains. Lastly, if you decapitate a Vampire or burn it's body completely, it will not rise in that case either.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}          To-Hit
        {{#var:Special4TouchAttack}}    Touch To-Hit
        {{#var:Special4SaveDC}}          Save DC
        {{#var:Special4StandardDmg}}    Std Damage
        {{#var:Special4SwiftDmg}}        Swift Damage
        {{#var:Special4AlphaDmg}}        Alpha Damage
        {{#var:Special4-Ability-Dmg}}    Stat Damage
        {{#var:Special4-Hit-Points}}    Hit Points
        {{#var:Special4-Hit-Dice}}      Hit Dice
        {{#var:Special4-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special4-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
| NudgeAbility4ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility4TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility4SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility4-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
| NudgeAbility4-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
| NudgeAbility4-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility4-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility4-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--  SPECIAL ABILITY 5  -->
| Ability-5-Name =
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}          To-Hit
        {{#var:Special5TouchAttack}}    Touch To-Hit
        {{#var:Special5SaveDC}}          Save DC
        {{#var:Special5StandardDmg}}    Std Damage
        {{#var:Special5SwiftDmg}}        Swift Damage
        {{#var:Special5AlphaDmg}}        Alpha Damage
        {{#var:Special5-Ability-Dmg}}    Stat Damage
        {{#var:Special5-Hit-Points}}    Hit Points
        {{#var:Special5-Hit-Dice}}      Hit Dice
        {{#var:Special5-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special5-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
| NudgeAbility5ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility5TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility5SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility5-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
| NudgeAbility5-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
| NudgeAbility5-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility5-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility5-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--  SPECIAL ABILITY 6  -->
| Ability-6-Name =
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}          To-Hit
        {{#var:Special6TouchAttack}}    Touch To-Hit
        {{#var:Special6SaveDC}}          Save DC
        {{#var:Special6StandardDmg}}    Std Damage
        {{#var:Special6SwiftDmg}}        Swift Damage
        {{#var:Special6AlphaDmg}}        Alpha Damage
        {{#var:Special6-Ability-Dmg}}    Stat Damage
        {{#var:Special6-Hit-Points}}    Hit Points
        {{#var:Special6-Hit-Dice}}      Hit Dice
        {{#var:Special6-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special6-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
| NudgeAbility6ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility6TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility6SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility6-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
| NudgeAbility6-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
| NudgeAbility6-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility6-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility6-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--  SPECIAL ABILITY 7  -->
| Ability-7-Name =
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}          To-Hit
        {{#var:Special7TouchAttack}}    Touch To-Hit
        {{#var:Special7SaveDC}}          Save DC
        {{#var:Special7StandardDmg}}    Std Damage
        {{#var:Special7SwiftDmg}}        Swift Damage
        {{#var:Special7AlphaDmg}}        Alpha Damage
        {{#var:Special7-Ability-Dmg}}    Stat Damage
        {{#var:Special7-Hit-Points}}    Hit Points
        {{#var:Special7-Hit-Dice}}      Hit Dice
        {{#var:Special7-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special7-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
| NudgeAbility7ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility7TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility7SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility7-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
| NudgeAbility7-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
| NudgeAbility7-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility7-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility7-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--  SPECIAL ABILITY 8  -->
| Ability-8-Name =
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}          To-Hit
        {{#var:Special8TouchAttack}}    Touch To-Hit
        {{#var:Special8SaveDC}}          Save DC
        {{#var:Special8StandardDmg}}    Std Damage
        {{#var:Special8SwiftDmg}}        Swift Damage
        {{#var:Special8AlphaDmg}}        Alpha Damage
        {{#var:Special8-Ability-Dmg}}    Stat Damage
        {{#var:Special8-Hit-Points}}    Hit Points
        {{#var:Special8-Hit-Dice}}      Hit Dice
        {{#var:Special8-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special8-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
| NudgeAbility8ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility8TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility8SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
| NudgeAbility8-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
| NudgeAbility8-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
| NudgeAbility8-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->


| NudgeAbility8-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


=== Offense ===
| NudgeAbility8-ManeuverDefense =  
'''Speed''' 50 ft. , Fly 50 ft
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Space / Reach:'''  5 ft. / 5 ft.


'''Single Melee''' Vampire's Bite +23 (2d8+17/x2) + Bleed 14


'''Full Melee''' Bite +23 (2d8+17/x2) + Bleed 14, 2x Elegant Claws +25 (2d6+6/x2)
<!--  SPECIAL ABILITY 9  -->


'''Ranged''' None, but see Mesmerizing Gaze and Swarm of Bats
| Ability-9-Name =


'''Special Attacks''' Mesmerizing Gaze, Swarm of Bats, Vampires Hiss, Cloak of Shadows
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


'''Action Points''' 0
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special91ToHit}}          To-Hit
        {{#var:Special9TouchAttack}}    Touch To-Hit
        {{#var:Special9SaveDC}}          Save DC
        {{#var:Special9StandardDmg}}    Std Damage
        {{#var:Special9SwiftDmg}}        Swift Damage
        {{#var:Special9AlphaDmg}}        Alpha Damage
        {{#var:Special9-Ability-Dmg}}    Stat Damage
        {{#var:Special9-Hit-Points}}    Hit Points
        {{#var:Special9-Hit-Dice}}      Hit Dice
        {{#var:Special9-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special9-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


=== Statistics ===
| NudgeAbility9ToHit =  
'''Str''' 23, '''Dex''' 20, '''Con''' -, '''Int''' 17, '''Wis''' 19, '''Cha''' 21
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Base Atk''' +14; '''CMB''' +23; '''Maneuver Defense:''' 31
| NudgeAbility9TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Feats''' Mobility, EFFECT: AC 40 versus attacks of opportunity provoked by their own movement
| NudgeAbility9SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


'''Skills''' Diplomacy 21, Bluff 21, Knowledge, Local 21, Sense Motive 21, Stealth 21
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


'''Languages''' Necril, Common, Thanic
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility9-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->


=== SPECIAL ABILITIES ===
| NudgeAbility9-HitPoints =  
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->


| NudgeAbility9-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->


; Mesmerizing Gaze (Su)
| NudgeAbility9-ManeuverOffense =
Once per round, as a swift action, Vampires may pour their charismatic essence into their piercing gaze and attempt to lull a mortal creature within 100 feet into sleep.  The Vampire chooses a target to which it has line of sight and line of effect and forces them to roll a Will save versus a DC of 22.  If they fail the save they are [[Asleep]] until they are awakened.  If they make the save, they are [[Drowsy]] until the end of their next round.
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility9-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


; Vampire's Hiss (Ex)
Once per round as a standard action, a Vampire may pour its hunger for life into an ear-shredding vampire's hiss.  This affects a fifteen foot cone, is a sonic-based area of effect attack which can damage objects, as the Bard's Staccato ability.  All enemy creatures in the area of effect take 7d6+1 points of sonic damage, and may make a Fort save for half damage.  If used to attack objects, the Vampire may make one Sunder on a single object in the area of affect using its CMB (+22).




; Swarm of Bats (Sp)
<!--  COMBAT TACTICS  -->
Once per round as a standard action, a Vampire may create a Swarm of Bats within 100 feet of its square.  It must have line of sight and line of effect to the target square. A Swarm of Bats fills a four by four square around a target intersection. Note that this Area of Effect does NOT require an open space that size: it can be cast in a smaller space and merely lose some squares of effect.  When it is created, a Swarm of Bats inflicts 7d6+1 points of slashing (physical) damage on all creatures in the area of effect.  Affected creatures are allowed to make a reflex save, DC 22, for half damage.  Once summoned, a Swarm of Bats remains until dismissed (a free action that can only be performed at the bottom of the summoning Vampire's turn) by the vampire that summoned them, or the end of the combat.  On all rounds after they are summoned, Swarms of Bats block line of sight and line of effect through their squares.  Any creature who enters a square affected by a Swarm of Bats suffers Bleed 14.  Note that Bleeds do not stack.


| CombatTactics = As a result of their widely varied personalities, Vampires can and do have many different styles of combat.  Indolent types will hang back, send in a Thrall or two if they have them, and blanket parties in Swarms of Bats and start hissing when they get closer, backing away the whole time.  More aggressive types will dive right in and go to full attacks, fighting alongside any Thralls, sure the thralls will work their hearts out to protect them as much as possible.  Vampire fights should be wild, fast-moving affairs where the terrain changes frequently due to Swarms of Bats.  Vampires are fully aware that Swarms block line of sight and line of effect, meaning they can be thrown on top of spell casters to shut them right down, and even the more pugnacious types will do this if they are aware of a dangerous caster. If there are Thralls around, and the Vampire does not feel threatened, they may use their Cloak of Shadows on the thrall.  More likely, if a fellow vampire is in peril, they will Cloak each other.


; Cloak of Shadows (Su)
:Vampires are well aware of the power of their inflicted bleeds to stunt the healing effects of divine casters, and will be sure to hit any divine caster they see with Swarms and bites to be darn sure there are as many Bleeds as possible, to lower the chance of the Divine caster simply blasting them out of existence.  Vampires like existence.
Once per round as a swift action, a Vampire may cause a flickering, shifting skein of shadows to surround themselves or one ally within fifty feet.  The creature affected by Cloak of Shadows gains partial concealment, IE, a twenty percent miss chance.  Cloak of Shadows lasts until the beginning of the Vampires next turn.


:Once a fight begins vampires want to win, quickly and easily.  If a fight turns nasty, they will usually run away without hesitation, abandoning any Thralls without a second thought.  To flee, Vampires will usually use their considerable flight to break around a corner and then evade into the heavens.


; Immortality (Su)
:NOTE: It should go without saying that Vampires, due to their weakness to daylight, avoid the sun like deathVampires are indeed creatures of the night.
Vampires cannot be killed by normal means.  If a Vampire is reduced below zero hitpoints, it will lie in moldering ruin until the next night.  It will then rise with a single hitpoint and go hunting to feed. To destroy a Vampire, you must kill it and expose it to sunlight the next dayAlternatively, you can place a stake through the heart of a Vampire and it will not be destroyed, but it will not rise as long as the stake remains. Lastly, if you decapitate a Vampire or burn it's body completely, it will not rise in that case either.






=== TREASURE ===


<!--  OUT OF COMBAT  -->


sell value of approximately 13,750 gp
| OutOfCombat = Bruxa's are perhaps the most 'vampire-like' of the Vampires, and act like it.




=== COMBAT TACTICS ===


<!--  TREASURE AND XP  -->


As a result of their widely varied personalities, Vampires can and do have many different styles of combat.  Indolent types will hang back, send in a Thrall or two if they have them, and blanket parties in Swarms of Bats and start hissing when they get closer, backing away the whole time.  More aggressive types will dive right in and go to full attacks, fighting alongside any Thralls, sure the thralls will work their hearts out to protect them as much as possible.  Vampire fights should be wild, fast-moving affairs where the terrain changes frequently due to Swarms of Bats.  Vampires are fully aware that Swarms block line of sight and line of effect, meaning they can be thrown on top of spell casters to shut them right down, and even the more pugnacious types will do this if they are aware of a dangerous caster. If there are Thralls around, and the Vampire does not feel threatened, they may use their Cloak of Shadows on the thrall.  More likely, if a fellow vampire is in peril, they will Cloak each other.
| TreasureNotes =


Vampires are well aware of the power of their inflicted bleeds to stunt the healing effects of divine casters, and will be sure to hit any divine caster they see with Swarms and bites to be darn sure there are as many Bleeds as possible, to lower the chance of the Divine caster simply blasting them out of existence.  Vampires like existence.
| XPNotes =


Once a fight begins vampires want to win, quickly and easily.  If a fight turns nasty, they will usually run away without hesitation, abandoning any Thralls without a second thought.  To flee, Vampires will usually use their considerable flight to break around a corner and then evade into the heavens.


NOTE: It should go without saying that Vampires, due to their weakness to daylight, avoid the sun like death.  Vampires are indeed creatures of the night.
}}

Revision as of 18:40, 26 August 2017

Vampire Bruxa (CR 14)

Neutral Evil - Medium - Undead
Lore: Know (Religion)
26 43
Basic DC Full DC
Initiative
Initiative Icon 2.png
23
Perception:
36 +26
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
36
Man Def
Shield Icon 3.png
35
Monster Health
382 191 27
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +11
Refl: +16
Will: +11

Strong Against:

Weak Against:

  • ::* Healed by negative energy.
  • Vampires take 10 points of non-resistable energy damage any time they end their turn in a square subject to daylight. This applies once per round in combat, or ten times per minute outside of combat. This weakness does NOT increase or decrease the damage a vampire takes from specific undead-damaging effects and attacks

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+21
Sword Icon 3.png
Man Off
+23
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Vampire's Bite +21 (3d10+19/x2)
    as undefined damage type
    plus Bleed 14

Full Attack (Melee):

  • 1x Vampire's Bite +21 (3d10+19/x2)
    as undefined damage type
    plus Bleed 14
  • 2x Elegant Claws +21 (3d6+7/x2)
    as undefined damage type

Standard Attack (Ranged):

  • 1x None, but see Mesmerizing Gaze and Swarm of Bats +21 (3d10+19/x2)
    as undefined damage type

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

23
STR
20
DEX
CON
17
INT
19
WIS
21
CHA

Skills:

Languages: Necril, Common, Thanic

Feats:

  • Mobility (EFFECT: +4 AC against attacks of opportunity from movement)

Special Abilities

Mesmerizing Gaze (Su)

A Vampire's gaze is powerfully, dangerously, soporific. If a Vampire is allowed to gaze on a victim without interruption, they will be driven into a nightmare-ridden sleep, or simply knocked unconscious by the force of the fiend's will.

Once per round, as a swift action, Vampires may pour their charismatic essence into their piercing gaze and attempt to lull a mortal creature within 100 feet into sleep. The Vampire chooses a target to which it has line of sight and line of effect and forces them to roll a Will save versus a DC of . If they fail the save they are Asleep until they are awakened. If they make the save, they are Drowsy until the end of their next round and take points of non-lethal Psychic damage.
Swarm of Bats (Sp)
  • Concentration: 1d20 + 16 vs. a DC of 29 (13 needed on the die)

Once per round as a standard action, a Vampire may use a spell to tear open a portal to Infinite Bats. These bats flood through into our reality and creates a Swarm of Bats. This effect occurs within 100 feet of the Vampire's square. It must have line of sight and line of effect to the target square. A Swarm of Bats fills a four by four square around a target intersection. Note that this Area of Effect does NOT require an open space that size: It can be cast in a smaller space and merely lose some squares of effect. When it is created, a Swarm of Bats inflicts points of slashing (physical) damage on all creatures in the area of effect. Affected creatures are allowed to make a reflex save, DC , for half damage. Once summoned, a Swarm of Bats remains until dismissed (a free action that can only be performed at the bottom of the summoning Vampire's turn) by the vampire that summoned them, or the end of the combat. On all rounds after they are summoned, Swarms of Bats block line of sight and line of effect through their squares. Any creature who enters a square affected by a Swarm of Bats after it is summoned suffers Bleed 14. Note that Bleeds do not stack.

Cloak of Shadows (Su)

Once per round as a swift action, a Vampire may cause a flickering, shifting skein of shadows to surround themselves or one ally within fifty feet. The creature affected by Cloak of Shadows gains partial concealment, IE, a twenty percent miss chance. Cloak of Shadows lasts until the beginning of the Vampires next turn.

Immortality (Su)

Vampires cannot be killed by normal means. If a Vampire is reduced below zero hitpoints, it will lie in moldering ruin until the next night. It will then rise with a single hitpoint and go hunting to feed. To destroy a Vampire, you must kill it and expose it to sunlight the next day. Alternatively, you can place a stake through the heart of a Vampire and it will not be destroyed, but it will not rise as long as the stake remains. Lastly, if you decapitate a Vampire or burn it's body completely, it will not rise in that case either.

Vampire Bruxa

Vampire Bruxa

Vampires are one of the great nations of Undeath. Vampires are Emptied Undead, meaning they have been cored out of life. Unlike most of the Emptied, they do not noticeably decay, although during battle their disgusting nature is amply evident in the mess they leave behind. Vampires are the greatest representatives of the Corrupting Undead, those undead who seek the preservation and continuation of life, so that they may corrupt it into ever more Undeath. As a result, the motivations of Vampires are more complex than the Destroying Undead or the Eaters.

Vampires like people. They like the trappings of civilization, they like the happy whirl of social life, they enjoy the company of others, both undead and living alike. Vampires want to make more Vampires, it is an erotic part of their existence that they would be greatly diminished by losing.
Vampires get along well with most other Undead, even though relations often involve the Vampires using their domination abilities or simply persuading the other Undead to be patient. It is not unusual for Vampires to be encountered with powerful Skeletons, Wights, Death Knights, Liches, and other mighty Undead, even including the Lost Ones, who make terrifying allies indeed.
On top of this, Vampires are unique among Undeath in that they create living allies, their Vampiric Thralls. The existence of Vampiric Thralls makes finding a Vampire nest immeasurably more difficult, because Vampire Thralls are alive. Thralls are mortals who admire and envy the Vampires for their abilities, and whom the Vampires have fed their blood to. Vampire Blood can create new Vampires, or, in lesser doses, a living human becomes addicted to it, as if it were strong drink, or some horrifyingly strong opiate.
Vampire thralls are the first rank of Vampire culture, the eternally obedient and awfully empowered servants whom the Vampires use to interact with the daytime world. But to a Vampire, the faithful Thralls are just servants and fighters, meat to be sacrificed and used up as required. No, most Vampires are far more occupied with the byzantine machinations of Vampiric Society, a dark carousel of midnight parties and dalliances in dark corners, plots and plans and schemes all woven together into a fascinating skein complex enough to keep even an immortal monster entertained.
Vampire Bruxa's are usually vampires who have reached a few centuries of age. (It is also possible for mighty Sires and Dams to create Bruxa's directly.) Most "young" vampires descend into the degeneration of the Nosferatu state, but those who survive a couple of dozen decades are usually 'encouraged' by their Elders to have a little more self-respect and care for their appearance.
As a result, after some time in the darkness, most vampires seek out magical ways to improve their appearance and re-enter the full whirl of the Dark Dance. Such vampires are the Bruxa's, and they throw themselves into their renewed social existence with enthusiasm, leaving their connections to the living world to molder away as the darkling years dash by.
Bruxa's are the most classically 'vampiric' in appearance, as they revel fully in their dire state of being. They prey upon Life with dedication, and participate in schemes and intrigues with great enthusiasm and considerable skill.

Combat Tactics

As a result of their widely varied personalities, Vampires can and do have many different styles of combat. Indolent types will hang back, send in a Thrall or two if they have them, and blanket parties in Swarms of Bats and start hissing when they get closer, backing away the whole time. More aggressive types will dive right in and go to full attacks, fighting alongside any Thralls, sure the thralls will work their hearts out to protect them as much as possible. Vampire fights should be wild, fast-moving affairs where the terrain changes frequently due to Swarms of Bats. Vampires are fully aware that Swarms block line of sight and line of effect, meaning they can be thrown on top of spell casters to shut them right down, and even the more pugnacious types will do this if they are aware of a dangerous caster. If there are Thralls around, and the Vampire does not feel threatened, they may use their Cloak of Shadows on the thrall. More likely, if a fellow vampire is in peril, they will Cloak each other.

Vampires are well aware of the power of their inflicted bleeds to stunt the healing effects of divine casters, and will be sure to hit any divine caster they see with Swarms and bites to be darn sure there are as many Bleeds as possible, to lower the chance of the Divine caster simply blasting them out of existence. Vampires like existence.
Once a fight begins vampires want to win, quickly and easily. If a fight turns nasty, they will usually run away without hesitation, abandoning any Thralls without a second thought. To flee, Vampires will usually use their considerable flight to break around a corner and then evade into the heavens.
NOTE: It should go without saying that Vampires, due to their weakness to daylight, avoid the sun like death. Vampires are indeed creatures of the night.

Out of Combat

Bruxa's are perhaps the most 'vampire-like' of the Vampires, and act like it.

Rewards

XP: 38,400

Treasure: Sellable Goods worth 23,625 gp.

Weight: 140 lbs.     Volume: 5.6 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)