Vampire Courtier: Difference between revisions
(Created page with "__NOAUTOLINKS__ __NOTOC__ ''Source: Harker's Guide to Vampire Hunting'' Vampire courtiers are nobles, aristocrats, and politicians that live among the upper echelons of society but tend to be weaker than vampires that have had to survive in isolation. {| class="creature" |+ ! colspan="6" |Vampire Courtier |- | colspan="6" |''Monster Level: 14'' |- | colspan="6" |''Medium. Undead Humanoid Shapechanger'' |- !'''STR''' !DEX !END !AWR !INT !CHA |- !1 !5 !1 !3 !3 !5 |- | !R...") |
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Revision as of 17:39, 19 February 2025
Source: Harker's Guide to Vampire Hunting
Vampire courtiers are nobles, aristocrats, and politicians that live among the upper echelons of society but tend to be weaker than vampires that have had to survive in isolation.
| Vampire Courtier | |||||
|---|---|---|---|---|---|
| Monster Level: 14 | |||||
| Medium. Undead Humanoid Shapechanger | |||||
| STR | DEX | END | AWR | INT | CHA |
| 1 | 5 | 1 | 3 | 3 | 5 |
| Ref: 16 | Fort: 11 | Ant: 13 | Log: 13 | Will: 15 | |
| Armor Rating 11 (leather armor; 16 with Evasive) | Resist Occult 2 Immune Necrotic | ||||
| Hit Points 110 | Vulnerable Radiant 2 DR 2/Silvered or Magical Weapons | ||||
| Speed 30 ft, Climb 30 ft | Senses Darkvision 60 ft | ||||
| Skills (AWR) Eavesdropping +6, Intuiting +6; (INT) Economics +2, History +2, Law +4; (CHA) Deceiving +6, Leadership +6, Persuading +6 | Traits Iron Will, Steel Mind, Regen 2 | ||||
| Features | |||||
| Vampirism. The Vampire Courtier follows the Ancerran, Croftian, or Draculean vampire template.
Political Skill. The Vampire Courtier has +6 in Politics of the relevant region. Courtier’s Command. Using CHA, the Vampire Courtier can innately cast the following divine spells. These spells are considered nonmagical when cast by the Vampire Courtier.
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| Actions | |||||
On each of the Vampire Courtier’s turns, it may take one of the following sets of actions.
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| Tier 1 Actions | |||||
| Move. The Vampire Courtier can move up to its speed.
Rapier. Reach 5 ft One-Handed Weapon. +5 vs AR. Hit: 9 (1d8+5) sharp. Charm. Ranged 20 ft Natural Weapon. +5 vs WILL. Hit: Target is Charmed by the Vampire Courtier until the start of the Vampire Courtier’s next turn. | |||||
| Tier 2 Actions | |||||
| Blood Drain. This attack automatically hits targets Charmed or Enthralled by the Vampire Courtier. Reach 5 ft Natural Weapon. +1 vs ANT. Hit: 12 (2d10+1) necrotic, and the Vampire Courtier regains HP equal to the damage it dealt.
Frighten (Recharge 6). 20 ft Radius Natural Weapon. +5 vs WILL of each creature in the radius. Hit: The creature is Frightened of the Vampire Courtier until the end of its next turn. Enthrall (1/Catch Breath). Ranged 20 ft Natural Weapon. +5 vs WILL. Hit: The target is Enthralled by the Vampire Courtier for 2 hours. Whenever it deals damage to one of its allies or takes damage, it may make a DC 15 CHA check; on a success, it ends the Enthralled condition. A creature that was Enthralled by the Vampire Courtier and is no longer Enthralled is Immune to this attack and the Vampire Courtier’s Charm attack for the next 12 hours. Courtier’s Command. The Vampire Courtier may cast one of its Courtier’s Command spells. | |||||
| Reactions | |||||
| Contest Spell (1/Round; 3/Rest). The Vampire Courtier can innately cast the Contest Spell arcane spell as though using 10 SP. | |||||