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Merfolk Vampire

This creature has the upper body of a human and the lower body of a fish.

Merfolk Vampire
CR 9

XP 6,400
Female merfolk vampire sorcerer 8
CE Medium undead (aquatic, augmented humanoid)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +13

AC 25, touch 17, flat-footed 20 (+2 deflection, +4 Dex, +1 dodge, +8 natural)
hp 102 (8d6+72); fast healing 5
Fort +13, Ref +11, Will +12
Defensive Abilities channel resistance +4; DR 10/magic and silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses

Speed 5 ft., swim 50 ft.
Melee slam +8 (1d4+4 plus energy drain)
Special Attacks blood drain, children of the deep, create spawn, dominate (DC 22), energy drain (2 levels, DC 22)
Bloodline Spell-Like Ability (CL 8th, +7 touch)
11/day—laughing touch
Sorcerer Spells Known (CL 8th, +8 ranged touch; +16 concentration, +20 to cast defensively)

4th (5/day)—greater invisibility
3rd (5/day)—deep slumber (DC 21), dispel magic, lightning bolt (DC 21)
2nd (8/day)—blindness/deafness (DC 20), glitterdust (DC 20), hideous laughter (DC 20), invisibility
1st (8/day)—disguise self, entangle (DC 19), expeditious retreat, mage armor, magic missile, shocking grasp
0 (at will)—dancing lights, detect magic, ghost sound (DC 18), light, mage hand, mending, message, read magic

Bloodline fey

Str 16, Dex 18, Con —, Int 16, Wis 16, Cha 26
Base Atk +4; CMB +7 (+9 grapple); CMD 24 (26 vs. grapple)
Feats AlertnessB, Blind-Fight, Combat Casting, Combat ReflexesB, DodgeB, Eschew Materials, Improved Grapple, Improved InitiativeB, Improved Unarmed Strike, Lightning ReflexesB, Still Spell, ToughnessB, Weapon Finesse
Skills Bluff +27, Knowledge (arcana) +14, Knowledge (religion) +11, Perception +21, Sense Motive +13, Spellcraft +13, Stealth +12, Swim +11, Use Magic Device +19; Racial Modifiers +8 Bluff,+8 Perception, +8 Sense Motive, +8 Stealth
Languages Aquan, Common, Draconic, Elven, Sylvan
SQ amphibious, change shape (human or shark, alter self or beast shape II), gaseous form, shadowless, spider climb

Environment any
Organization solitary or family (vampire plus 2–8 spawn)
Treasure NPC gear (cloak of resistance +3, headband of alluring charisma +4, ring of protection +2)

Blood Drain (Ex) A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Children of the Deep (Su) Once per day, while in an aquatic environment, a merfolk vampire can call forth a crab swarm, 1d4+1 sharks, or 2d6 squids as a standard action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Create Spawn (Su) A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master's destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Dominate (Su) A vampire can crush a humanoid opponent's will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM's discretion, some vampires might be able to affect different creature types with this power.

Energy Drain (Su) A creature hit by a vampire's slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.

Gaseous Form (Su) As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.

Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.

Vampire Weaknesses (Ex) Merfolk vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save. Merfolk vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.

Template Info
This creature was created with the Vampire template.