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    Succubus Vampire

    This alluring woman has notably fiendish features.

    Succubus VampireCR 9

    XP 6,400
    CE Medium undead (augmented outsider, chaotic, demon, evil, extraplanar)
    Init +9; Senses darkvision 60 ft., detect good; Perception +24

    AC 29, touch 16, flat-footed 23 (+5 Dex, +1 dodge, +13 natural)
    hp 116 (8d10+72); fast healing 5
    Fort +9, Ref +13, Will +11
    Defensive Abilities channel resistance +4; DR 10/—; Immune electricity, fire, undead traits; Resist acid 10, cold 10; SR 18
    Weaknesses vampire weaknesses

    Speed 30 ft., fly 50 ft. (average)
    Melee 2 claws +14 (1d6+4 plus energy drain once per round)
    Special Attacks blood drain, create spawn, energy drain (2 levels, DC 24), profane gift
    Spell-Like Abilities (CL 12th; concentration +22)

    Constant—detect good, spider climb, tongues
    At will—charm monster (DC 22), detect thoughts (DC 22), dominate person (DC 25), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 23), greater teleport (self plus 50 lbs. of objects only), vampiric touch
    1/day—summon (level 3, 1 babau 50%, 1d6+1 fiendish rat swarms 100%, 1d4+1 fiendish bat swarms 100%, or 2d6 fiendish wolves 100%)

    Str 19, Dex 21, Con —, Int 20, Wis 16, Cha 31
    Base Atk +8; CMB +14; CMD 27
    Feats Agile Maneuvers, Alertness (B), Combat Reflexes (B), Dodge (B), Great Fortitude, Improved Initiative (B), Iron Will, Lightning Reflexes (B), Toughness (B), Weapon Finesse
    Skills Bluff +29, Diplomacy +21, Disguise +21, Escape Artist +13, Fly +16, Intimidate +18, Knowledge (local) +16, Perception +24, Sense Motive +24, Stealth +24; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
    Languages Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft.
    SQ change shape (polymorph, Small or Medium animal or humanoid), gaseous form, shadowless

    Environment any (Abyss)
    Organization solitary, pair, or harem (3–12)
    Treasure double

    Blood Drain (Su) A succubus 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.

    Create Spawn (Su) A succubus vampire can create spawn out of humanoids it slays with blood drain or energy drain. The victim rises from death as a succubus vampire spawn in 1d4 days. This vampire spawn 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.

    Energy Drain (Su) A creature hit by a succubus vampire's claw gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes. A succubus vampire may also drain energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability without attacking with its claws. The vampire's kiss bestows two negative levels. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the vampire. The victim must succeed on a DC 24 Will save to negate the suggestion. The save DCs are Charisma-based.

    Fast Healing (Ex) If reduced to 0 hit points in combat, a succubus vampire assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

    Gaseous Form (Su) As a standard action, a succubus vampire can assume gaseous form at will (caster level 12th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

    Profane Gift (Su) Once per day as a full-round action, a succubus vampire may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus or succubus vampire at a time. As long as the profane gift persists, the vampire can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The vampire can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).

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

    Vampire Weaknesses (Ex) Succubus 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. Succubus 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.
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