Vampire Lord
Medium Undead (Augmented Humanoid) — CR 15
Vampire Lord is a D&D 3.5 monster from RH. CR 15, HD 10d12 (75 hp).
- Hit Dice
- 10d12 (75 hp)
- Initiative
- +10
- Speed
- 20 ft, 20 ft.
- Armor Class
- 30, touch 16, flat-footed 24
- Base Attack / Grapple
- +10/+16
- Attack
- Slam +11 melee, or quarterstaff +11 melee, or masterwork light crossbow with masterwork bolts +13 ranged Full Attack: Slam +11 melee, or quarterstaff +11 melee, or masterwork light crossbow with masterwork bolts +13 ranged
- STR
- 22
- DEX
- 22
- INT
- 21
- WIS
- 16
- CHA
- 14
- Fort / Ref / Will
- +5 / +13 / +14
- Challenge Rating
- 15
- Alignment
- Neutral evil
- Level Adjustment
- +8
Special Abilities
DR 10/magic or silverBlood draindominationenergy drain
Feats
Vampire Lord* (CR 15)
Medium Undead (Augmented Humanoid)
Alignment: Neutral evil
Initiative: +10 (+6 Dex, +4 Improved Initiative); Senses: Listen +13 and Spot +13
Languages: telepathy 100 ft.
Hit Dice: 10d12 (75 hp); DR: 10/magic or silver
Fort +5, Ref +13, Will +14 Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +10; Grapple +16
Attack: Slam +11 melee, or quarterstaff +11 melee, or masterwork light crossbow with masterwork bolts +13 ranged
Full Attack: Slam +11 melee, or quarterstaff +11 melee, or masterwork light crossbow with masterwork bolts +13 ranged
Damage: Slam 1d6+9 plus energy drain, quarterstaff 1d6+9, masterwork light crossbow with masterwork bolts 1d8/19-20
Special Attacks/Actions: Blood drain, domination, energy drain Abilities: Str 22, Dex 22, Con -, Int 21, Wis 16, Cha 14
Special Qualities: Alternate form, children of the night, cold resistance 20, control weather, create spawn, electricity resistance 20, fast healing 5, gaseous form, spider climb, telekinesis, turn resistance +8, undead traits, (10-level female human wizard vampire)
Feats: Alertness; Brew Potion; Combat Reflexes; Dodge; Improved Initiative; Iron Will; Leadership; Lightning Reflexes; Quicken Spell; Scribe Scroll
Skills: Bluff +10, Concentration +15, Diplomacy +10, Hide +14, Intimidate +10, Knowledge (arcana) +18, Knowledge (the planes) +18, Listen +13, Move Silently +14, Search +13, Sense Motive +15, Skills: Craft (alchemy) +12, Spellcraft +18, and Spot +13
Advancement: By character class
Level Adjustment: 8 Climate/Terrain: Any land and underground
Organization: Solitary
Treasure/Possessions: Quadruple standard
Description
Vampire Lord* (CR 15)
Medium Undead (Augmented Humanoid)
Alignment: Neutral evil
Initiative: +10 (+6 Dex, +4 Improved Initiative); Senses: Listen +13 and Spot +13
Languages: telepathy 100 ft.
Hit Dice: 10d12 (75 hp); DR: 10/magic or silver
Fort +5, Ref +13, Will +14 Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +10; Grapple +16
Attack: Slam +11 melee, or quarterstaff +11 melee, or masterwork light crossbow with masterwork bolts +13 ranged
Full Attack: Slam +11 melee, or quarterstaff +11 melee, or masterwork light crossbow with masterwork bolts +13 ranged
Damage: Slam 1d6+9 plus energy drain, quarterstaff 1d6+9, masterwork light crossbow with masterwork bolts 1d8/19-20
Special Attacks/Actions: Blood drain, domination, energy drain Abilities: Str 22, Dex 22, Con -, Int 21, Wis 16, Cha 14
Special Qualities: Alternate form, children of the night, cold resistance 20, control weather, create spawn, electricity resistance 20, fast healing 5, gaseous form, spider climb, telekinesis, turn resistance +8, undead traits, (10-level female human wizard vampire)
Feats: Alertness; Brew Potion; Combat Reflexes; Dodge; Improved Initiative; Iron Will; Leadership; Lightning Reflexes; Quicken Spell; Scribe Scroll
Skills: Bluff +10, Concentration +15, Diplomacy +10, Hide +14, Intimidate +10, Knowledge (arcana) +18, Knowledge (the planes) +18, Listen +13, Move Silently +14, Search +13, Sense Motive +15, Skills: Craft (alchemy) +12, Spellcraft +18, and Spot +13
Advancement: By character class
Level Adjustment: 8 Climate/Terrain: Any land and underground
Organization: Solitary
Treasure/Possessions: Quadruple standard
Combat
Vampire Lord* (CR 15)
Medium Undead (Augmented Humanoid)
Alignment: Neutral evil
Initiative: +10 (+6 Dex, +4 Improved Initiative); Senses: Listen +13 and Spot +13
Languages: telepathy 100 ft.
Hit Dice: 10d12 (75 hp); DR: 10/magic or silver
Fort +5, Ref +13, Will +14 Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +10; Grapple +16
Attack: Slam +11 melee, or quarterstaff +11 melee, or masterwork light crossbow with masterwork bolts +13 ranged
Full Attack: Slam +11 melee, or quarterstaff +11 melee, or masterwork light crossbow with masterwork bolts +13 ranged
Damage: Slam 1d6+9 plus energy drain, quarterstaff 1d6+9, masterwork light crossbow with masterwork bolts 1d8/19-20
Special Attacks/Actions: Blood drain, domination, energy drain Abilities: Str 22, Dex 22, Con -, Int 21, Wis 16, Cha 14
Special Qualities: Alternate form, children of the night, cold resistance 20, control weather, create spawn, electricity resistance 20, fast healing 5, gaseous form, spider climb, telekinesis, turn resistance +8, undead traits, (10-level female human wizard vampire)
Feats: Alertness; Brew Potion; Combat Reflexes; Dodge; Improved Initiative; Iron Will; Leadership; Lightning Reflexes; Quicken Spell; Scribe Scroll
Skills: Bluff +10, Concentration +15, Diplomacy +10, Hide +14, Intimidate +10, Knowledge (arcana) +18, Knowledge (the planes) +18, Listen +13, Move Silently +14, Search +13, Sense Motive +15, Skills: Craft (alchemy) +12, Spellcraft +18, and Spot +13
Advancement: By character class
Level Adjustment: 8 Climate/Terrain: Any land and underground
Organization: Solitary
Treasure/Possessions: Quadruple standard