Vampire, Terror Sorcerer Elf
Medium Undead (Augmented Humanoid) — CR 10
Vampire, Terror Sorcerer Elf is a D&D 3.5 monster from RH. CR 10, HD 7d12 (45 hp).
- Hit Dice
- 7d12 (45 hp)
- Initiative
- +5
- Speed
- 30 ft, 30 ft.
- Armor Class
- 22, touch 15, flat-footed 17
- Base Attack / Grapple
- +3/+6
- Attack
- slam +4 melee
- STR
- 12
- DEX
- 20
- INT
- 14
- WIS
- 15
- CHA
- 24
- Fort / Ref / Will
- +2 / +9 / +7
- Challenge Rating
- 10
- Alignment
- Neutral evil
Special Abilities
Feats
Vampire, Terror Sorcerer Elf* (CR 10)
Medium Undead (Augmented Humanoid)
Alignment: Neutral evil
Initiative: +5 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +12, and Spot +12
Languages: Common, Elven, Infernal
Hit Dice: 7d12 (45 hp); DR: 10/silver and magic
Fort +2, Ref +9, Will +7 Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +6
Attack: slam +4 melee
Damage: Melee slam 1d6+1 plus Wisdom damage
Special Attacks/Actions: blood drain, create spawn, Wisdom damage; eyebite, spells (CL 7), spell-like abilities (CL 7) Abilities: Str 12, Dex 20, Con -, Int 14, Wis 15, Cha 24
Special Qualities: Undead traits, Resist cold 10, fire 10, +4 turn resistance, fast healing 5; gaseous form, vampiric repression, spells (CL 7), Spell-like Abilities (CL 7th)
3/day-cause fear (DC 18), dancing lights, disguise self, ghost sound, silent image (DC 18)
1/day-displacement, misdirection
Feats: Alertness, Greater Spell Focus (illusion), Lightning Reflexes, Persuasive, Spell Focus (illusion), Stealthy,
Skills: Bluff +14, Concentration +6, Hide +12, Intimidate +10, Knowledge (arcana) +6, Listen +12, Move Silently +12, Search +10, Sense Motive +16, Spellcraft +8, and Spot +12
Advancement: By character class Climate/Terrain: Any land and underground
Organization: Solitary
Treasure/Possessions: Combat Gear, wand of Melfs acid arrow (19 charges), ring of protection +1
Description
Vampire, Terror Sorcerer Elf* (CR 10)
Medium Undead (Augmented Humanoid)
Alignment: Neutral evil
Initiative: +5 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +12, and Spot +12
Languages: Common, Elven, Infernal
Hit Dice: 7d12 (45 hp); DR: 10/silver and magic
Fort +2, Ref +9, Will +7 Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +6
Attack: slam +4 melee
Damage: Melee slam 1d6+1 plus Wisdom damage
Special Attacks/Actions: blood drain, create spawn, Wisdom damage; eyebite, spells (CL 7), spell-like abilities (CL 7) Abilities: Str 12, Dex 20, Con -, Int 14, Wis 15, Cha 24
Special Qualities: Undead traits, Resist cold 10, fire 10, +4 turn resistance, fast healing 5; gaseous form, vampiric repression, spells (CL 7), Spell-like Abilities (CL 7th)
3/day-cause fear (DC 18), dancing lights, disguise self, ghost sound, silent image (DC 18)
1/day-displacement, misdirection
Feats: Alertness, Greater Spell Focus (illusion), Lightning Reflexes, Persuasive, Spell Focus (illusion), Stealthy,
Skills: Bluff +14, Concentration +6, Hide +12, Intimidate +10, Knowledge (arcana) +6, Listen +12, Move Silently +12, Search +10, Sense Motive +16, Spellcraft +8, and Spot +12
Advancement: By character class Climate/Terrain: Any land and underground
Organization: Solitary
Treasure/Possessions: Combat Gear, wand of Melfs acid arrow (19 charges), ring of protection +1
Combat
Vampire, Terror Sorcerer Elf* (CR 10)
Medium Undead (Augmented Humanoid)
Alignment: Neutral evil
Initiative: +5 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +12, and Spot +12
Languages: Common, Elven, Infernal
Hit Dice: 7d12 (45 hp); DR: 10/silver and magic
Fort +2, Ref +9, Will +7 Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +6
Attack: slam +4 melee
Damage: Melee slam 1d6+1 plus Wisdom damage
Special Attacks/Actions: blood drain, create spawn, Wisdom damage; eyebite, spells (CL 7), spell-like abilities (CL 7) Abilities: Str 12, Dex 20, Con -, Int 14, Wis 15, Cha 24
Special Qualities: Undead traits, Resist cold 10, fire 10, +4 turn resistance, fast healing 5; gaseous form, vampiric repression, spells (CL 7), Spell-like Abilities (CL 7th)
3/day-cause fear (DC 18), dancing lights, disguise self, ghost sound, silent image (DC 18)
1/day-displacement, misdirection
Feats: Alertness, Greater Spell Focus (illusion), Lightning Reflexes, Persuasive, Spell Focus (illusion), Stealthy,
Skills: Bluff +14, Concentration +6, Hide +12, Intimidate +10, Knowledge (arcana) +6, Listen +12, Move Silently +12, Search +10, Sense Motive +16, Spellcraft +8, and Spot +12
Advancement: By character class Climate/Terrain: Any land and underground
Organization: Solitary
Treasure/Possessions: Combat Gear, wand of Melfs acid arrow (19 charges), ring of protection +1