UNNAMED HERO CR 11
Male Human Assassin 1 Rogue (Knife Master, Scout) 9
CE Medium Undead (Augmented Humanoid, Human)
Init +8; Senses Darkvision (60 feet); Perception +22
AC 31, touch 17, flat-footed 24. . (+6 armor, +4 Dex, +8 natural, +3 dodge)
hp 129 (10d8+60); Fast Healing 5
Fort +8, Ref +13, Will +3
Defensive Abilities Blade Sense +3, Channel Resistance +4; DR 10/magic, 10/silver; Immune Undead Traits; Resist cold 10, electricity 10
Weakness Vampire Weaknesses
Spd 20 ft.
Melee +1 Keen Dagger +8/+3 (1d4+4/17-20/x2) and
. . Slam (Vampire) +3 (1d4+1/20/x2) and
. . Sparkwave Starknife (2/day) +7 (1d4+4/19-20/x3) and
. . Unarmed Strike +8/+3 (1d3+3/20/x2)
Special Attacks Bleeding Attack +6, Blood Drain, Children of the Night (1/day), Create Spawn, Death Attack (DC 14), Dominate (DC 20), Energy Drain (2 levels) (DC 20), Scout's Charge, Skirmisher, Sneak Attack +6d8/+6d4
Str 17, Dex 19, Con -, Int 17, Wis 11, Cha 20
Base Atk +6; CMB +9; CMD 26
Feats Alertness, Assassin Weapon Proficiencies, Combat Expertise +/-2, Combat Reflexes (5 AoO/round), Dodge, Double Slice, Improved Feint, Improved Initiative, Lightning Reflexes, Martial Weapon Proficiency: Starknife, Rogue Weapon Proficiencies, Toughness +10, Two-weapon Fighting, Weapon Finesse, Weapon Focus: Dagger
Skills Acrobatics +16, Bluff +25, Climb +2, Diplomacy +17, Disable Device +18, Disguise +10, Escape Artist +16, Fly +3, Intimidate +14, Knowledge (Local) +16, Linguistics +8, Perception +22, Ride +3, Sense Motive +22, Sleight of Hand +16, Stealth +24, Swim +2, Use Magic Device +18
Languages Abyssal, Common, Dwarven, Elven, Infernal, Necril
SQ Change Shape (dire bat or wolf, beast shape II) (Su), Fast Stealth (Ex), Gaseous Form (Su), Hidden Blade +4, Poison Use, Shadowless (Ex), Sparkwave Starknife (2/day), Spider Climb (Ex)
Combat Gear +1 Keen Dagger, Rhino Hide, Sparkwave Starknife (2/day); Other Gear Amulet of Natural Armor +2, Boots of Speed (10 rounds/day), Cloak of Displacement, Minor, Thieves' tools, masterwork
Blade Sense +3 (Ex) +3 dodge bonus to AC vs. attacks made against you with light blades
Bleeding Attack +6 (Ex) Sneak attacks also deal 6 bleed damage per round.
Blood Drain (Ex) Suck blood with a Grapple check (1d4 CON drain) to gain 5 HP.
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (5 AoO/round) You may make up to 5 attacks of opportunity per round, and may make them while flat-footed.
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Death Attack (DC 14) (Ex) You can kill or render a target helpless for 1d6+1 rounds with a prepared sneak attack.
Dominate (DC 20) (Ex) As Dominate Person spell, takes standard action.
Energy Drain (2 levels) (DC 20) (Ex) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Fast Healing 5 (Ex) You heal damage every round if you have > 1 HP.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Gaseous Form (Su) Assume Gaseous Form at will (as the spell).
Hidden Blade +4 +4 bonus on Slight of Hand checks to conceal a light blade.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Poison Use You don't accidentally poison yourself with blades.
Scout's Charge (Ex) Charge attacks deal sneak attack damage.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Skirmisher (Ex) 1st attack after moving 10+' (same round) deals sneak attack damage.
Sneak Attack +6d8/+6d4 +6d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Sparkwave Starknife (2/day) A faint trail of sparks marks the passage of this +1 shock starknife whenever it is thrown. Once per day its wielder may throw it so it transforms into an 8d6 lightning bolt (Reflex DC 14 half ), returning to its physical form at the end of the bolt’s path.
Requirements Craft Magic Arms and Armor, lightning bolt; Cost 10,824 gp
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.