AC 27 (+6 natural armor, +5 Dex, +1 dodge, +2 deflection, +3 enhancement), Touch 18, Flat-Footed 22
Fort+15, Ref+13, Will+19 DR 10/cold iron and magic SR 17(Only against good and healing spells), Resistances Channel+4, Cold 10, Fire 10. Fast Healing 5
Immune Undead traits.
Ranged Ranged touch +10
Special Abilities Bolster (14/day, 5rnd, +3 bonus), Command Undead(14/day, DC 24).
Spell Like Abilities Constant: Detect Magic.
At Will: Command Undead, Deeper Darkness, Snuff, Vanish.
Power over Undead (Su): You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.
Bolster (Sp): As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a +1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. The bonus on attack rolls and saving throws increases by +1 for every 5 wizard levels you possess. These bonuses last for a number of rounds equal to 1/2 your wizard level (minimum 1 round). The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Necropolitan (Ex) An undead master gains a bonus equal to half his wizard level (minimum +1) on Diplomacy and Knowledge checks regarding undead creatures. Because of his obsessive focus on the undead, he takes a –2 penalty when attempting such checks regarding living creatures.
Corpse Companion (Su) With a ritual requiring 8 hours, an undead lord can animate a single skeleton or zombie whose Hit Dice do not exceed her cleric level. This corpse companion automatically follows her commands and does not need to be controlled by her. She cannot have more than one corpse companion at a time. It does not count against the number of Hit Dice of undead controlled by other methods. She can use this ability to create a variant skeleton such as a bloody or burning skeleton, but its Hit Dice cannot exceed half her cleric level. She can dismiss her companion as a standard action, which destroys it.
Reanimator (Su): An undead master adds the following spells to his spellbook at the given wizard levels: 1st—repair undead; 3rd—lesser animate dead; 5th—animate dead; 7th—undead anatomy I; 9th—create undead; 11th—undeath to death; 13th—create greater undead; 15th—undead anatomy IV; 17th—cursed earth. He can spontaneously cast any of these spells by sacrificing a prepared spell of the same level or higher. The undead master can cast lesser animate dead, animate dead, create undead, and create greater undead as if they were 1 level lower than their normal wizard spell level; this does not alter their level for the purpose of item crafting and the like.
This ability replaces the bonus feats gained at 5th, 10th, and 15th levels.
Drain Psychic Energy(Su)
A creature hit by a psychic vampire’s slam attack (or other natural weapon) takes 1d4 points of ability drain to the highest of its mental ability scores (Intelligence, Wisdom, or Charisma), and the psychic vampire gains a like number of temporary points of psychic energy (PE). These PE points are in addition to the psychic vampire’s current PE total, and any PE expended is subtracted from these PE points first. These temporary PE points don’t stack with any previously gained temporary PE points. The temporary PE points disappear 1 hour later. The psychic vampire’s attack also drains the target’s memories, as per mindwipe. If a creature that takes ability damage from this attack has the ability to cast psychic spells, it is treated as though it were under the effects of a negative emotion effect for the purposes of the emotion component to its spellcasting. A successful Will saving throw negates all the effects of drain psychic energy.
This ability triggers only once per round, regardless of the number of attacks a psychic vampire makes.
As a full-round action, a psychic vampire can attempt to take control of a helpless living creature’s body, as per the spell possession (the CL is 10th or equal to the psychic vampire’s HD, whichever is higher). A creature that successfully saves against this ability is immune to that same psychic vampire’s possession for 24 hours.
Possess Object (Su)
As a full-round action, a psychic vampire can possess an object and animate it, as per object possession, except the psychic vampire’s body vanishes while it’s possessing an object, as per greater possession. The psychic vampire can remain in control of an object indefinitely.
The vampire’s presence in an object can be determined via divination spells such as detect evil and detect undead.
Psychic Magic (Su)
A psychic vampire gains the psychic magic universal monster rule. The psychic vampire has a cumulative number of spells it can cast determined by its HD, with a CL equal to the psychic vampire’s HD. The psychic vampire’s PE pool is equal to its HD.