
pain4gains |
Try a mastermind Vampire Monk 12. Grappling Monster, who basically can eat up any player, and then scatter before hes in danger. Add in 48 hd worth of vampire minions or vampire spawn and i would say that you easily can harrass a party.
Hmm, infact, each of these "lieutenant" minions can have minions.
SO an endless network vampires. See what a group of 4-6 PCs can do.
Ok, sounds like i just came up with my next campaign hook.

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CR 11
Male Advanced Half-Dragon (Red) Satyr Barbarian 5
Chaotic Neutral Medium Dragon ((Fey))
Init +5; Senses Darkvision (60 feet), Low-Light Vision; Perception +31
--------------------
DEFENSE
--------------------
AC 30, touch 15, flat-footed 25 (+4 armor, +4 Dex, +11 natural, +1 dodge)
hp 206 (5d12+8d6+148)
Fort +17, Ref +12, Will +12
Defensive Abilities Improved Uncanny Dodge (Lv >=9), Trap Sense +1; DR 5/cold iron; Immune fire, paralysis, sleep
--------------------
OFFENSE
--------------------
Spd 50 ft., Flying (100 feet, Average)
Melee Bite (Half-Dragon Template) +20 (1d6+11) and
Claw x2 (Half-Dragon Template) +20 x2 (1d4+11) and
Horns (Satyr) +20 (1d8+11) (+2 to hit and additional 2d6+2 damage to humans on each attack)
Special Attacks Breath Weapon (DC 25)
Spell-Like Abilities Charm Person (DC 19)(At will), Dancing Lights (At will), Fear (DC 22)(1/day), Ghost Sound (DC 18)(At will), Sleep (DC 18)(At will), Suggestion (DC 21)(At will), Summon Nature's Ally III (1/day)
--------------------
STATISTICS
--------------------
Str 30, Dex 21, Con 32, Int 18, Wis 20, Cha 26
Base Atk +9/+4; CMB +19; CMD 35
Feats Dodge, Flyby Attack, Improved Natural Attack: Horns (Satyr), Mobility, Multiattack, Skill Focus: Perception, Weapon Finesse
Skills Acrobatics +20, Bluff +24, Climb +9, Diplomacy +19, Disguise +13, Escape Artist +8, Fly +20, Intimidate +16, Knowledge: Nature +13, Perception +31, Perform: Wind Instruments +28, Ride +4, Sense Motive +21, Sleight of Hand +9, Stealth +24, Survival +13, Swim +9
Languages Abyssal, Common, Draconic, Giant, Sylvan
SQ Fast Movement (Ex), Moment of Clarity (1/rage) (Ex), No Escape (1/rage) (Ex), Pipes (DC 24) (Su), Rage (23 rounds/day) (Ex)
Combat Gear Masterwork Chain Shirt; Amulet of Mighty Fists +1 Human Bane
--------------------
SPECIAL ABILITIES
--------------------
Breath Weapon (1/day) (DC 25) (Su) 1/day, Breath Weapon deals 8d6 Fire damage, DC 25.
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Movement (Ex) +10 feet to speed, unless heavily loaded.
Flyby Attack You can take a standard action during your move action while flying.
Flying (100 feet, Average) You can fly!
Immunity to Fire You are immune to fire damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Uncanny Dodge (Lv >=9) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 9+.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC against some attacks of opportunity.
Moment of Clarity (1/rage) (Ex) Remove the benefits and penalties of a rage for 1 round without ending the rage.
No Escape (1/rage) (Ex) Keep up with a foe who tries to withdraw.
Pipes (DC 24) (Su) A satyr can focus and empower his magic by playing haunting melodies on his panpipes. When he plays, all creatures within a 60-foot radius must make a Will save or be affected by charm person, fear, sleep, or suggestion, depending on what tune
Rage (23 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
When Raging
Male Male Advanced Half-Dragon (Red) Satyr Barbarian 5
Satyr Barbarian 5
Chaotic Neutral Medium Dragon ((Fey))
Init +5; Senses Darkvision (60 feet), Low-Light Vision; Perception +31
--------------------
DEFENSE
--------------------
AC 28, touch 13, flat-footed 23 (+4 armor, +4 Dex, +11 natural, +1 dodge)
hp 232 (5d12+8d6+174)
Fort +19, Ref +12, Will +14
Defensive Abilities Improved Uncanny Dodge (Lv >=9), Trap Sense +1; DR 5/cold iron; Immune fire, paralysis, sleep
--------------------
OFFENSE
--------------------
Spd 50 ft., Flying (100 feet, Average)
Melee Bite (Half-Dragon Template) +22 (1d6+13) and
Claw x2 (Half-Dragon Template) +22 x2 (1d4+13) and
Horns (Satyr) +22 (1d8+13) (+2 to hit and additional 2d6+2 damage to humans on each attack)
Special Attacks Breath Weapon (DC 27)
Spell-Like Abilities Charm Person (DC 19)(At will), Dancing Lights (At will), Fear (DC 22)(1/day), Ghost Sound (DC 18)(At will), Sleep (DC 18)(At will), Suggestion (DC 21)(At will), Summon Nature's Ally III (1/day)
--------------------
STATISTICS
--------------------
Str 30/34, Dex 21, Con 32/36, Int 18, Wis 20, Cha 26
Base Atk +9/+4; CMB +21; CMD 35
Feats Dodge, Flyby Attack, Improved Natural Attack: Horns (Satyr), Mobility, Multiattack, Skill Focus: Perception, Weapon Finesse
Skills Acrobatics +20, Bluff +24, Climb +11, Diplomacy +19, Disguise +13, Escape Artist +8, Fly +20, Intimidate +16, Knowledge: Nature +13, Perception +31, Perform: Wind Instruments +28, Ride +4, Sense Motive +21, Sleight of Hand +9, Stealth +24, Survival +13, Swim +11
Languages Abyssal, Common, Draconic, Giant, Sylvan
SQ Fast Movement (Ex), Moment of Clarity (1/rage) (Ex), No Escape (1/rage) (Ex), Pipes (DC 24) (Su), Rage (23 rounds/day) (Ex)
Combat Gear Masterwork Chain Shirt; Amulet of Mighty Fists +1 Human Bane
--------------------
SPECIAL ABILITIES
--------------------
Breath Weapon (1/day) (DC 27) (Su) 1/day, Breath Weapon deals 8d6 Fire damage, DC 27.
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Movement (Ex) +10 feet to speed, unless heavily loaded.
Flyby Attack You can take a standard action during your move action while flying.
Flying (100 feet, Average) You can fly!
Immunity to Fire You are immune to fire damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Uncanny Dodge (Lv >=9) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 9+.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC against some attacks of opportunity.
Moment of Clarity (1/rage) (Ex) Remove the benefits and penalties of a rage for 1 round without ending the rage.
No Escape (1/rage) (Ex) Keep up with a foe who tries to withdraw.
Pipes (DC 24) (Su) A satyr can focus and empower his magic by playing haunting melodies on his panpipes. When he plays, all creatures within a 60-foot radius must make a Will save or be affected by charm person, fear, sleep, or suggestion, depending on what tune
Rage (23 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.

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First, a nice piped suggestion to go somewhere private and strip down out of armor and clothes (DC24, 60' radius, should clear out most fighter/rogue types with low will saves for several minutes, plus put them in an ackward position when he follows to mop them up.)
Follow with rage and breath weapon on those who stuck around. (DC27)
Then rage and stack hacking apart any humans (or half-humans) (priority clerics and mages) in the group. Use no retreat if the human tries to get away.
At an opportune time, use moment of clarity to lay down a spell-like ability (Fear to help retreat or Suggestion for tactical advantage.)

Umbriere Lunas |

heres a mildly anime inspired but somewhat minmaxed CR 11 BBEG. (by RAW)
Sabrina Niccoletti CR11 favored class is sorcerer (skill point)
Lawful Evil Young Advanced Female Vampire Human Arcane Sorcerer 10
stats (score before label) 14 (7+6+1+4-4) Str 32 (15+1+4+4+4+4) Dex Con n/a (7+4-4)) Wis 16 (10+6) Int (10+6) 16 Cha 32 (20+4+4+4)
HP 157 (avg result of 10d6 +120) DR 10/magic and silver Ressit 10 cold and electricity, fast healing 5/round
skills perception +25, sense motive +25, acrobatics +22, knowledge (arcana) +16, knowledge (nobility) +16 stealth +34. bluff +19. use magic device +24
dominate (DC28)
all vampire traits
speed 30 feet, climb 30 feet fly 60 feet (spell) (+30 to all of these movement modes from expeditious retreat when cast)
languages, common, infernal, elven, draconic
Saves Fort +20 Ref 21 Will +15
AC 42 (10+4+4+11+1+1+1+1+1+7) touch 26 FF 30
CMB 15
CMD 37
initiative +17
Attack 2 Power Slams (slams with powe attack) +15 2d4+6 per slam +2 negative levels
All vampire traits
Senses darkvision 120 feet, perception +25
Feats, all vampire freebies, Combat casting (bloodline freebie) eschew materials (sorcerer freebie) weapon finesse, agile manuevers (human bonus), defensive combat training, improved natural attack (slam) power attack, ability focus (dominate)
Traits, Focused mind (+2 concentration) concentation totals for defensive casting is +27. reactionary (+2 initiative)
Spells
known
9/5/4/3/2/1
per day 9/9/9/7/5
DCs.
21
22
23
24
25
26
Spells
0, ghost sound, predestigitation, acid splash, detect magic, mending, mage hand, message, read magic, light
1st mage armor, shield, identify (B), magic missile, grease, expiditious retreat
2nd mirror image, invisibility (b) scorching ray, see invisibility, resist energy
3rd. fireball, dispel magic (b) displacement (b) vampiric touch, fly
4th dimension door (b) black tentacles, enervation
5th summon monster 5
gear bonded object (sabrina's lucky scarf, +1 profane deflection, luck, and insight bonuses to armor class, cost, 6,000 gp) or half of 12,000)) ribbon of charisma +4, shoes of dexterity +4, sash of resistance +5. ring of natural armor+1, 1 1,000 gp brooch
sabrina can make 12 attacks of oppurtunity a round
Sabrina loos like a young female human child not much older than 10. her skin is pale, her eyes are a dark blue color and her hair, kind of an ashy blonde color, and it goes down to her ankles in curled twintails. she wears a black frilly, ruffled, lace trimmed dress reminiscent of gothic victorian fashion, with a scarf, shoes and ribbons. she carries no visible weapon, and she looks no different from a child, but she is rather manipulating, she wishes to cloak the world in eternal darkness, so that she no longer has to fear the day. she is a cruel tyrant, whose mansion has many servants who fear her.
Sabrina should have at minimum, the following buffs before battle, even just before it.
mage armor, shield, expiditious retreat, fly, see invisibility and displacement.
tactics, Sabrina never fights alone, she either uses 2d6 created spawn, her children of the night ability, or summoned monsters summoned en masse from a lower level list. her "minions" do her fighting, she slings lower level spells from the back and will play very intellegently, even if you have to metagame as DM, she targets healers first, then other mages, working to fighters and saving rogues for last. her primary focus is staying alive. which isn't much of a problem. if you have to ignore a few of her vampiric weaknesses, then do so. especially minor ones like aversion to garlic and holy symbols. and have her walk into any building, invited or not. if you must. she is very familiar with her mansion and it is her lair. her tons of unspecified wealth would be so bulky that most cannot move it without a good train of wagons. and most things are there to provide her with cover and concealment. her mansion is dark and lit dimly by everburning torches, the light is only there so that she may read. due to the issues of darkvision lacking the ability to distinguish color.
Designers notes
Sabrina May if played to the best of her ability by a master will kill every level 11 or lower party. even though the numbers say that she is CR 11. since allies are factored into the CR. her children of the night, plus a few advanced vampire spawns and summoned monsters if used alltogether (which she would do) is a guaranteed TPK. and she likes to use mooks en masse too. she dumped con because she was born a vampire and it milked extra points to afford uber charisma.
Formula 10 sorcerer levels = +9 CR +2 CR for Vampire Template -1 CR for young +1 CR for advanced = total net CR of 11.

Ice Titan |

Abok Duhr CR 11
Fire giant-Greater fire elemental amalgam
LE Huge Elemental (fire, extraplanar)
Init +7; Senses darkvision 60ft.; Perception +19
-Defense---------------------------------
AC 28, touch 12, flat-footed 24
hp (15d10+75)
Fort +10, Ref +12, Will +6
DR 5/-
Immune elemental traits, fire
Weaknesses vulnerable to cold
-Offense---------------------------------
Spd 60ft.
Melee greatsword +30/+25/+20 (4d6+15 + 1d6 fire/19-20 x2) or 2 slams +28 (2d8+15)
Space 15 ft. Reach 15 ft.
Special Attacks burn (2d8 DC 20)
-Statistics------------------------------
Str 31, Dex 17, Con 21, Int 9, Wis 12, Cha 10
Base Atk +15; CMB +32; CMD +45
Feats Improved Initiative, Spring Attack, Weapon Finesse, Blind-Fight, Combat Reflexes, Iron Will, Dodge, Weapon focus (greatsword), Martial weapon proficiency (greatsword), Mobility
Skills
Languages Ignan, Common, Giant
Gear +1 breastplate, +1 fiery greatsword
Abok Duhr crush you!
Abok Duhr have fifteen foot reach!
Abok Duhr run 60 foot per round!
Abok Duhr have DR 5! Cower before my elongated life!
Abok Duhr cause burns when slam! Pitiful humans! Burn! Burn!
Abok Duhr kill high AC targets! Abok Duhr mean as hell!

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EZERIAH CHUTUNTU CR 11
Male Skum Wizard 8
Medium Outsider ((Monstrous Humanoid), Aquatic)
Init +4; Senses Darkvision (60 feet); Perception +7
--------------------
DEFENSE
--------------------
AC 19, touch 15, flat-footed 15. . (+1 armor, +4 Dex, +3 natural, +1 deflection)
hp 131 (2d10+8d6+78)
Fort +9, Ref +9, Will +10
DR 5/magic; Immune poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 21
--------------------
OFFENSE
--------------------
Spd 20 ft., Flying (40 feet, Good), Swimming (40 feet)
Melee +1 Trident +14/+9 (1d8+11) and
. . Bite (Half-Fiend Template) +11 (1d6+3) and
. . Bite (Skum) +11 (1d6+3) and
. . Claw (Skum) +11 (1d4+3) and
. . Claw x2 (Half-Fiend Template) +11 x2 (1d4+3) and
. . Unarmed Strike +9/+4 (1d3+7)
Special Attacks Smite Good
Spell-Like Abilities Blasphemy, Contagion, Darkness, Desecrate, Destruction, Horrid Wilting, Poison, Summon Monster IX (fiends only), Unhallow, Unholy Aura, Unholy Blight
Wizard Spells Known (CL 8, +13 melee touch, +10 ranged touch):
4 (DC 19, 3/day)Beast Shape II, Dimension Door, Invisibility, Greater, Stoneskin
3 (DC 18, 4/day)Displacement, Haste, Lightning Bolt, Slow, Vampiric Touch
2 (DC 17, 4/day)Bear's Endurance, Blindness/Deafness, Bull's Strength, Mirror Image, Scorching Ray
1 (DC 16, 6/day)Enlarge Person, Enlarge Person, Expeditious Retreat, Magic Missile, Magic Missile, Reduce Person, Shocking Grasp
0 (DC 15)Dancing Lights, Daze, Touch of Fatigue
--------------------
STATISTICS
--------------------
Str 24, Dex 19, Con 22/24, Int 20, Wis 12, Cha 8
Base Atk +6/+1; CMB +13; CMD 28
Feats Combat Casting, Extend Spell, Flyby Attack, Hover, Multiattack, Power Attack +4/-2, Scribe Scroll, Toughness +10, Wizard Weapon Proficiencies
Skills Acrobatics +6, Climb +12, Fly +21, Intimidate +6, Knowledge: Arcana +13, Knowledge: Geography +13, Knowledge: History +13, Knowledge: Nature +13, Knowledge: Religion +13, Knowledge: The Planes +13, Perception +7, Spellcraft +18, Stealth +17, Survival +9, Swim +20Modifiers +4 Perception underwater, +4 Stealth underwater
Languages Aboleth, Aklo, Aquan, Common, Draconic, Sahaugin, Undercommon
SQ Amphibious (Ex), Change Shape (8 rounds/day) (Sp), Divination, Enchantment, Physical Enhancement +2: Constitution (Su), Telekinetic Fist (8/day) (Sp), Transmutation
Combat Gear +1 Trident; Other Gear Bracers of Armor, +1, Cloak of Resistance, +1, Necklace of Fireballs II, Pearl of Power, 1st Level, Pearl of Power, 1st Level, Pearl of Power, 1st Level, Potion of Mage Armor, Potion of Magic Circle Against Good, Potion of Rage, Ring of Protection, +1
--------------------
SPECIAL ABILITIES
--------------------
+4 Perception underwater +4 Perception underwater
+4 Stealth underwater (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Amphibious (Ex) You can survive indefinitely on land.
Blasphemy (1/day) (Sp) Granted by Half-Fiend heritage.
Kills, paralyzes, weakens, or dazes nonevil subjects.
Change Shape (8 rounds/day) (Sp) Use Beast Shape II or Elemental Body I as a Spell-Like ability.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Contagion (1/day) (Sp) Granted by Half-Fiend heritage.
Infects subject with chosen disease.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Damage Resistance, Acid (10) You have the specified Damage Resistance against Acid 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.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkness (3/day) (Sp) Granted by Half-Fiend heritage.
20-ft. radius of supernatural shadow.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Desecrate (1/day) (Sp) Granted by Half-Fiend heritage.
Fills area with negative energy, making undead stronger.
Destruction (1/day) (Sp) Granted by Half-Fiend heritage.
Kills subject and destroys remains.
Divination You must spend 2 slots to cast spells from the Divination school.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Flyby Attack You can take a standard action during your move action while flying.
Flying (40 feet, Good) You can fly!
Horrid Wilting (1/day) (Sp) Granted by Half-Fiend heritage.
Deals 1d6/level damage within 30 ft.
Hover You can hover in place while flying.
Immunity to Poison You are immune to poison.
Physical Enhancement +2: Constitution (Su) +1 bonus to physical ability, +1 per 5 levels (change per day).
Poison (3/day) (Sp) Granted by Half-Fiend heritage.
Touch deals 1d10 Con damage, repeats in 1 min.
Power Attack +4/-2 You can subtract from your attack roll to add to your damage.
Smite Good (1/day) (Su) +10 to damage.
Spell Resistance (21) You have Spell Resistance.
Summon Monster IX (fiends only) (1/day) (Sp) Summons Fiends only. Granted by Half-Fiend heritage.
Calls extraplanar creature to fight for you.
Swimming (40 feet) You have a Swim speed.
Telekinetic Fist (8/day) (Sp) 30' ranged touch attack, 1d4+4
Transmutation Transmuters use magic to change the world around them.
Unhallow (1/day) (Sp) Granted by Half-Fiend heritage.
Designates location as unholy.
Unholy Aura (3/day) (Sp) Granted by Half-Fiend heritage.
+4 to AC, +4 resistance, and SR 25 against good spells.
Unholy Blight (1/day) (Sp) Granted by Half-Fiend heritage.
Withers one plant or deals 1d6/level damage to plant creature.
Created With Hero Lab® - try it for free at http://www.wolflair.com!

Ice Titan |

Abuk'dhur be dominated by little girl, Abuk'dhur be demoted to mere mook. Abuk'Dhur willingly accept permenant negative levels should he resist his position as a slave.
Abok Duhr wonder how little vampire is affected by morale bonuses to AC.
Abok Duhr wonder how little girl has a cloak as a bonded object.
Abok Duhr wonder how little girl afford two +6 items, both 36,000gp, and a 10,250gp bonded item with 62,000gp in wealth.
Abok Duhr also wonder where little girl is gaining: no minus -4 to strength from being young, a third +4 to dexterity, an second +1 to luck, and the final +6 to AC.
Abok Duhr also think max hit dice silly idea. Closer 155 hp.
Also, to be honest,
Sabrina May if played to the best of her ability by a master will kill every level 11 or lower party.
means your monster is not CR 11. It means your monster is closer to CR 15 with those numbers. :P

Umbriere Lunas |

Umbriere Lunas wrote:Abuk'dhur be dominated by little girl, Abuk'dhur be demoted to mere mook. Abuk'Dhur willingly accept permenant negative levels should he resist his position as a slave.Abok Duhr wonder how little vampire is affected by morale bonuses to AC.
Abok Duhr wonder how little girl has a cloak as a bonded object.
Abok Duhr wonder how little girl afford two +6 items, both 36,000gp, and a 10,250gp bonded item with 62,000gp in wealth.
Abok Duhr also wonder where little girl is gaining: no minus -4 to strength from being young, a third +4 to dexterity, an second +1 to luck, and the final +6 to AC.
Abok Duhr also think max hit dice silly idea. Closer 155 hp.
Also, to be honest,
Quote:Sabrina May if played to the best of her ability by a master will kill every level 11 or lower party.means your monster is not CR 11. It means your monster is closer to CR 15 with those numbers. :P
she has both the young and advanced templates. the bonus mitigates the penalty and was thus not recorded before. and scarves technically take up the neck slot. just like an amulet. vampires also get a +1 dodge bonus to Ac and +6 natural armor bonus. lets reduce the +6's to +4's. young was merely a way to buyoff advanced and increase her power. the 2nd "luck" bonus was supposed to be "profane" twas writen in haste. and vampires aren't mindless. as long as you have a mind, morale bonuses affect you. but i swap the morale bonus for a natural armor item slotted elsewere, got rid of some of the excess loot, and post retcon had 1,000 gp left to spend. i realize that i overpayed on the bonded object and had to remove a few redundancies. X of natural armor stacks with existing boni. as it is an enhancement to whats there. i maxed her first hit die and used the 3.5 per d6 rule instead. her numbers at first i realized were a little messed up. forgot about size boni so i just factored them in. now for speed.

Zmar |

Here are the rules create a big bad evil guy using the following rules
20pt buy
CR 10 or 11
Any Templates
approaite treasure for the level
and how would you run it
The Rose
Female half-elf Bard 7 / Assassin 4Base Scores Str 16 Dex 14 Con 12 Int 14 Wis 12 Cha 16 (+2 racial)
Saves Fort 5 Ref 10 Will 8
hp 62
Speed 30 ft
AC 15
BAB +8
Attack: Stiletto +11 (1d3 + 3 + 3d6 sneak attack) (Rose immediately picks something else and uses improvised weapons).
CMB +11 (+ 15 disarm), CMD 23
Skills
Bluff + 23
Craft (alchemy / poison) + 13
Diplomacy + 20
Disguise + 10
Intimidate + 9
Perform (dance) + 17
Profession (courtesan) + 11
Sense motive +13
Sleight of hand + 15
Stealth + 13
Feats Skill focus (bluff), Persuassive, Catch off-guard, improvised weapon mastery, Combat Expertise, Improved Disarm, Greater Disarm
Spells: DC 13 + SL; 5/4/2
3rd Deep Slumber, Glibness
2nd Silence, Alter self, Invisibility, Hold person
1st Charm person, Expeditious retreat, Grease, Undetectable alignment, Feather fall
Cantrips Know Direction, Detect magic, Ghost sound, Mage hand, Prestidigitation, Message
Bardic performance 19 rounds; start as move
Countersong, Distraction, Fascinate (DC 16), Inspire courage +2, Inspire competence +3, Suggestion DC 16
Versatile performance (uses perform for Acrobatics and Fly)
Well-Versed
Loremaster
Equipment:
bangles of armour +2 (as bracers) 2100 gp, + 1 sttiletto (treat as a small dagger, made to look like an ornate jewel holding the hair in shape) 2400 gp, Ring of protection +1 2100 gp, Amulet of resistance +1 (as cloak) 1100 gp, Ring of giant strength +2 (as the belt) 4100 gp Fancy revealing clothes 100 gp, Jewelry 150 gp, Elixir of Love 150 gp, Dust of tracelessness 250 gp, 2 feather tokens (whip) 500 gp, Feather token (tree), potion of Mage armour 50 gp, Potion of Barkskin 300 gp, Potion of Heroism 300 gp, Potion of Gaseous Form 750 gp, Poison (I'll leave this upon your discretion, but playfully tying up the PC you chose to kill by a silken scarf coated in contact poison with some onset, like tears of death can have it's own merits).
The Rose doesn't make any secrets about her bardic talents and she'll pretend falling in love with one of the party members (BSF = prime target). All will be well untill almost all are asleep and Rose tries to brutally death-attack the BSF in the middle of...
What about a fight when the group is naked and not ready for it. Rose can act in total silence and thus face the PCs alone and even is they catch her red-handed she can summon thwo triping whips and bury everything under ome serious rubble as an oak suddenly grows in a cramped room. The point is that everyone is almost naked an thus less effective, creating a crazy situation, that could be fun to play or deadly (depends on DM, but I think rose has the skills to keep everyone haples about the situation). I hope that I didn't botch the math too much.

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ADVANCED VAMPIRIC NYMPH MONK, CR 11
Female Nymph (Vampire) Fey 8 / Druid / Monk 2
LE Medium undead (augmented fey)
Init +15; Senses Darkvision (60 ft.), Perception +29
Aura Blinding Beauty (30 ft., permenant blindness, DC 28),
DEFENSE
AC 54, touch 44, flat-footed 42 (+11 Dex, +8 natural, +1 dodge, +14 deflect ion, +8 misc, +2 , )
hp 197 (8d8)+(2d8)+152, Fast Healing 5
Fort +35, Ref +38, Will +35
Defensive Abilities Channel Resistance +4, Evasion, DR 10/cold iron and magic and silver
Immunities Ability Drain, Death Effects, Death from Massive Damage, Disease, Energy Drain, Exhaustion, Fatigue, Mind-Affecting Effects, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning
Resistances Cold 10, Electricity 10,
Weaknesses Vampire Weaknesses
OFFENSE
Speed 30 ft. Swim 20 ft., Spider Climb
Melee flurry of blows +15/+15/+10 (1d6+6)
Melee masterwork dagger +17 (1d4+6/19-20)
Ranged masterwork dagger (thrown) +17 (1d4+6/19-20)
Melee slam +16 (1d4+6)
Melee unarmed strike +16 (1d6+6)
Space 5 ft.; Reach 5 ft.
Special Attacks Blood Drain, Children of the Night, Create Spawn, Dominate, Energy Drain, Flurry of Blows, Stunning Fist, Stunning Glance (30 ft., stunned for 2d4 rounds, DC 28),
Innate Spell-Like Abilities: dimension door ( 1/day)
Prepared Spells Prepared Spell List Druid (CL 7th):
4th - control water , summon nature's ally iv
3rd - call lightning (DC 21) , dispel magic , magic fang (greater) (DC 21) , water breathing (DC 21)
2nd - barkskin , flame blade , owl's wisdom (DC 20) , resist energy (DC 20) , tree shape (DC )
1st - charm animal (DC 19) , endure elements (DC 19) , entangle (DC 19) , faerie fire , obscuring mist , produce flame
0th - create water , detect magic , guidance (DC 18) , stabilize (DC 18)
STATISTICS
Str 22, Dex 33, Con *, Int 20, Wis 27, Cha 39 Base Atk +5; CMB +16 (+18 grapple); CMD 55 (57 vs grapple)
Feats Agile Maneuvers, Alertness, Combat Casting, Combat Reflexes, Deflect Arrows, Dodge, Dodge, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Stunning Fist, Toughness, Weapon Finesse
Skills Diplomacy +25, Escape Artist +22, Handle Animal +22, Heal +16, Knowledge (Nature) +16, Perception +29, Sense Motive +29, Stealth +30, Swim +25
Languages Common, Druidic, Sylvan
Special Qualities AC Bonus, Blinding Beauty (30 ft., permenant blindness, DC 28), Change Shape (dire bat or wolf, beast shape II), Fast Healing 5, Gaseous Form, Inspirations, Shadowless, Spider Climb, Unearthly Grace, Vampire Weaknesses, Wild Empathy,
Possessions belt of incredible dexterity +2; bracers of armor +2; cloak of resistance +2; headband of alluring charisma +2; masterwork dagger;
I'm not sure how to play her without destroying the party, unless she's eencountered in daylight. And she's not even that optimized. She'd work nnicely in an underground lake, though.

Zmar |

...
Attack: Stiletto +11 (1d3 + 3 + 3d6 sneak attack)
...
It should be only 2d6 sneak attack.
I also forgot to mention the assassin abilities
Death attack (DC 16), poison use, + 2 save vs. poison, Uncanny dodge, +4 bonus to hide weapon on her body (stiletto in hair), true death (DC 19 resurrect, DC 14 break curse)

Fergie |

And I thought I was a bastard GM with my vampire brass dragon, but you folks are just mean!
- Jadeite awesome creature! But I think you upped the abilities a little much. I got Dex 31, Cha 35. But yeah, that is just a crazy creature!
Good work everyone!
Well, it's CR 12, but here is what I've been working on.
Bebilith Half Red Dragon CR 12
CE Huge Dragon (chaotic, evil, extraplanar)
Init +5; Senses darkvision 60 ft.,low-light vision, scent; Perception +22
Defense
AC 26, touch 9, flat-footed 25 (+1 Dex, +17 natural, –2 size)
hp 186 (12d10+120)
Fort +18, Ref +9, Will +7
DR 10/good
immunity to sleep, paralysis, and energy
Offense
Speed 40 ft., climb 20 ft., Fly 80 ft. (average)
Melee bite +23 (2d6+13 plus rot) and 2 claws +23 (2d4+13)
Space 15 ft.; Reach 15 ft.
Special AttacksBreath Weapon (30'cone 12d6fire, Reflex half DC 26) dismantle armor, penetrating strike, web (+11 ranged, DC 26, 12 hp)
Spell-Like Abilities (CL 12th)
At will—plane shift (bebilith only)
Statistics
Str 36, Dex 12, Con 30, Int 13, Wis 13, Cha 15
Base Atk +12; CMB +27; CMD 38 (50 vs. trip)
Feats: Skill Focus Stealth, Skill Focus Perception, Improved Initiative, Iron Will, Fly-by Attack, Hover
Skills: Acrobatics +16, Climb +36, Perception +22, Sense Motive +16, Stealth +22, Survival +16; Fly +12 Racial Modifiers +8 Stealth
Languages Abyssal, Draconic (cannot speak); telepathy 100 ft.
Special Abilities
Dismantle Armor (Ex) DC 29 Reflex save.
Penetrating Strike (Su)
Rot (Su) DC 27

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And I thought I was a bastard GM with my vampire brass dragon, but you folks are just mean!
- Jadeite awesome creature! But I think you upped the abilities a little much. I got Dex 31, Cha 35. But yeah, that is just a crazy creature!
Good work everyone!
Did you include the +4/+4/+2/+2/-2 a creature gets to its ability scores for having class levels?
Cha: 25(nymph)+4(advanced creature)+4(class levels)+4(vampire)+2(headband of alluring charisma)=39
Dex: 21(nymph)+4(advanced creautr)+2(class levels)+4(vampire)+2(belt of incredible dexterity)=33

Joey Virtue |

Dark Assassin CR 11
Male Dark Stalker Assassin 5 Rogue 2 Shadowdancer 1
NE Medium Humanoid (Dark Folk)
Init +5; Senses See in Darkness; Perception +20
DEFENSE
AC 24, touch 17, flat-footed 18. . (+5 armor, +5 Dex, +2 natural, +1 deflection, +1 dodge)
hp 128 (14d8+44)
Fort +9, Ref +19, Will +10
Defensive Abilities Evasion, Improved Uncanny Dodge (Lv >=12); Resist +2 Save Bonus against Poison
Weakness Light Blindness
OFFENSE
Spd 30 ft.
Melee +1 Falchion +9/+4 (2d4+14) 15-20x2
Special Attacks Death Attack (DC 18), Sneak Attack +7d6
Spell-Like Abilities Deeper Darkness (at will), Detect Magic (at will), Fog Cloud (at will)
STATISTICS
Str 16, Dex 20, Con 16, Int 16, Wis 14, Cha 10
Base Atk +8/+3; CMB +11; CMD 28
Feats Assassin Weapon Proficiencies, Combat Reflexes (5 AoO/round), Dodge, Iron Will, Mobility, Power Attack +6/-3, Rogue Weapon Proficiencies, Spring Attack, Vital Strike
Skills Acrobatics +18, Bluff +10, Climb +15, Disable Device +18, Disguise +5, Escape Artist +14, Perception +20, Perform: Dance +5, Sense Motive +10, Sleight of Hand +20, Stealth +25, Survival +6, Use Magic Device +15
Languages Common, Dark Folk, Draconic, Undercommon
SQ Death Throes (DC 20) (Su), Fast Stealth (Ex), Hidden Weapons +5 (Ex), Hide in Plain Sight (Su), Poison Use, Poison Use (Ex), Trapfinding +1, True Death (DC 20) (Su)
Combat Gear +1 Keen Falchion, +1 Mithral Chain Shirt; Other Gear Cloak of Resistance, +2, Ring of Protection, +1
SPECIAL ABILITIES
+2 Save Bonus against Poison +2 bonus to saves vs Poison.
Combat Reflexes (5 AoO/round) You may make up to 5 attacks of apportunity per round, and may make them while flat-footed.
Death Attack (DC 18) (Ex) You can kill or render a target helpless for 1d6+5 rounds with a prepared sneak attack.
Death Throes (DC 20) (Su) 20' Burst of Flame when you die deals 3d6 damage.
Deeper Darkness (at will) (Sp) Cast Darkness at will.
Detect Magic (at will) (Sp) Cast Detect Magic at will.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Fog Cloud (at will) (Sp) Cast Darkness at will.
Hidden Weapons +5 (Ex) You gain +5 to Sleight of Hand checks made to hide weapons on your person.
Hide in Plain Sight (Su) You can use Stealth even while observed, as long as there is a shadow within 10'
Improved Uncanny Dodge (Lv >=12) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 12+.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Mobility +4 to AC against some attacks of opportunity.
Poison Use You don't accidentally poison yourself with blades.
Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon.
Power Attack +6/-3 You can subtract from your attack roll to add to your damage.
See in Darkness You can see perfectly in darkness of any kind, including that created by deeper darkness.
Sneak Attack +7d6 +7d6 damage if you flank your target or your target is flat-footed.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Trapfinding +1 +1 to find or disable traps.
True Death (DC 20) (Su) Casting Raise Dead on a victim of your death attack requires a successful DC 20 caster level check.
Vital Strike You make a single attack that deals significantly more damage than normal.
Created With Hero Lab® - try it for free at http://www.wolflair.com!
This is with the idea that you can spring attack vital strike at the same time. He can hide in plain site and move at full movement with no minuses so he can hide study to assassinate spring attack and do a +7d6 sneak attack death attack that crits on a 15. Not sure if a leader but could be sent to eliminate your party

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The appropriate gp value of items for a cr11 npc is 21,000 gold; see pg. 454 table 14-9. Or if you want to get even more stingy, see page 399 table 12-5 for a value between 4650gp-10500gp. What you should NOT do when creating an NPC is use chart 12-4 character wealth by level.

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The appropriate gp value of items for a cr11 npc is 21,000 gold; see pg. 454 table 14-9. Or if you want to get even more stingy, see page 399 table 12-5 for a value between 4650gp-10500gp. What you should NOT do when creating an NPC is use chart 12-4 character wealth by level.
You are free to do so, especially for BBEGs but doing so increases the CR by one.

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Fergie wrote:And I thought I was a bastard GM with my vampire brass dragon, but you folks are just mean!
- Jadeite awesome creature! But I think you upped the abilities a little much. I got Dex 31, Cha 35. But yeah, that is just a crazy creature!
Good work everyone!
Did you include the +4/+4/+2/+2/-2 a creature gets to its ability scores for having class levels?
Cha: 25(nymph)+4(advanced creature)+4(class levels)+4(vampire)+2(headband of alluring charisma)=39
Dex: 21(nymph)+4(advanced creautr)+2(class levels)+4(vampire)+2(belt of incredible dexterity)=33
I think the 20 point buy kind of already gives you those bonuses. Having both is only going to generate unbalanced creatures. (I did not add in these numbers to the half-dragon satyr, for instance. It'd be way to strong for a CR 11 if I did. Also, I didn't know about those bonuses :P
EDIT, I was also using Hero Lab, which doesn't prompt for that. Also, it doesn't take into consideration the effect of Role on CR. Of course, since Satyrs fall into the "combat role" category, the Barbarian levels stack directly.... now to remake him as a rogue....

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Jadeite wrote:I think the 20 point buy kind of already gives you those bonuses. Having both is only going to generate unbalanced creatures. (I did not add in these numbers to the half-dragon satyr, for instance. It'd be way to strong for a CR 11 if I did. Also, I didn't know about those bonuses :PFergie wrote:And I thought I was a bastard GM with my vampire brass dragon, but you folks are just mean!
- Jadeite awesome creature! But I think you upped the abilities a little much. I got Dex 31, Cha 35. But yeah, that is just a crazy creature!
Good work everyone!
Did you include the +4/+4/+2/+2/-2 a creature gets to its ability scores for having class levels?
Cha: 25(nymph)+4(advanced creature)+4(class levels)+4(vampire)+2(headband of alluring charisma)=39
Dex: 21(nymph)+4(advanced creautr)+2(class levels)+4(vampire)+2(belt of incredible dexterity)=33
She isn't built using point buy. She's a bestiary creature advanced according to the rules.
Step 2: Add Class Levels
Once you have determined the creature's role, it's time to add class levels. The first step of this process is to modify the creature's ability scores. Creatures with class levels receive +4, +4, +2, +2, +0, and –2 adjustments to their ability scores, assigned in a manner that enhances their class abilities. Creatures with NPC class levels do not receive adjustments to their ability scores.
The Bestiary creatures don't have the elite array (which is equivalent to point buy 15). Because of that, when you add class levels they receive those bonuses to their ability scores.
Also, the satyrs CR would be 12: 4 (Base Satyr) +1 (Advanced Template) +2 (Half dragon Template) +5 (5 levels of barbarian)

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The original challenge called for 20 point buy, but I agree using the monster rules works better and allows for more consistant results. I'm off to make the Advanced Half Dragon Satyr Bard (edited)6....
EDIT: You are, of course, correct about the CR of my Barbarian
Let's make sure I have the math right on the Bard
Satyr 4 + Advanced 1 + Half-Dragon 2 + Bard 4 (4 at half, 2 at full)

Umbriere Lunas |

Darn, i got outshined by the nymph. i guess looking like a 10 year old girl at the age of 1,321 years isn't as good an advantage as i thought. at least my BBEG has the advantage of messing around with a paladin's chivalry/morals/honor code. a paladin who slays (or even attacks) a child, no matter how evil the child is or what templates she has is no longer a paladin. and said vampire is a perpetual child. meaning, she is immune to paladins, as any paladin who strikes her has automatically violated his code as he struck a child, vampire children are still children nonetheless. for such a high level of code violation, the paladin has his powers revoked.

Joey Virtue |

Darn, i got outshined by the nymph. i guess looking like a 10 year old girl at the age of 1,321 years isn't as good an advantage as i thought. at least my BBEG has the advantage of messing around with a paladin's chivalry/morals/honor code. a paladin who slays (or even attacks) a child, no matter how evil the child is or what templates she has is no longer a paladin. and said vampire is a perpetual child. meaning, she is immune to paladins, as any paladin who strikes her has automatically violated his code as he struck a child, vampire children are still children nonetheless. for such a high level of code violation, the paladin has his powers revoked.
Where does it say they cant strike a child? Evil is Evil

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Darn, i got outshined by the nymph. i guess looking like a 10 year old girl at the age of 1,321 years isn't as good an advantage as i thought. at least my BBEG has the advantage of messing around with a paladin's chivalry/morals/honor code. a paladin who slays (or even attacks) a child, no matter how evil the child is or what templates she has is no longer a paladin. and said vampire is a perpetual child. meaning, she is immune to paladins, as any paladin who strikes her has automatically violated his code as he struck a child, vampire children are still children nonetheless. for such a high level of code violation, the paladin has his powers revoked.
I would definitely let a paladin kill a vampire child in a game I was running with no problems as a gm. If the vampire Is running around killing innocent people it would be the paladins duty to kill it, even it it was his little sister or grandma. Evil is as evil does.

Umbriere Lunas |

Sabrina Niccoletti Repost (i was originally 4 points short of 20)
Sabrina Niccoletti CR11 favored class is sorcerer (skill point)
Lawful Evil Young Advanced Female Vampire Human Arcane Sorcerer 10
stats (score before label) 14 (7+6+1+4-4) Str 32 (15+1+4+4+4+4) Dex Con n/a (7+4-4)) Wis 18 (12+6) Int (12+6) 18 Cha 32 (20+4+4+4)
HP 157 (avg result of 10d6 +120) DR 10/magic and silver,
Resist 10 cold and electricity, fast healing 5/round
skills perception +26, sense motive +26, acrobatics +21, knowledge (arcana) +17, knowledge (nobility) +17 stealth +33. bluff +19. use magic device +24, knowledge (history) +14
dominate (DC28)
all vampire traits
speed 30 feet, climb 30 feet fly 60 feet (spell) (+30 to all of these movement modes from expeditious retreat when cast)
languages, common, infernal, elven, draconic
Saves Fort +20 Ref 21 Will +16
AC 42 (10+4+4+11+1+1+1+1+1+7) touch 26 FF 30
CMB 15
CMD 37
initiative +17
Attack 2 Power Slams (slams with powe attack) +15 2d4+6 per slam +2 negative levels
All vampire traits
Senses darkvision 120 feet, perception +25
Feats, all vampire freebies, Combat casting (bloodline freebie) eschew materials (sorcerer freebie) weapon finesse, agile manuevers (human bonus), defensive combat training, improved natural attack (slam) power attack, ability focus (dominate)
Traits, Focused mind (+2 concentration) concentation totals for defensive casting is +27. reactionary (+2 initiative)
Spells
known
9/5/4/3/2/1
per day 9/9/9/7/5
DCs.
21
22
23
24
25
26
Spells
0, ghost sound, predestigitation, acid splash, detect magic, mending, mage hand, message, read magic, light
1st mage armor, shield, identify (B), magic missile, grease, expiditious retreat
2nd mirror image, invisibility (b) scorching ray, see invisibility, resist energy
3rd. fireball, dispel magic (b) displacement (b) vampiric touch, fly
4th dimension door (b) black tentacles, enervation
5th summon monster 5
gear bonded object (sabrina's lucky scarf, +1 profane deflection, luck, and insight bonuses to armor class, cost, 6,000 gp) or half of 12,000)) ribbon of charisma +4, shoes of dexterity +4, sash of resistance +5. ring of natural armor+1, 1 1,000 gp brooch (art object)
sabrina can make 12 attacks of oppurtunity a round
Sabrina should have at minimum, the following buffs before battle, even just before it.
mage armor, mirror image, shield, expiditious retreat, fly, see invisibility and displacement.
assume she keeps any of the following for the fight (the more available, the better, maximize if you must)
2d6 Advanced Vampire spawn
Children of the night (advanced versions of any creature you wish)
or summoned monsters en mass (using the lower level list option)
tactics, Sabrina never fights alone, she either uses 2d6 created spawn, her children of the night ability, or summoned monsters summoned en masse from a lower level list. her "minions" do her fighting, she slings lower level spells from the back and will play very intellegently, even if you have to metagame as DM, she targets healers first, then other mages, working to fighters and saving rogues for last. her primary focus is staying alive. which isn't much of a problem. if you have to ignore a few of her vampiric weaknesses, then do so. especially minor ones like aversion to garlic and holy symbols. and have her walk into any building, invited or not. if you must. she is very familiar with her mansion and it is her lair. her tons of unspecified wealth would be so bulky that most cannot move it without a good train of wagons. and most things are there to provide her with cover and concealment. her mansion is dark and lit dimly by everburning torches, the light is only there so that she may read. due to the issues of darkvision lacking the ability to distinguish color.

Umbriere Lunas |

Umbriere Lunas wrote:Darn, i got outshined by the nymph. i guess looking like a 10 year old girl at the age of 1,321 years isn't as good an advantage as i thought. at least my BBEG has the advantage of messing around with a paladin's chivalry/morals/honor code. a paladin who slays (or even attacks) a child, no matter how evil the child is or what templates she has is no longer a paladin. and said vampire is a perpetual child. meaning, she is immune to paladins, as any paladin who strikes her has automatically violated his code as he struck a child, vampire children are still children nonetheless. for such a high level of code violation, the paladin has his powers revoked.I would definitely let a paladin kill a vampire child in a game I was running with no problems as a gm. If the vampire Is running around killing innocent people it would be the paladins duty to kill it, even it it was his little sister or grandma. Evil is as evil does.
but who says she killed innocents? maybe she uses "diplomacy" to get her blood supply. the people end up willing and she is smart enough to know, that if she killed someone like that, she wouldn't have sources to harvest from. yeah, she wants an eternity of darkness, but she isn't an impatient moron. vampires are smart enough to not kill innocent people left and right. she spends quite a bit of time in her mansion's library. how else does she have 3 high knowledge scores? her "campaign" is slow but subtle and steady.

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Male Advanced Half-Dragon(Red) Vampiric Satyr Bard 4
CE Medium undead (Augmented Fey)
Init +12; Senses Darkvision (60 feet), Low-Light Vision; Perception +42
--------------------
DEFENSE
--------------------
AC 42, touch 19, flat-footed 34 (+5 armor, +6 Dex, +18 natural, +1 deflection, +2 dodge)
hp 200 (4d8+8d6+144); Fast Healing 5
Fort +17, Ref +22, Will +17
Defensive Abilities Channel Resistance +4; DR 10/magic, 10/silver, 5/cold iron; Immune fire, paralysis, sleep, Undead Traits; Resist cold 10, electricity 10
--------------------
OFFENSE
--------------------
Spd 40 ft., Flying (80 feet, Average)
Melee Bite (Half-Dragon Template) +19 (1d6+12) and
Claw x2 (Half-Dragon Template) +19 x2 (1d4+12) and
Horns (Satyr) +19 (1d6+12) OR
Slam (Vampire Template) +19 (1d4+12) OR
Unarmed Strike +19/+14 (1d3+12)
Special Attacks Blood Drain, Breath Weapon (DC 26), Children of the Night, Create Spawn, Dominate (DC 28), Energy Drain (2 levels) (DC 28)
Spell-Like Abilities Charm Person (At will), Dancing Lights (At will), Fear (1/day), Ghost Sound (At will), Sleep (At will), Suggestion (At will), Summon Nature's Ally III (1/day)
Bard Spells Known (CL 4, ++19 melee touch, ++15 ranged touch):
2 (DC 24, 4/day)Eagle's Splendor, Mirror Image
1 (DC 23, 6/day)Comprehend Languages, Disguise Self, Expeditious Retreat, Hideous Laughter
0 (DC 22)Dancing Lights, Detect Magic, Flare, Mage Hand, Prestidigitation, Summon Instrument
--------------------
STATISTICS
--------------------
Str 34, Dex 27, Con -, Int 22, Wis 20, Cha 34
Base Atk +7/+2; CMB +19; CMD 40
Feats Alertness, Bard Weapon Proficiencies, Combat Reflexes (8 AoO/round), Dodge, Dodge, Flyby Attack, Improved Initiative, Lightning Reflexes, Mobility, Skill Focus: Perception, Skill Focus: Perform: Wind Instruments, Toughness +12, Weapon Finesse
Skills Acrobatics +12, Bluff +35, Diplomacy +37, Disguise +27, Escape Artist +23, Fly +23, Handle Animal +37, Intimidate +20, Knowledge: Arcana +12, Knowledge: Dungeoneering +12, Knowledge: Engineering +12, Knowledge: Geography +12, Knowledge: History +12, Knowledge: Local +12, Knowledge: Nature +17, Knowledge: Nobility +12, Knowledge: Religion +12, Knowledge: The Planes +12, Perception +42, Perform: Wind Instruments +37, Sense Motive +30, Sleight of Hand +15, Spellcraft +13, Stealth +35, Survival +10, Use Magic Device +27
Languages Abyssal, Common, Draconic, Giant, Infernal, Sylvan, Undercommon
SQ Bardic Knowledge +2 (Ex), Bardic Performance (standard action) (22 rounds/day), Bardic Performance: Countersong (Su), Bardic Performance: Distraction (Su), Bardic Performance: Fascinate (DC 24) (Su), Bardic Performance: Inspire Competence +2 (Su), Bardic Performance: Inspire Courage +1 (Su), Change Shape (dire bat or wolf, beast shape II) (Su), Gaseous Form (Su), Pipes (DC 28) (Su), Spider Climb (Ex), Versatile Wind Instruments +37 (Ex), Well Versed (Ex)
Combat Gear +1 Mithral Chain Shirt; Other Gear Amulet of Natural Armor +1, Cloak of Resistance, +2, Hat of Disguise, Pipes of Haunting, Pipes of Sounding, Pipes of the Sewers, Ring of Protection, +1
--------------------
SPECIAL ABILITIES
--------------------
Bardic Knowledge +2 (Ex) Add + 2 to all knowledge skill checks.
Bardic Performance (standard action) (22 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 24) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Blood Drain (Ex) Suck blood with a Grapple check (1d4 CON drain) to gain 5 HP.
Breath Weapon (1/day) (DC 26) (Su) 1/day, Breath Weapon deals 8d6 Fire damage, DC 26.
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 Reflexes (8 AoO/round) You may make up to 8 attacks of apportunity 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 Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron 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).
Dominate (DC 28) (Ex) As Dominate Person spell, takes standard action.
Energy Drain (2 levels) (DC 28) (Ex) This attack saps a living opponent's vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature's description specifies how many). If an attack that includ
Fast Healing 5 (Ex) You heal damage every round if you have > 1 HP.
Flyby Attack You can take a standard action during your move action while flying.
Flying (80 feet, Average) You can fly!
Gaseous Form (Su) Assume Gaseous Form at will (as the spell).
Immunity to Fire You are immune to fire damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC against some attacks of opportunity.
Pipes (DC 28) (Su) A satyr can focus and empower his magic by playing haunting melodies on his panpipes. When he plays, all creatures within a 60-foot radius must make a Will save or be affected by charm person, fear, sleep, or suggestion, depending on what tune
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
Versatile Wind Instruments +37 (Ex) You may substitute the final value of your Perform: Wind Instruments skill for Diplomacy or Handle Animal checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependant effects.
Created With Hero Lab® - try it for free at http://www.wolflair.com!
Creating Vampiric Fey is Fun!

Michael Wadden |

Well this might be a little over powering for a CR 11, or at least I thought until I seen what everyone has come up with thus far (Great job btw guys I love it) But here's mine. The PC's will need to deal with his cohort first, which should dim out some of the parties resources, and perpare himself for the upcoming battle should his cohort fail, by using bull strength and summon monster 4. The party should then make a will save against his despair or get paralyzed, He will try to Coup de Grace them before they are mobile again. In combat he will target either the healer or spellcaster first, and if any melee get in his way he will not wait to sunder there weapons. When that is out of the way he will use a 4 point power attack to increase the damage output by 12, and smite the first good person he sees to increase his defenses. From time to time he will also use his Slam in hopes of mummy rot to kick in. If he starts to take large amounts of damage he will back off and begin channeling energy to heal himself before re-engaging combat.
Sahure The Conqueror CR 11
Male Advanced Mummy Blackguard 10
Init +5 Senses Darkvision 60ft ; Perception +16
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Defense
================================================================
AC 35 (+10 +12 Natural +1 Dex, +11 Armor +2 Deflection), touch 13, flat-footed 34
HP (8d8 +10d10 + 144) 235
Fort 17, Ref 15, Will 19
DR 5/-
Weaknesses Vulnerable to fire
================================================================
Offense
================================================================
Speed: 20 ft
Melee: +29/+24/+19/+14 +1 Icy burst Heavy Flail (1d10+17 17-20 x2)
Space 5 ft.; Reach 5ft.
Special Abilities:
Smite Evil (Su): 3/day, a Blackguard can call out to the powers of good to aid her in her struggle against Good. As a swift action, the Blackguard chooses one target within sight to smite. If this target is good, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her Blackguard level to all damage rolls made against the target of her smite. If the target of smite good is an outsider the good subtype, or good-aligned dragon, the bonus to damage increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess. In addition, while smite good is in effect, the paladin gains a def lection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not good, the smite is wasted with no effect. The smite good effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.
Poison Use Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Sneak Attack: 3d6 when opponent is denied there dexterity bonus. Or when Flanking
================================================================
Statistics
================================================================
Str 32, Dex 14, Con -, Int 12, Wis 21, Cha 25
Base Atk: 16/11/6/1; CMB: +33 (+36 when sundering); CMD: 45 (49 against sunder)
Feats: Power Attack, Cleave, Improved Sunder, Greater Sunder, Leadership, Improved Initiative, Improved Critical, Weapon Focus (Heavy Flail), Toughness
Skills: Perception +16, Stealth +13, Knowledge (Religion) +8, Intimidate +18
Languages: Common
Special Qualities:
Dark Blessing (Su) A blackguard applies his Charisma modifier (if positive) as a bonus on all saving throws.
Aura of Despair (Su) Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.
Channel Negative Energy (Su) When a blackguard reaches 3rd level, he gains the supernatural ability Channel Negative Energy. He channels energy as would a cleric of two levels lower. (4d8 DC: 21)
Despair (Su) All creatures within a 30-foot radius that see a mummy must make a DC 21 Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect. The save DC is Charisma-based.
Mummy Rot (Su) Curse and disease—slam; save Fort DC 21; onset 1 minute; frequency 1 day; effect 1d6 Con and 1d6 Cha; cure —. Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic. The save DC is Charisma-based.
================================================================
Spells
================================================================
Spells Per Day 4/3/3/2 Spell DC: 17 + Spell Level
1st Level: Inflict Light wounds, Doom, Cause Fear, Corrupt Weapon
2nd Level: Bulls Strength, Darkness, Inflict Moderate Wounds
3rd Level: Inflict Serious Wounds x2, Summon Monster 3
4th level: Summon Monster 4, Freedom from Movement
===============================================================
Cohort - Leadership score 25
===============================================================
CE advanced fiendish large black dragon (water)
Init +7; Senses dragon senses; Perception +14
===========
Defense
===========
AC 27, touch 12, flat-footed 19 (10 +3 Dex, +14natural)
hp 108 (8d12+56)
Fort +13, Ref +9, Will +9
Immune acid, paralysis, sleep, Resist cold/fire 10
DR 5/good
===========
Offense
===========
Speed 60 ft., fly 150 ft. (average), swim 60 ft.
Melee bite +15 (2d6+8), 2 claws +14(1d8+6), 2 wings +9 (1d6+4)
Special Attacks
breath weapon (60-ft. line, DC 17, 6d6 acid)
Special Attacks
smite good 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against good foes; smite persists until target is dead or the fiendish
creature rests).
===========
Statistics
===========
Str 27, Dex 26, Con 25, Int 14, Wis 17, Cha 14
Base Atk +8; CMB +17; CMD 29 (33 vs. trip)
Feats Alertness, Improved Initiative, Skill Focus (Stealth),
Weapon Focus (bite)
Skills Fly +15, Handle Animal +10, Intimidate +13, Perception
+16, Stealth +18, Swim +25
Languages Draconic
SQ speak with reptiles, swamp stride, water breathing
================================================================
Treasure
================================================================
+1 Adamantium Icy Burst Heavy Flail
+2 Full Plate
Ring of Energy Resistance minor (fire)
Ring of Prot +2
helm of charisma
Haversack
Cloak of Resistance +3

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but who says she killed innocents? maybe she uses "diplomacy" to get her blood supply. the people end up willing and she is smart enough to know, that if she killed someone like that, she wouldn't have sources to harvest from. yeah, she wants an eternity of darkness, but she isn't an impatient moron. vampires are smart enough to not kill innocent people left and right. she spends quite a bit of time in her mansion's library. how else does she have 3 high knowledge scores? her "campaign" is slow but subtle and steady.
I don't think she avoids the evil factor just because she tricks people out of their blood, either using diplomacy (a stretch) or her unnatural charms. Regardless, the victim is not really a "willing" one since they are stripped of their ability to decide. As it stands, evil is evil. If the paladin is unaware that she is a vampire (diplomacy?), I suppose she's protected for a time, but she still has an aura of evil that the pally can detect at will.

Remco Sommeling |

yea i wondered about that too, but, blackgaurd/paladin is not a key class for a fighting monster. Therefore every 2 class levels the mummy takes until its new cr equals the old cr increases by 1. so 10 levels of blackgaurd increases cr by 5, mummy 5, advanced 1. Kinda cheap i know.
"Classes marked
with a “—” increase a creature’s CR by 1 for every 2 classlevels added until the number of levels added are equal
to (or exceed) the creature’s original CR, at which point
they are treated as “key” levels (adding 1 to the creature’s
CR for each level added)."
so that would be 6 lvls of BG to make it CR 9 and another 4 to make it CR 13.

Ice Titan |

Since this is getting ridiculous...
Awakened Tyrannosaurus Rex, Divine Guardian of Rovagug CR 11
Awakened tyrannosaurus blackguard 1
LE Gargantuan advanced divine guardian magical beast (augmented animal, chaotic, evil)
Init +12; Senses low-light vision, scent; Perception +41
Defense
AC 32, touch 10, flat-footed 28 (+4 Dex, +5 shield, +12 full plate, +14 natural, +1 deflection –4 size)
hp 247 (20d8+1d10+147) fast healing 5;
Fort +21, Ref +15, Will +18
Immune mind affecting effects, disease, poison
Offense
Speed 55 ft. (80 ft. base)
Melee bite +30 (4d6+35/19–20 plus 2d6 to good creatures plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks swallow whole (2d8+13, AC 17, hp 15)
Spell-Like Abilities - CL 20th
3/day - alarm, knock
1/day - hold portal, arcane lock, augury, clairaudience/clairvoyance, dismissal, commune, guards and wards, forbiddance, banishment, repulsion, screen
Statistics
Str 44, Dex 19, Con 25, Int 14, Wis 25, Cha 24
Base Atk +16; CMB +37 (+41 grapple); CMD 41
Feats Bleeding Critical, Critical Focus, Diehard, Endurance,
Improved Critical (bite), Improved Initiative, Iron Will, Run,
Skill Focus (Perception), Power Attack, Cleave
Skills Perception +41; Racial Modifiers +8 Perception
Languages Common, Abyssal, Gnomish
SQ powerful bite, ability healing, blessed life, bound to the faith, dimension door
Ecolo gy
Environment warm forest and plains
Organization solitary, pair, or pack (3–6)
Treasure +3 full plate, +3 heavy iron shield, amulet of mighty fists (+1 unholy), belt of giant strength +4, headband of alluring charisma +2, ring of protection +1, hat of disguise
Special Abilities
Weapon and Armor Proficiency - proficient with all simple and martial weapons, with all types of armor and with shields
Aura of Evil (ex)
Detect Good (sp)
Smite Good (su)
Ability Healing (Ex): A divine guardian heals 1 point of
ability damage per round in each damaged ability score.
Blessed Life (Ex): A divine guardian does not age or
breathe. It does not require food, drink, or sleep.
Bound to the Faith (Ex): A cleric or paladin of the
deity that granted the divine guardian its power can
rebuke or command it as though it had only onehalf
the total Hit Dice (character level) it actually
possesses.
Dimension Door (Su): At will, a divine guardian can use
dimension door as the spell (caster level equals divine
guardian’s character level) to reach any location within its
sacred site.
Fast Healing (Ex): A divine guardian has fast healing 5.
Immunity to Mind-Aff ecting Eff ects (Su): The divine
guardian is immune to all mind-affecting effects.
Immunity to Disease and Poison (Ex): Divine guardians are
immune to disease and poison.
Powerful Bite (Ex) A
tyrannosaurus applies
twice its Strength
modifier to bite
damage.
He uses his hat of disguise to make him appear like a normal member of his race. Only when the hat comes off do you realize he is wearing GARGANTUAN +3 FULL PLATE and WIELDING A HEAVY SHIELD.
He cleaves while biting and smiting. : )
He can also use his hat of disguise to make himself LOOK LIKE THE TARRASQUE if necessary to scare people out of his forbidden sanctum.
(I also didn't calculate out how much the full plate would cost as gargantuan and on an exotic creature, but, really, it's as ridiculous as it comes enough)

Hexcaliber |

TwilightKnight wrote:but she still has an aura of evil that the pally can detect at will.Just because the Paladin can see her evil aura doesn't mean he can do anything. If he doesn't witness her do anything evil, he has no right to kill her.
unless he pops off a detect undead. Then all bets are off.

Remco Sommeling |

lets see CR 11.. bloody, burning skeleton champion pitfiend.. yea I know it is not by far the nastiest you can do, but it is pretty damn scary anyway. lots of hitpoints, lots of attacks, lots of damage, evil mastermind, decent AC (for a skeleton) with fast healing 10 and DR 5 / bludgeoning, some undead immunities and a good BAB. Almost forgot it also has a nasty habit of exploding when reduced to 0 hp 21D6 fire damage to adjacent creatures DC 28 save for half damage.

Ice Titan |

Ice Titan wrote:Something AwesomeI need one of those so badly now... just add a Howdah with some scantily clad women on top, and it is the perfect mount.
Too bad he can't leave the Temple of Annihilation in the center of the Fields of Obliteration or else he'd make a pretty sweet ride.
His backstory is that he was awakened by a gnome druid who thought it would be a good idea.
Then he ate the gnome village and took his first level in blackguard.

Fergie |

I can't help but noticed that we have created some creatures that push the CR ratings pretty hard. I also noticed that the advanced template is a pretty common choice, as is the vampire template.
Do folks think the Advanced template is overpowered for a CR adjustment of only +1?
Is the vampire template overpowered?
I would be curious to see what the Paizo folks think of these creatures... Are they working on an errata to stop creatures like this, not worried about these exceptions, or planning a vampire fey adventure path...
PS - I used the Half Dragon Bebilith in last nights game. Apparently it is tough for 10 level druids and fighters to make a DC 29 reflex save... Who knew?

Umbriere Lunas |

I can't help but noticed that we have created some creatures that push the CR ratings pretty hard. I also noticed that the advanced template is a pretty common choice, as is the vampire template.
Do folks think the Advanced template is overpowered for a CR adjustment of only +1?
Is the vampire template overpowered?
I would be curious to see what the Paizo folks think of these creatures... Are they working on an errata to stop creatures like this, not worried about these exceptions, or planning a vampire fey adventure path...
PS - I used the Half Dragon Bebilith in last nights game. Apparently it is tough for 10 level druids and fighters to make a DC 29 reflex save... Who knew?
a lot of people are stacking synergistic templates. i did a young, advanced, vampiric female human sorceress. plenty of synergy. (RAW Says CR11) i had the original record for nastiest creature before the vampiric nymph with the 50 something armor class.
a lot of the stacked templates are built around synergy.
advanced can synergize with any creature.

Zmar |

I can't help but noticed that we have created some creatures that push the CR ratings pretty hard. I also noticed that the advanced template is a pretty common choice, as is the vampire template.
Do folks think the Advanced template is overpowered for a CR adjustment of only +1?
Is the vampire template overpowered?
I would be curious to see what the Paizo folks think of these creatures... Are they working on an errata to stop creatures like this, not worried about these exceptions, or planning a vampire fey adventure path...
PS - I used the Half Dragon Bebilith in last nights game. Apparently it is tough for 10 level druids and fighters to make a DC 29 reflex save... Who knew?
I think the problem might be that people create a CR 11 caracter and then throw in the templates...