
Berselius |

Help! All eight of my PC's have finally made it to where they're going to interact with the main villain yet I DON'T HAVE THE TIME to make his stat block before our game (my work wants me to put in extra hours to help train a newbie [:(])!
This is what I've got so far for my villain:
Vladimir Drakul
Male Human Vampire Fighter 2/Sorcerer 14
I'd like him to wield a +2 Keen Unholy Vopal Bastard Sword, have the Infernal Bloodline, and have the following variant vampire abilities:
Blood Dominate (Drakul can choose to use his Dominate ability after successfully using his Blood Drain ability [replaces Energy Drain])
Noble Dead (explained in Pathfinder Chronicles: Classic Horrors Revisited [replaces Children of the Night])
Swarm Form (explained in Pathfinder Chronicles: Classic Horrors Revisited [replaces Spider Climb])
Can anyone help with this? If so, I'd be VERY appreciative. If not, I'd understand.

![]() |

Help! All eight of my PC's have finally made it to where they're going to interact with the main villain yet I DON'T HAVE THE TIME to make his stat block before our game (my work wants me to put in extra hours to help train a newbie [:(])!
This is what I've got so far for my villain:
Vladimir Drakul
Male Human Vampire Fighter 2/Sorcerer 14I'd like him to wield a +2 Keen Unholy Vopal Bastard Sword, have the Infernal Bloodline, and have the following variant vampire abilities:
Blood Dominate (Drakul can choose to use his Dominate ability after successfully using his Blood Drain ability [replaces Energy Drain])
Noble Dead (explained in Pathfinder Chronicles: Classic Horrors Revisited [replaces Children of the Night])
Swarm Form (explained in Pathfinder Chronicles: Classic Horrors Revisited [replaces Spider Climb])
Can anyone help with this? If so, I'd be VERY appreciative. If not, I'd understand.
Here is the best i can do with the Extremely limited info you gave. I didn't pick any skills feats or spells and his only gear is the sword.
VLADIMIR DRAKUL CR 17
Male Human Fighter 2 Sorcerer 14
LE Medium Undead (Augmented Humanoid)
Init +9; Senses Darkvision (60 feet); Perception +11
--------------------
DEFENSE
--------------------
AC 22, touch 16, flat-footed 16. . (+5 Dex, +6 natural, +1 dodge)
hp 198 (2d10+14d6+110); Fast Healing 5
Fort +13, Ref +11, Will +10
Defensive Abilities Channel Resistance +4; DR 10/magic, 10/silver; Immune Undead Traits; Resist cold 10, electricity 10, fire 10, Infernal Resistances
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +2 Keen, Unholy, Vorpal Sword, Bastard +16/+11 (1d10+9) and
. . Slam (Vampire Template) +9 (1d4+2) and
. . Unarmed Strike +14/+9 (1d3+5)
Special Attacks Blood Drain, Children of the Night, Create Spawn, Dominate (DC 24), Energy Drain (2 levels) (DC 24), Hellfire (DC 23)
Sorcerer Spells Known (CL 14, +14 melee touch, +14 ranged touch):
6 (6/day) Planar Binding (DC 22)
5 (7/day) Dominate Person (DC 21)
4 (7/day) Charm Monster (DC 22)
3 (7/day) Suggestion (DC 19)
2 (8/day) Scorching Ray
1 (8/day) Protection from Good
--------------------
STATISTICS
--------------------
Str 20, Dex 20, Con -, Int 12, Wis 12, Cha 22
Base Atk +9/+4; CMB +14; CMD 30
Feats Alertness, Combat Reflexes (6 AoO/round), Dodge, Eschew Materials, Improved Initiative, Lightning Reflexes, Toughness +16
Skills Bluff +14, Perception +11, Sense Motive +11, Stealth +13
Languages Infernal, Taldane (Common)
SQ Bravery +1 (Ex), Change Shape (dire bat or wolf, beast shape II) (Su), Corrupting Touch (7r) (9/day) (Sp), Gaseous Form (Su), Infernal, Spider Climb (Ex)
Combat Gear +2 Keen, Unholy, Vorpal Sword, Bastard;
--------------------
SPECIAL ABILITIES
--------------------
Blood Drain (Ex) Suck blood with a Grapple check (1d4 CON drain) to gain 5 HP.
Bravery +1 (Ex) +1 Will save vs. Fear
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 (6 AoO/round) You may make up to 6 attacks of apportunity per round, and may make them while flat-footed.
Corrupting Touch (7r) (9/day) (Sp) Melee touch attack leaves target shaken and -2 save vs. enchantment spells for 7 rounds.
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.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dominate (DC 24) (Ex) As Dominate Person spell, takes standard action.
Energy Drain (2 levels) (DC 24) (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
Eschew Materials Cast without materials, if material cost is <= 1gp.
Fast Healing 5 (Ex) You heal damage every round if you have > 1 HP.
Gaseous Form (Su) Assume Gaseous Form at will (as the spell).
Hellfire (1/day) (DC 23) (Sp) 1/day, Hellfire column deals14d6 damage, and shakes good creatures for 14 rounds, range 60', 10' burst.
Infernal +2 DC on Charm spells.
Infernal Resistances (Ex) You gain fire resistance 10 and +4 to saves vs. poison.
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
Created With Hero Lab® - try it for free at http://www.wolflair.com!

General Dorsey |

I don't know the replacement abilities you are referring to but you can just change them out from the stat block. Here is my version. He probably should open up with Dazzling Display. This will pretty much make sure most of his opponents are flat footed, thereby denying them their Dexterity and Dodge bonuses to AC. He might want to do this a few times if necessary. He can easily move in and out of combat using his Spring Attack feat. He can also move in and Great Cleave several foes if he desires. Note that opponents will have a 20% miss chance with ranged weapons simply because he is mobile. I have Power Attack already added in for his attack and damage.
What I would probably do is:
Round 0) Invisibility
Round 1) Wall of Ice, possibly in a hemisphere so to form a trap for Round 2
Round 2) Cloudkill within the
Round 3) Dazzling Display and move
Round 4) Move and attack as many opponents as possible, staying in the Cloudkill
VLADIMIR DRAKU CR 17
Male Human Fighter 2 Sorcerer 14
LE Medium Undead (Augmented Humanoid)
Init +8; Senses Darkvision (60 feet); Perception +13
--------------------
DEFENSE
--------------------
AC 24, touch 15, flat-footed 19. . (+3 armor, +4 Dex, +6 natural, +1 dodge)
hp 200 (2d10+14d6+112); Fast Healing 5
Fort +15, Ref +11, Will +14
Defensive Abilities Channel Resistance +4; DR 10/magic, 10/silver; Immune Undead Traits; Resist cold 10, electricity 10, fire 10, Infernal Resistances
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Slam (Vampire Template) +14 (1d6+18) and
. . Unarmed Strike +13/+8 (1d3+12)
Special Attacks Blood Drain, Children of the Night, Create Spawn, Dominate (DC 25), Energy Drain (2 levels) (DC 25), Hellfire (DC 24)
Sorcerer Spells Known (CL 14, +13 melee touch, +14 ranged touch):
7 (4/day) Finger of Death (DC 24)
6 (6/day) Disintegrate (DC 23), Planar Binding (DC 23), Mislead
5 (7/day) Dominate Person (DC 22), Teleport, Cloudkill (DC 22), Hold Monster (DC 22)
4 (7/day) Charm Monster (DC 23), Phantasmal Killer (DC 21), Wall of Ice (DC 21), Bestow Curse (DC 21), Contagion (DC 21)
3 (8/day) Suggestion (DC 20), Fireball (DC 20), Dispel Magic, Vampiric Touch, Hold Person (DC 20)
2 (8/day) False Life, Blur (DC 19), Scorching Ray, Invisibility, See Invisibility, Protection from Arrows
1 (8/day) Mage Armor, Protection from Good, Cause Fear (DC 18), Obscuring Mist, Ray of Enfeeblement (DC 18), True Strike
0 (at will) Mage Hand, Detect Poison, Read Magic, Ghost Sound (DC 17), Detect Magic, Arcane Mark, Bleed (DC 17), Prestidigitation (DC 17), Resistance
--------------------
STATISTICS
--------------------
Str 20/22, Dex 16/18, Con -, Int 14, Wis 14, Cha 22/24
Base Atk +10/+5; CMB +15; CMD 30
Feats Alertness, Cleave, Combat Reflexes (5 AoO/round), Dazzling Display: Slam, Dodge, Eschew Materials, Great Cleave, Improved Initiative, Improved Natural Attack: Slam (Vampire Template), Iron Will, Lightning Reflexes, Mobility, Power Attack +6/-3, Shatter Defenses: Slam, Skill Focus: Intimidate, Spell Penetration, Spring Attack, Toughness +16, Weapon Focus: Slam, Wind Stance
Skills Acrobatics +5, Appraise +3, Bluff +22, Climb +7, Diplomacy +17, Disguise +8, Escape Artist +5, Fly +22, Heal +3, Intimidate +32, Knowledge: Arcana +16, Knowledge: Local +14, Knowledge: The Planes +14, Perception +13, Ride +5, Sense Motive +13, Spellcraft +21, Stealth +22, Survival +3, Swim +7
Languages Chelaxian, Common, Elven
SQ Bravery +1 (Ex), Change Shape (dire bat or wolf, beast shape II) (Su), Corrupting Touch (7r) (10/day) (Sp), Gaseous Form (Su), Infernal, Spider Climb (Ex)
Other Gear Belt of Physical Perfection, +2, Bracers of Armor, +3, Headband of Alluring Charisma, +2, Ioun Stone, Pale Green
--------------------
TRACKED RESOURCES
--------------------
Children of the Night (1/day) (Su) - 0/1
Corrupting Touch (7r) (10/day) (Sp) - 0/10
Hellfire (1/day) (DC 24) (Sp) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Blood Drain (Ex) Suck blood with a Grapple check (1d4 CON drain) to gain 5 HP.
Bravery +1 (Ex) +1 Will save vs. Fear
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.
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Combat Reflexes (5 AoO/round) You may make up to 5 attacks of apportunity per round, and may make them while flat-footed.
Corrupting Touch (7r) (10/day) (Sp) Melee touch attack leaves target shaken and -2 save vs. enchantment spells for 7 rounds.
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.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazzling Display: Slam Intimidate check to demoralize can affect those within 30' who see you.
Dominate (DC 25) (Ex) As Dominate Person spell, takes standard action.
Energy Drain (2 levels) (DC 25) (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
Eschew Materials Cast without materials, if material cost is <= 1gp.
Fast Healing 5 (Ex) You heal damage every round if you have > 1 HP.
Gaseous Form (Su) Assume Gaseous Form at will (as the spell).
Hellfire (1/day) (DC 24) (Sp) 1/day, Hellfire column deals14d6 damage, and shakes good creatures for 14 rounds, range 60', 10' burst.
Infernal +2 DC on Charm spells.
Infernal Resistances (Ex) You gain fire resistance 10 and +4 to saves vs. poison.
Mobility +4 to AC against some attacks of opportunity.
Power Attack +6/-3 You can subtract from your attack roll to add to your damage.
Spell Penetration +2 to caster levels checks to overcome spell resistance.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Spring Attack You can move - attack - move when attacking with a melee weapon.
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
Wind Stance Move more than 5' this round to gain 20% concealment against ranged attacks.
Created With Hero Lab® - try it for free at http://www.wolflair.com!