pathfinder-2-sqlite-MIRROR/data/monsters/Vampire Mastermind.yaml

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ability_mods:
cha_mod: 5
con_mod: 1
dex_mod: 4
int_mod: 6
str_mod: 3
wis_mod: 4
ac: 27
ac_special: null
automatic_abilities:
- description: ''
name: Children of the Night
traits:
- divine
- enchantment
- mental
description: Vampire masterminds are evil wizards who control entire cabals of the
undead and instill fear in the hearts of mortals far and wide.
divine_spells: null
hp: 115
immunities:
- death effects
- disease
- paralyze
- poison
- sleep
innate_spells: null
items:
- signet ring
languages:
- Common
- Necril
level: 9
melee:
- action_cost: One Action
damage:
formula: 2d8+9 plus Grab
type: slashing
name: claw
to_hit: 18
traits:
- agile
name: Vampire Mastermind
perception: 20
proactive_abilities:
- action_cost: One Action
description: Giant bat with fangs +19 for 2d8+9 piercing.
name: Change Shape
traits:
- concentrate
- divine
- polymorph
- transmutation
- description: If a creature dies after being reduced to 0 HP by Drink Blood, the
vampire can turn this victim into a vampire by donating some of its own blood
to the victim and burying the victim in earth for 3 nights. If the new vampire
is lower level than its creator, it is under the creator's control. If a vampire
controls too many spawn at once (as determined by the GM), strong-willed spawn
can free themselves by succeeding at a Will saving throw against the vampire's
Will DC.
name: Create Spawn
traits:
- divine
- downtime
- necromancy
- action_cost: Two Actions
description: DC 26
name: Dominate
traits:
- divine
- enchantment
- incapacitation
- mental
- visual
- action_cost: Free Action
description: '**Frequency** Once per day. **Requirements** The vampire hasn''t acted
yet on this turn. **Effect** The vampire expends the power stored in its signet
ring. This gives the vampire the ability to cast one prepared spell it had already
previously cast today, without spending a spell slot. The vampire must still Cast
the Spell and meet the spell''s other requirements.'
name: Drain Bonded Item
traits:
- arcane
- wizard
- action_cost: One Action
description: When Drinking Blood, the vampire regains 10 HP.
name: Drink Blood
traits:
- divine
- necromancy
- description: If another creature's reaction would disrupt the vampire mastermind's
spellcasting action, the vampire attempts a DC 15 flat check. If the vampire succeeds,
its action isn't disrupted.
name: Steady Spellcasting
traits: null
- action_cost: One Action
description: The vampire turns into a cloud of vapor, as the gaseous form spell,
or back to its normal form. The vampire loses fast healing while in gaseous form.
The vampire can remain in this form indefinitely.
name: Turn to Mist
traits:
- concentrate
- divine
- transmutation
ranged: null
resistances:
- amount: 10
type: physical (except magical silver)
saves:
fort: 15
ref: 18
will: 20
saves_special:
fort: null
ref: null
will: null
senses:
- darkvision
skills:
Acrobatics: 17
Arcana: 21
Athletics: 16
Deception: 20
Diplomacy: 20
Intimidation: 22
Society: 19
Stealth: 19
skills_special: null
speed:
- amount: 25
type: Land
- amount: 25
type: Climb
spell_attack_to_hit: null
spell_dc: null
traits:
- Uncommon
- CE
- Medium
- Undead
- Vampire
type: Creature