King Rackham of Enrikhal

Male Corrupted Vampire

16th level Fighter

 

 

Corrupted Undead

Hit Dice:

16d12 (104 hit points)

Initiative:

+8

Speed:

20 ft.

Armor Class:

31 (+3 Dex, +10 Natural Armor, +8 bronze scale mail +4)

Base Attack/Grapple:

+16/+29

Attack:

+5 Greatsword +31 melee (2d6+20/19-20 x2) or Slam +22 melee (1d6+9 plus 8 vile) or +5 Composite Longbow (28 Str) +25 ranged (1d8+14/19-20 x3)

Full Attack:

+5 Greatsword +31/+26/+21/+16 melee (2d6+20/19-20 x2) or Slam +22 melee (1d6+9 plus 8 vile) or +5 keen Composite Longbow (28 Str) +25/+20/+15/+10 ranged (1d8+14/19-20 x3)

Space/Reach:

5 ft / 5 ft

Special Attacks:

Disruptive attack, blood drain, children of the night, dominate, create spawn, energy drain, plague bearer, paralysis

Special Qualities:

DR 10/silver and magic, enhanced power, fast healing 8, alternate form, gaseous form, resistances, spider climb, turn resistance

Saves:

Fort +10 Ref +11 Will +6

Abilities:

Str 28, Dex 18, Con -, Int 16, Wis 12, Cha 26,

Skills:

Bluff +16, Intimidate +27, Jump +28, Tumble +13, Hide +21, Listen +9, Move Silently +21, Search +11, Sense Motive +9, Spot +18

Feats:

Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Power Attack, Dark Speech,  Legion of the Damned, Relentless Grip, Death Grip, Improved Unarmed Strike, Improved Grapple, Iron Grip, Improved Sunder, Weapon Focus (greatsword), Weapon Specialization (greatsword), Point Blank Shot, Many Shot, Rapid Shot, Improved Precise Shot, Shot on the Run

Environment:

Any

Organization:

Solitary, pair, gang (3–5), or troupe (1–2 plus 2–5 vampire spawn)

Challenge Rating:

26

Treasure:

Double Standard

Alignment:

Chaotic Evil

Advancement:

By Character Class

Level Adjustment:

+8

 

 

The leader of the Vampire Kings is King Rackham of Enrikhal. At the height of his power, he commanded over 120,000 human slaves and an army of 7,000,000 undead. He is an extremely powerful alienist necromancer.  It was his laws that created the great Angustian market in human sex trafficking that persisted for centuries - until the fall of decadent Angust.  He prefers young blood.  In his heyday, he slaughtered three dozen young girls, often younger than twelve years, daily for their blood.  He also enjoyed summoning celestials to capture them and drain their blood.  He does not delight in the suffering of others, as Ocska Jehaila does, but he completely lacks compassion or empathy.  He is utterly alien in his thoughts and manners.  He rarely tortures others - just kills them quickly and expediently.  He wrote the original text of the Könyv Vacak Sötétség, a record of vile thoughts, evil concepts and malevolent experiments so horrible that only the most foul of heart can read it without emotional and mental trauma.  He craves domination over all that he sees, using minions to accomplish his dark deeds.

 

COMBAT

 

Disruptive Attack (Su): The corrupt creature deals 8 points of additional vile damage when it touches uncorrupted, living, corporeal nonoutsiders.

 

Enhanced Power (Su): The DC's of any and all of the corrupt creature's special attacks increase by +4.

 

Fast Healing (Ex): Each round the corrupted creature heals 8 points of damage.

 

Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.

 

Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

 

Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save (DC 35) or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.

 

Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial.

 

If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

 

Energy Drain (Su): Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round.

 

Paralysis (Su):  The Vampire King's touch causes paralysis in the victim, leaving them frozen in place for the beast to consume at a leisurely pace.  Fortitude DC 35 to negate.

 

Plague Bearer (Su): The Vampire King generates a 10 foot radius of corrupting disease magic.  Any creature that moves within this area must make a Fort save DC 35 or contract Life Blindness with an incubation period of one day.  A creature need only make one saving throw against this ability per encounter, regardless of how many times it moves in and out of the area.

 

Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the vampire does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)

 

Damage Reduction (Su): A vampire has damage reduction 10/silver and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

 

Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

 

Resistances (Ex): A vampire has resistance to cold 10 and electricity 10.

 

Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.

 

Turn Resistance (Ex): A vampire has +4 turn resistance.