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, |
|
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) |
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Challenge Rating: |
26 |
|
Treasure: |
Double Standard |
|
Alignment: |
Chaotic Evil |
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Advancement: |
By Character Class |
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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.