The Dim Triad
ABSALOM
Male Human Vampire Fighter 15 (Medium undead)
Hit Dice: 15d12+8 (140 hp)
Initiative: +6
Speed: 20’
Armor Class: 35 (+7 natural, +10 armor, +6 shield, +2 dex), touch 12, flat-footed 32
Base Attack/Grapple: +15/+24
Attack: Slam +24 melee (1d6+12 plus energy drain) or +4 shock bastard sword +29 melee (1d10+15/17-20 plus lethality)
Full Attack: Slam +24/19/14 melee (1d6+12 plus energy drain); or +4 shock bastard sword +29/24/19 melee (1d10+15/17-20 plus lethality); or +4 shock bastard sword +23/18/13 melee (1d10+15/17-20 plus lethality) and heavy steel shield +14 melee (1d4+9)
Space/Reach: 5’/5’
Special Attacks: Blood drain, children of the night, dominate (DC 18), create spawn, energy drain (DC 18)
Special Qualities: Alternate form, DR 10/silver and magic, fast healing 5, gaseous form, hide in plain sight, resistance to cold 10 and electricity 10, spider climb, turn resistance +4, undead traits, vampire weaknesses
Saves: Fort +12, Ref +12, Will +10
Abilities: Str 29 (including gauntlets), Dex 14, Con -, Int 12, Wis 14, Cha 13
Skills: Bluff +9, Hide +10, Jump +26, Listen +12, Move Silently +10, Search +9, Sense Motive +10, Spot +21
Feats: Alertness, Cleave, Combat Reflexes, Dodge, Exotic Weapon Proficiency (bastard sword), Great Cleave, Great Fortitude, Improved Critical (bastard sword), Improved Initiative, Improved Shield Bash, Improved Shield Use, Iron Will, Lethality (bastard sword), Lightning Reflexes, Power Attack, Quickdraw, Resilience, Toughness, Weapon Focus (bastard sword), Weapon Specialization (bastard sword),
Challenge Rating: 17
Alignment: Chaotic evil
Gear: Eel (+4 shock cold iron bastard sword), Turtle (heavy steel shield +3), full plate +2, gauntlets of ogre power, potions of inflict serious wounds (3d8+15) (3), potion of haste
BLAESING (Medium Undead)
Female Human Vampire Rogue 5/Assassin 10
Hit Dice: 15d12 (100 hp)
Initiative: +10
Speed: 30’
Armor Class: 27 (+6 natural, +5 armor, +6 dex) plus 10% miss chance, touch 16, flat-footed 21
Base Attack/Grapple: +10/+14
Attack: Slam +14 melee (1d6+6 plus energy drain); or +3 keen longsword +17 melee (1d8+7); or masterwork mighty (+2) shortbow +18 ranged (1d6+3 plus 1d4 sonic plus deafness howling arrows)
Full Attack: Slam +14/9 melee (1d6+6 plus energy drain); or +3 keen longsword +17/12 melee (1d8+7); or masterwork mighty (+2) shortbow +18/13 ranged (1d6+3 plus 1d4 sonic plus deafness howling arrows)
Space/Reach: 5’/5’
Special Attacks: Blood drain, children of the night, death attack (DC 25), dominate (DC 22), create spawn, energy drain (DC 22), sneak attack +8d6, spells
Special Qualities: Alternate form, DR 10/silver and magic, evasion, fast healing 5, gaseous form, improved uncanny dodge, resistance to cold 10 and electricity 10, spider climb, trap sense +1, trapfinding, turn resistance +4, undead traits, vampire weaknesses
Saves: Fort +7, Ref +17, Will +7
Abilities: Str 19, Dex 22, Con -, Int 21 (with headband), Wis 10, Cha 20
Skills: Balance +8, Bluff +36, Climb +5 (+7 when involving rope), Diplomacy +9, Disguise +17 (+19 acting in character), Escape Artist +6 (+8 when involving rope), Hide +34, Intimidate +15, Jump +7, Listen +20, Move Silently +34, Search +25, Sense Motive +20, Sleight of Hand +21, Spot +20, Survival +0 (+2 when following tracks), Tumble +21, Use Rope +18
Feats: Alertness, Combat Expertise, Combat Reflexes, Dodge, Improved Disarm, Improved Feint, Improved Initiative, Lightning Reflexes, Sidestep, Stealthy
Challenge Rating: 17
Alignment: Chaotic evil
Gear: Headband of intellect +2, keen longsword +3, boots of speed, Blaesing’s cloak of compensation (+3 resistance bonus to Fort and Will saves, dimension door as a standard action 1/day, grants 10% miss chance), masterwork mighty (+2) shortbow, 24 silver arrows, 24 howling arrows (arrows +1, deal +1d4 sonic damage, those struck must make a Fort save, DC 15, or be deafened for ten minutes), potion of invisibility, potion of bull’s strength, potion of eagle’s splendor, ring of spell turning, Deception (scarf, grants +5 competence bonus to Bluff; uses amulet slot), bracers of armor +5
HARROW
Female Elf Vampire Fighter 4/Evoker 5/Eldritch Knight 6 (Medium undead)
Hit Dice: 15d12 (110 hp)
Initiative: +8
Speed: 30’ plus lock-step
Armor Class: 33 (+9 natural, +5 armor, +5 shield, +4 dex), touch 14, flat-footed 29 plus dodge
Base Attack/Grapple: +12/+17
Attack: Slam +17 melee (1d6+7 plus energy drain) or Drowspite +20 melee (2d4+11/15-20) or +3 mighty (+3) composite longbow +19 ranged (1d8+6/x3) plus power attack
Full Attack: Slam +17/12/7 melee (1d6+7 plus energy drain) or Drowspite +20/15/10 melee (2d4+11/15-20) or +3 mighty (+3) composite longbow +19/14/9 ranged (1d8+6/x3) plus power attack
Space/Reach: 5’/5’
Special Attacks: Blood drain, children of the night, dominate (DC 19), create spawn, energy drain (DC 19), spells
Special Qualities: Alternate form, DR 10/silver and magic, fast healing 5, gaseous form, resistance to cold 10 and electricity 10, spider climb, turn resistance +4, undead traits, vampire weaknesses
Saves: Fort +10, Ref +10, Will +8
Abilities: Str 21, Dex 18, Con -, Int 20, Wis 13, Cha 14
Skills: Appraise +5 (+7 if related to weapons), Bluff +10, Concentration +18, Craft (weaponsmithing) +21, Diplomacy +4, Handle Animal +3, Hide +12, Intimidate +9, Knowledge (arcana) +18, Listen +11, Move Silently +12, Ride +11, Search +13, Sense Motive +9, Spellcraft +25, Spot +11, Swim +12, Survival +1 (+3 when following tracks)
Feats: Alertness, Cleave, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Dodge, Improved Initiative, Improved Trip, Lightning Reflexes, Lock-Step, Power Attack, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Still Spell, Weapon Focus (falchion), Weapon Specialization (falchion)
Challenge Rating: 17
Alignment: Chaotic evil
Gear: Bracers of armor +5, buckler +4, Drowspite (keen falchion+2, elfbane), amulet of natural armor +3, mighty (+3) composite longbow +3, adamantine dagger +1, potion of inflict light wounds (1d8+5), scroll (disintegrate).
Spells (5 7 6 5 5 4); opposition schools- Necromancy and Conjuration; base save DC = 15 + spell level (16 + spell level for evocation). Typical Spells Prepared:
0 level (DC 15, evocation 16)- Detect magic, flare*, prestidigitation, ray of frost*, resistance;
1st level (DC 16, evocation 17)- Expeditious retreat, magic missile (2)*, shocking grasp (2)*, true strike (2);
2nd level (DC 17, evocation 18)- Invisibility, mirror image, scorching ray (2), touch of idiocy, vertigo;
3rd level (DC 18, evocation 19)- Displacement, fireball (2)*, fly, haste;
4th level (DC 19, evocation 20)- Dispel magic (still), ice storm*, mass enlarge person, stoneskin;
5th level (DC 20, evocation 21)- Cone of cold*, seeker missiles (2)*, wall of force*.
*Evocation spell.