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Agarwaen, Adult Black Dragon Vampire

1 1 1 1 1 1 1 1 1 1 Rating 2.75 (4 Votes)

Fresh blood drips from the pearly teeth of this undead repitilian monstrosity!

Agarwaen

Male adult black dragon vampire
CE Large undead (augmented dragon, water)
Init +7; Senses dragon senses; Perception +25
Aura frightful presence (180 ft., DC 21)

DEFENSE

AC 37, touch 13, flat-footed 33 (+3 Dex, +1 dodge, +24 natural, –1 size)
hp 133 (14 HD); Fast Healing 5
Fort +13, Ref +14, Will +13
Defensive Abilities channel resistance +4; DR 10/magic and silver; Immune acid, paralysis, sleet, undead traits; Resist cold 10, electricity 10; SR 24
Weaknesses vampire weaknesses

OFFENSE

Speed 60 ft. (12 squares), fly 200 ft. (poor), swim 60 ft.
Melee bite +23 (2d6+15 plus energy drain) and 2 claws +23 (1d8+10 plus energy drain) and 2 wings +18 (1d6+5 plus energy drain) and tail +18 (1d8+15 plus energy drain) or slam +23 (1d8+10 plus energy drain)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks blood drain, breath weapon (80-ft. line, DC 21, 12d6 acid), children of the night, corrupt water, dominate (DC 23), energy drain (2 levels, DC 21)
Spell-like Abilities (CL 14th; Concentration +18)
At will – darkness
Spells Known (CL 3rd; Concentration +7)
1st (6/day) – alarm, mage armor, obscuring mist
0 (at will) – dancing lights, detect magic, mending, message, read magic

STATISTICS

Str 31 (+10), Dex 16 (+3), Con –, Int 16 (+3), Wis 19 (+4), Cha 18 (+4)
Base Attack +14; CMB +27; CMD 39 (43 vs. overrun and trip)
Feats Ability Focus (dominate), AlertnessB, Bloody Assault, Combat ReflexesB, Dazing Assault, DodgeB, Enforcer, Improved InitiativeB, Intimidating Prowess, Lightning ReflexesB, Power Attack, Skill Focus (stealth), ToughnessB
Skills Bluff +12, Fly +14, Handle Animal +18, Intimidate +31, Knowledge (arcana) +20, Perception +33, Sense Motive +29, Spellcraft +20, Stealth +30, Swim +35; Racial Bonuses +8 Bluff, +8 Perception, +8 Sense motive, +8 Stealth
Special Qualities change shape (dire bat or wolf, beast shape II), gaseous form, speak with reptiles, swamp stride, water breathing
Encumbrance light 1,836 lb., medium 3,672 lb., heavy 5,520 lb.; Weight Carried 0 lb.
Languages Common, Draconic, Giant

SPECIAL ABILITIES

Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Children of the Night (Su): Once per day, a vampire can call forth 1d2 leech swarms, 1d4+1 bat swarms, or 2d6 spider swarms as a standard action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Create Spawn (Su): A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master's destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Dominate (Su): A vampire dragon can crush a humanoid or dragon opponent's will as a standard action. Anyone the vampire targets must succeed on a Will save 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.

Dragon Senses (Ex): Dragons have darkvision 120 ft. and blindsense 60 ft. They see four times as well as a human in dim light and twice as well in normal light.

Energy Drain (Su): A creature hit by a vampire's slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.

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

Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror.

Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Vampire Weaknesses Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save. Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so. Reducing a vampire's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Driving a wooden stake through a helpless vampire's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.

Additional Ratings
Balance: 1 1 1 1 1 1 1 1 1 1 Rating 4.50 (2 Votes)
Utility: 1 1 1 1 1 1 1 1 1 1 Rating 4.67 (3 Votes)
Clarity: 1 1 1 1 1 1 1 1 1 1 Rating 4.50 (2 Votes)