Master Vampire - Monsters

Master Vampire
Medium natural humanoid (undead)
Level 12 Lurker XP 700

HP 98; Bloodied 49Initiative +15
AC 26, Fortitude 25, Reflex 24, Will 24Perception+14
Speed 7, climb 4 (spider climb)Darkvision
Immune disease, poison; Resist 10 necrotic

Traits

Burned by Sunlight (radiant)

Whenever the vampire starts its turn in direct sunlight, it takes 10 radiant damage.

Regeneration

The vampire regains 10 hit points whenever it starts its turn and has at least 1 hit point. When the vampire takes radiant damage, its regeneration does not function on its next turn.

Standard Actions

(⚔) ClawAt-Will

Attack: Melee 1 (one creature); +17 vs. AC

Hit: 3d6 + 5 damage.

Bite (healing) ✦ At-Will

Attack: Melee 1 (one dazed, dominated, stunned, or unconscious creature); +17 vs. AC

Hit: 4d10 + 10 damage, and the vampire regains 20 hit points.

Cloud of Bats (polymorph) ✦ At-Will

Effect: The vampire assumes the form of a cloud of bats until the start of its next turn. While in this form, the vampire cannot attack but becomes insubstantial, gains fly 8 (hover), gains a +5 power bonus to Stealth checks, and can move through enemies' spaces.

Dominating Gaze (charm) ✦ Recharge when no creature is dominated by this power

Attack: Ranged 5 (one creature); +17 vs. Will

Hit: The target is dominated until the end of the vampire's next turn.

Triggered Actions

Mist Form (polymorph) ✦ Encounter

Trigger: The vampire takes damage while bloodied.

Effect (No Action): The vampire becomes insubstantial and gains fly 12. The vampire cannot attack or use cloud of bats. This effect lasts for 1 hour or until the vampire ends it as a minor action.

Skills Acrobatics +16, Athletics +17, Bluff +16, Insight +14, Stealth +16
Str 22 (+12)                Dex 20 (+11)                Wis 17 (+9)
Con 20 (+11)                Int 15 (+8)                Cha 21 (+11)

Alignment evil        Languages Common

Published in Monster Vault, page(s) 283.