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- Name: Sir Arcus of the Southern Desert CR 9
- XP 6,400
- Male Human Antipaladin 7
- CE Medium undead(augmented humanoid)
- Init +8; Senses darkvision 60ft.; Perception +21
- Defense
- AC 23; Touch 17; Flat-Footed 18; (+2 deflection, +4 Dex, +1 dodge, +6 natural)
- HP 120 (8d10+72)
- Fort +21; Ref +19; Will +20
- Defensive Abilities ; DR ; Immune undead traits; Resist cold 10, electricity 10
- Weaknesses vampire weaknesses
- Offense
- Speed 30 ft.
- Melee Mortal's Rend +10 (2d6+7 plus energy drain)
- Special Attacks blood drain, children of the night, create spawn, dominate (DC 22), energy drain (2 levels, DC 22),
- Spell-Like Abilities (CL 7th) smite good (3/day)
- At will— detect good
- Spells Known/Prepared (CL 7th, +7 touch)
- 2nd (1/day)— Hold Person
- 1st (1/day)— Magic Weapon
- 0 (at will, spontanious only)— detect magic, read magic
- Statistics
- Str 20, Dex 18, Con -, Int 14, Wis 16, Cha 26
- Base Atk ; CMB ; CMD ( vs. trip)
- Feats Alertness, Blind-Fight, Combat Casting, Combat Reflexes, Dodge, Eschew Materials, Extend Spell, Improved Initiative, Lightning Reflexes, Silent Spell, Still Spell, Toughness, Weapon Finess
- Skills Bluff +27, Knowledge (religion) +13, Perception +21, Sense Motive +13, Spellcraft +13, Stealth +12, Use Magic Device +19; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
- Languages Abyssal, Common, Draconic
- SQ change shape (dire bat or wolf, beast shape II), gaseous form, shadowless, spiderclimb
- 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.
- Change Shape (Su)
- A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
- Children of the Night (Su)
- Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 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.
- 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 can crush a humanoid 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. At the GM’s discretion, some vampires might be able to affect different creature types with this power.
- 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 Spawn
- A vampire can elect to create a vampire spawn instead of a full-fledged vampire when she uses her create spawn ability on a humanoid creature only. This decision must be made as a free action whenever a vampire slays an appropriate creature by using blood drain or energy drain. A vampire spawn’s statistics are identical to those of a wight, save for the following changes.
- It gains the blood drain and dominate vampire special attacks.
- It gains channel resistance +2, DR 5/silver, resist cold and electricity 10, fast healing 2, and the vampire qualities listed above (gaseous form, shadowless, and spider climb).
- A vampire spawn gains all of the standard vampire weaknesses.
- It does not gain the wight’s Create Spawn ability.
- A vampire spawn is CR 4.
- Aura of Cowardice (Su)
- At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the antipaladin remains conscious, not if he is unconscious or dead.
- Plague Bringer (Ex)
- At 3rd level, the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.
- Cruelty (Su)
- At 3rd level, and every three levels thereafter, an antipaladin can select one cruelty. Each cruelty adds an effect to the antipaladin’s touch of corruption ability. Whenever the antipaladin uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the antipaladin. This choice is made when the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. The DC of this save is equal to 10 + 1/2 the antipaladin’s level + the antipaladin’s Charisma modifier.
- At 3rd level, the antipaladin can select from the following initial cruelties.
- Fatigued: The target is fatigued.
- Shaken: The target is shaken for 1 round per level of the antipaladin.
- Sickened: The target is sickened for 1 round per level of the antipaladin.
- Smite Good (Su)
- Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.
- In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.
- The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table: Antipaladin, to a maximum of seven times per day at 19th level.
- Combat Gear
- Mortal's Rend (Once Evil's Rend) (medium +2 Earth Breaker. Once per day the wielder can cast Mark of the Reptile God, however instead of feathers they gain the features of the patron god of the cult the vampires belonged to)
- Other Gear
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