Aliriel
Creature 15 (unique) — shadow, undead, unholy, vampire
Pre-Remaster content. May include legacy alignment.
Source: shadows-at-sundown-bestiary (Pre-Remaster)
Perception +27
Skills acrobatics +27, arcana +29, athletics +25, deception +27, occultism +27, society +25, stealth +29
Str
+6
Dex
+8
Con
+4
Int
+8
Wis
+4
Cha
+6
AC 37
Fort +25
Ref +29
Will +27
HP 210
Immunities death-effects, disease, paralyzed, poison, sleep
Speed 25 feet, fly 25 feet
Offense
Melee Claw +29, Damage 3d10+12 slashing
Abilities
Fast Healing 15 — Fast Healing
Coffin Restoration (divine, void) — Unlike other undead, a vampire isn't destroyed at 0 HP. Instead, it falls Unconscious. If its body rests in its coffin for 1 hour, the vampire gains 1 HP, after which its fast healing begins to function normally.
Domain of Dusk (divine, shadow) — With a wave of its hand, the strigoi calls fourth vile ruination from the surrounding shadows, causing coils of darkness and shadowy bats, rats, and wolves to lash out at living targets in a 30-foot emanation. Living creatures in this area take 8d6 void damage (DC 34 Fortitude save against the DC of the strigoi's level). A creature that fails this save is also Dazzled for 1 round (or Blinded for 1 round and then dazzled for 1 round)
Shadow Escape —
Shadow Form (concentrate, divine, shadow) — The strigoi reverts to pure shadow and absorbs its body and its gear into the darkness, or it shifts back to its physical form. In shadow form, the strigoi gains a climb Speed equal to its land Speed and can move through any gap that isn't airtight. However, it can only move along solid surfaces that aren't highly reflective, not liquid or mirrored surfaces. If the surface it's on is destroyed, the strigoi returns to physical form and is Stunned 1. The strigoi loses fast healing while in shadow form but can remain in shadow form indefinitely.
A strigoi that is exposed to sunlight while in shadow form becomes Slowed 2 and must attempt a DC 16 Flat at the end of each of its turns. If it fails this flat check, it is destroyed, the shadow vanishing with a blood-curdling wail.
Slip Into Shadows (divine) —
Strigoi Weaknesses — All strigoi possess the following weaknesses:
Revulsion Strigoi are uncomfortable near mirrors or sources of bright light. Only a strigoi's shadow reflects in a mirror, and this often compels them to cover or destroy mirrors in their presence rather than risk their true nature being displayed. A strigoi can't voluntarily come within 10 feet of a brandished mirror or source of bright light. To brandish a mirror or light source, a creature must Interact to do so for 1 round (similar to Raising a Shield). If the strigoi involuntarily comes within 10 feet of a brandished mirror or light source, they gain the Fleeing condition, running from the brandished object until they end an action beyond 10 feet. After 1 round of being exposed to the subject of their revulsion, a strigoi can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success). A strigoi can move normally around mirrors or bright light sources that are not brandished, although doing so causes them discomfort that can be noticed with a successful Perception check to .
Sunlight When exposed to direct sunlight, a strigoi immediately becomes Unconscious and falls to the ground. They appear to be dead: they don't breathe, their body temperature matches their surroundings, and they don't react to pain or other stimuli. A successful Perception check against the strigoi's Reflex DC is enough to note one anomaly: the shadow cast by their "dead" body shifts and moves slightly, its edges twisting and active. Certain detection spells, senses like lifesense, and the "corpse" taking damage from vitality energy still function normally and could reveal the truth without a successful Perception check. Viewing the "corpse" in a mirror's reflection can also reveal the truth, for only the body's shadow reflects. While in sunlight and unconscious, the strigoi loses their resistance to physical damage. If the strigoi takes enough damage that they would be reduced to 0 Hit Points, their body quickly decomposes, and the strigoi is destroyed.
Water Revulsion A strigoi cannot cross a significant source of running water (such as a creek, river, or waves on a seashore). A strigoi capable of flight can cross running water provided they approach no closer than 10 feet to the liquid's surface. If forced into running water against their will, the strigoi becomes Slowed 2 and gains the fleeing condition as long as they remain in the water. At the end of any turn in which the strigoi remains in running water, they must succeed at a DC 5 Flat or be destroyed.
Void Healing — Negative Healing
Create Servitor (divine, downtime) — If a creature dies after being reduced to 0 HP by Drink Essence or Domain of Dusk, the vampire can turn this victim into a vampire by donating some of its own blood to the victim and burying the victim in earth for 3 nights.
If the new vampire is lower level than its creator, it is under the creator's control. If a vampire controls too many spawn at once (as determined by the GM), strong-willed spawn can free themselves by succeeding at a Will saving throw against the vampire's Will DC.
A victim that is 8th level or higher becomes a strigoi servant, while a lower-level victim instead becomes a moroi vampire
Dominate (divine, incapacitation, mental, visual) — The vampire can cast Dominate at will as a divine innate spell. Casting it requires staring into the target's eyes, giving the spell the visual trait (DC 34 Will). A creature that succeeds is temporarily immune to that vampire's Dominate for 24 hours.
Fully destroying the vampire ends the domination, but merely reducing the vampire to 0 HP is insufficient to break the spell.
Drink Essence (divine) — A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes.
A victim's stupefied condition decreases by 1 per day after performing daily preparations. If the daily preparations are done in full sunlight, the stupefied condition is removed entirely.
Thassilonian Necromancer — Aliriel cannot cast abjuration or enchantment spells.
Grab — Grab
Spells
Horrid Wilting (rank 8)
Maze (rank 8)
Eclipse Burst (rank 7)
Baleful Polymorph (rank 6)
Planar Binding (rank 6)
Vampiric Exsanguination (rank 6)
Wall of Force (rank 6)
Call Spirit (rank 5)
Cloudkill (rank 5)
Mind Probe (rank 5)
Sending (rank 5)
Shadow Walk (rank 5)
Dimension Door (rank 4)
Nightmare (rank 4)
Take its Course (rank 4)
Blindness (rank 3)
Mind Reading (rank 3)
Slow (rank 3)
Create Undead (rank 2)
Deafness (rank 2)
Dispel Magic (rank 2)
Mirror Image (rank 2)
Spectral Hand (rank 2)
Call of the Grave (rank 1)
Chill Touch (rank 1)
Detect Magic (rank 1)
Electric Arc (rank 1)
Grim Tendrils (rank 1)
Mage Hand (rank 1)
Magic Missile (rank 1)
Overstuff (rank 1)
Prestidigitation (rank 1)
Ray of Enfeeblement (rank 1)
True Strike (rank 1)
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