Hyrune Loxenna
Creature 15 (unique) — undead, unholy, vampire
Pre-Remaster content. May include legacy alignment.
Source: blood-lords-bestiary (Pre-Remaster)
Perception +27
Skills athletics +29, deception +28, intimidation +28, occultism +29, society +29, stealth +27
Str
+8
Dex
+4
Con
+5
Int
+6
Wis
+4
Cha
+5
AC 37
Fort +27
Ref +25
Will +29
HP 240
Immunities death-effects, disease, paralyzed, poison, sleep
Weaknesses vampire-weaknesses 1
Speed 25 feet, climb 25 feet
Offense
Ranged Spear +31, Damage 3d6+16 piercing
Melee Fangs +29, Damage 3d6+16 piercing
Melee Claw +29, Damage 3d8+16 slashing
Melee Bat Fangs +28, Damage 3d12+16 piercing
Ranged Spear +26, Damage 3d6+16 piercing
Abilities
Children of the Deep (divine, mental) — Hyrune's presence brings forth creatures of the deep to do his bidding. These typically include bat swarms, giant spiders, and giant centipedes, but can include other Darklands creatures. Hyrune can give telepathic orders to these creatures as long as they are within 100 feet, but they can't communicate back.
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.
Divided Faith — Hyrune's devotion to Urgathoa has become undermined by his obsession with Orgesh. Urgathoa's religious symbol can be brandished at Hyrune to trigger his revulsion, provided the person attempting to do so accuses Hyrune of being a heretic or of betraying his faith. Hyrune takes a -2 circumstance penalty to Will saves to overcome this revulsion.
Mist Escape — It automatically returns to its corporeal form, unconscious, if it reaches its coffin or after 2 hours, whichever comes first.
Vampire Weaknesses — All vampires possess the following weaknesses.
Compulsions Vampires are creatures of strange and unknowable compulsions. A typical vampire can't voluntarily cross running water unless it is transported while it hides within its coffin, nor can it enter a private dwelling unless invited in by someone with the authority to do so. At your discretion, vampires might have different compulsions-a pirate vampire might not be able to set foot on solid ground without being invited, for example. The vampire can still be forced to do these things and might be able to overcome its compulsion just as it does its revulsion.
Revulsion A vampire can't voluntarily come within 10 feet of brandished garlic or a brandished religious symbol of a non-evil deity. To brandish garlic or a religious symbol, a creature must Interact to do so for 1 round (similar to Raising a Shield). If the vampire involuntarily comes within 10 feet of an object of its revulsion, it gains the Fleeing condition, running from the object of its revulsion until it ends an action beyond 10 feet. After 1 round of being exposed to the subject of its revulsion, a vampire can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, it overcomes its revulsions for 1d6 rounds (or 1 hour on a critical success).
Stake A wooden stake driven through a vampire's heart drops the vampire to 0 HP and prevents it from healing above 0 HP, even in its coffin. Staking a vampire requires three actions and works only if the vampire is unconscious. If the stake is removed, the vampire can heal above 0 HP again, and if it's in its coffin the 1-hour rest period begins once the stake is removed. If the vampire's head is severed and anointed with Holy Water while the stake is in place, the vampire is destroyed.
Sunlight If exposed to direct sunlight, a vampire immediately becomes Slowed 1. The slowed value increases by 1 each time the vampire ends its turn in sunlight. If the vampire loses all its actions in this way, it is destroyed. Due to their supernatural aversion to light, vampires don't cast shadows or show a reflection in mirrors.
Void Healing — Negative Healing
Change Shape (concentrate, divine, polymorph) — The vampire transforms into one of its animal forms or back into its normal form. Most vampires can turn into a bat, but some can turn into a different creature, such as a rat or a wolf.
Use the options in the Aerial Form and Animal Form spells as guidelines.
Bat The vampire changes into a Bat Swarm or Giant Bat. It gains echolocation 40 feet, a land Speed of 20 feet and a fly Speed of 30 feet, and a fangs Strike with a +28 attack modifier. These fangs deal 3d12+16 piercing damage.
Change Shape
Create Spawn (divine, downtime) — If a creature dies after being reduced to 0 HP by Drink Blood, 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.
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. The save DC uses the DC of the vampire's level, and 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 Blood (divine) — Requirement A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within the vampire's reach.
Effect The vampire sinks its fangs into that creature to drink its blood. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions.
The victim is Drained 2 and the vampire regains 22 healing Hit Points, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire but increases the victim's drain value by 1. A vampire can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so.
A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a DC 20 Medicine check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes.
Familiar — Hyrune's familiar is Taulzhalotel, a one-eyed, long-tailed hairless bat with a fly speed of 25 feet, darkvision, manual dexterity (with its tail), speech, and spell delivery.
Gluttonous Gulp (divine) — Hyrune dislocates his jaw to open his mouth far wider than it should, growing a thicket of additional fangs as he does. He attempts a fangs Strike and deals an additional 3d6 piercing damage on a successful hit and can attempt to Drink Blood if he as an action remaining, gaining a +2 circumstance bonus on his Athletics check to do so.
Turn to Mist (concentrate, divine) — The vampire turns into a cloud of vapor, as the Vapor Form spell, or back to its normal form. The vampire loses fast healing while in gaseous form.
The vampire can remain in this form indefinitely.
Witch Patron — night (Orgesh)
Grab — Grab
Spells
Maze (rank 8)
Project Image (rank 7)
Reverse Gravity (rank 7)
Warp Mind (rank 7)
Dominate (At Will) (rank 6)
Feeblemind (rank 6)
Repulsion (rank 6)
Black Tentacles (rank 5)
Sending (rank 5)
Confusion (rank 4)
Dimension Door (rank 4)
Fly (rank 4)
Nightmare (rank 4)
Suggestion (rank 4)
Blindness (rank 3)
Dream Message (rank 3)
Malicious Shadow (rank 3)
Slow (rank 3)
Dispel Magic (rank 2)
Mirror Image (rank 2)
See Invisibility (rank 2)
Status (rank 2)
Blood Ward (rank 1)
Command (rank 1)
Daze (rank 1)
Fear (rank 1)
Mage Hand (rank 1)
Message (rank 1)
Phase Familiar (rank 1)
Shield (rank 1)
Shroud of Night (rank 1)
Sleep (rank 1)
Telekinetic Projectile (rank 1)
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