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Strigoi Progenitor

Creature 13 (rare) — shadow, undead, unholy, vampire

Pre-Remaster content. May include legacy alignment.

The most powerful strigoi are those intentionally summoned into the bodies of willing hosts in times long past. As the rites to do so are lost to time, very few strigoi progenitors exist today. Those who do trace their lives back well over ten thousand years ago to Thassilon, Azlant, or similar ancient empires. A strigoi progenitor may appear to possess the vitality of the living, yet closer inspection reveals sharp fangs, the faintest smell of decay, and the strange and unsettling shifting of t

Source: shadows-at-sundown-bestiary (Pre-Remaster)

Perception +23
Skills acrobatics +25, arcana +23, athletics +25, crafting +23, deception +26, religion +22, stealth +27
Str
+8
Dex
+8
Con
+5
Int
+5
Wis
+4
Cha
+5
AC 34 Fort +24 Ref +26 Will +22
HP 180
Immunities death-effects, disease, paralyzed, poison, sleep
Speed 25 feet, fly 25 feet

Offense

Melee Claw +25, Damage 3d8+14 slashing

Abilities

Greater Darkvision — Greater Darkvision
Fast Healing 10 — Fast Healing
(Vampire, Strigoi Progenitor) Domain of Dusk (divine, shadow) — With a wave of their hand, the strigoi calls forth 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 type:emanation. Living creatures in this area take d6 void with a DC 31 Fortitude save against the DC of the strigoi's level. A creature that fails this save is also Dazzled by the darkness for 1 round (or Blinded for 1 round and then dazzled for 1 round on a critical failure).
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.
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.
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 Spawn (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 33 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.
Oracle Mystery — Lore
Grab — Grab

Spells

Eclipse Burst (rank 7)
Ethereal Jaunt (rank 7)
Finger of Death (rank 7)
Blade Barrier (rank 6)
Planar Binding (rank 6)
Spirit Blast (rank 6)
True Seeing (rank 6)
Vampiric Exsanguination (rank 6)
Flame Strike (rank 5)
Sending (rank 5)
Tongues (rank 5)
Dimensional Anchor (rank 4)
Divine Wrath (rank 4)
Remove Curse (rank 4)
Talking Corpse (rank 4)
Blindness (rank 3)
Chilling Darkness (rank 3)
Comprehend Language (rank 2)
Create Undead (rank 2)
Dispel Magic (rank 2)
Gentle Repose (rank 2)
See Invisibility (rank 2)
Undetectable Alignment (rank 2)
Brain Drain (rank 1)
Command (rank 1)
Detect Magic (rank 1)
Divine Lance (rank 1)
Fear (rank 1)
Harm (rank 1)
Heal (rank 1)
Message (rank 1)
Ray of Enfeeblement (rank 1)
Read Aura (rank 1)
Sanctuary (rank 1)
Shield (rank 1)
Sigil (rank 1)

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