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Vampire Count

Creature 6 (uncommon) — undead, unholy, vampire

Vampire counts rule their demesnes and subjects through a mix of fear and cruelty. Vampires are undead creatures that feed on the blood of the living.

Source: pathfinder-monster-core

Perception +17
Skills acrobatics +13, athletics +13, deception +14, diplomacy +14, intimidation +16, society +14, stealth +13
Str
+5
Dex
+3
Con
+2
Int
+2
Wis
+4
Cha
+4
AC 24 Fort +11 Ref +14 Will +17
HP 65
Immunities death-effects, disease, paralyzed, poison, sleep
Speed 25 feet, climb 25 feet

Offense

Melee Rapier +17, Damage 1d6+11 piercing
Melee Claw +17, Damage 1d8+8 slashing

Abilities

Children of the Night (divine, mental) — The vampire's presence brings forth creatures of the night to do the master's bidding. These typically include Rat Swarms, Bat Swarms, and Wolves, but can include other creatures. The vampire can give telepathic orders to these creatures as long as they are within 100 feet, but they can't communicate back.
Fast Healing 7 — 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.
Mist Escape — They automatically returns to its corporeal form, unconscious, if they reaches their coffin or after 2 hours, whichever comes first.
Vampire Vulnerabilities — All vampires possess the following vulnerabilities. Compulsions Vampires are creatures with strange and unknowable compulsions. A typical vampire can't voluntarily cross running water unless they're transported while they hide within their coffin, nor can they 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 their compulsion just as they do their revulsion. Revulsion A vampire can't voluntarily come within 10 feet of brandished garlic or a brandished religious symbol of a deity with a holy sanctification option. To brandish garlic or a religious symbol, a creature must Interact to do so, and it remains brandished for 1 round (similar to Raising a Shield). If the vampire involuntarily comes within 10 feet of an object of their revulsion, they gain the Fleeing condition, running from the object of their revulsion until they end an action beyond 10 feet. After 1 round of being exposed to the subject of their revulsion, a vampire 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). Stake A wooden stake driven through a vampire's heart drops the vampire to 0 HP and prevents them from healing above 0 HP, even in their coffin. Staking a vampire requires 3 actions and works only if the vampire is Unconscious. If the stake is removed, the vampire can heal above 0 HP again, and if they're in their 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 their turn in sunlight, and the condition ends when they're no longer in sunlight. If the vampire loses all their actions in this way, they're 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. Giant Bat Senses echolocation 40 feet, Speed 20 feet, fly 30 feet, Melee fangs +15 Damage 1d8+9 piercing Change Shape
Create Servitor (divine, downtime) — If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire servitor by donating some of their own blood to the victim and burying the victim in earth for 3 nights. A vampiric servitor is compelled to obey its creator, but if a vampire controls too many vampiric servitors at once (as determined by the GM), or if the servitor is a higher level than the vampire that created it, strongwilled servitors 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 (DC 22 Will). The save DC uses the high spell 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 10 healing{10 HP}, 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 drained value by 1, killing the victim when it reaches drained 5. 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.
Turn to Mist (air, concentrate, divine, polymorph) — 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.
Grab — Grab

Spells

Dominate (At Will) (See Dominate) (rank 6)

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