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Zinogyvaz

Creature 16 (unique) — undead, unholy, vampire

Pre-Remaster content. May include legacy alignment.

Source: extinction-curse-bestiary (Pre-Remaster)

Perception +28
Skills acrobatics +28, athletics +26, deception +28, intimidation +28, religion +33, society +26, stealth +28
Str
+5
Dex
+7
Con
+4
Int
+2
Wis
+7
Cha
+6
AC 39 Fort +26 Ref +27 Will +30
HP 240
Immunities death-effects, disease, paralyzed, poison, sleep
Weaknesses vampire-weaknesses 1
Speed 30 feet, climb 30 feet

Offense

Melee Fangs +32, Damage 4d6+15 piercing
Ranged Composite Shortbow +32, Damage 3d6+13 piercing
Ranged Web +32, Damage 1d4 bludgeoning

Abilities

Children of the Night (divine, mental) — Zinogyvaz's presence brings forth creatures of the night to do the master's bidding. These only include Hunting Spiders and Spider Swarms. Zinogyvaz can give telepathic orders to these creatures as long as they are within 100 feet, but they can't communicate back.
Fast Healing 20 — Fast Healing
Coffin Restoration (divine, void) — Unlike other undead, Zinogyvaz isn't destroyed at 0 HP. Instead, she falls Unconscious. If her body rests in her coffin for 1 hour, Zinogyvaz gains 1 HP, after which her fast healing begins to function normally.
Mist Escape — She automatically returns to her corporeal form, unconscious, if she reaches her 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) — Zinogyvaz transforms into one of her animal forms or back into her normal form. Use the options in the Aerial Form and Animal Form spells as guidelines. Spider Zinogyvaz changes into a Hunting Spider or Spider Swarm. Zinogyvaz keeps her fangs and web Strikes in either form. Change Shape
Create Spawn (divine, downtime) — If a creature dies after being reduced to 0 HP by Drink Blood, Zinogyvaz can turn this victim into a vampire by donating some of her 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 Zinogyvaz 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 Zinogyvaz's Will DC.
Drink Blood (divine) — Requirement A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within Zinogyvaz's reach. Effect Zinogyvaz sinks her 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 1 and Zinogyvaz regains 24 healing Hit Points and may inject the victim with vampire drider venom. Any excess HP is gained as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to Zinogyvaz but increases the victim's drain value by 1. Zinogyvaz can also consume blood that's been emptied into a vessel for sustenance, but she 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 (concentrate, divine) — Zinogyvaz turns into a cloud of vapor, as the Vapor Form spell, or back to her normal form. Zinogyvaz loses fast healing while in gaseous form. Zinogyvaz can remain in this form indefinitely.
Vampire Drider Venom (poison) — Saving Throw DC 35 Fortitude Maximum Duration 6 rounds Stage 1 3d8 poison damage and Enfeebled 2 (1 round) Stage 2 4d8 poison damage and Paralyzed (1 round)
Web Trap — A creature hit by Zinogyvaz's web attack is Immobilized and stuck to the nearest surface ().
Grab — Grab

Spells

Finger of Death (rank 7)
Mask of Terror (rank 7)
True Seeing (rank 6)
Vampiric Exsanguination (rank 6)
Shadow Blast (rank 5)
Spiritual Guardian (rank 5)
Freedom of Movement (rank 4)
Spell Immunity (rank 4)
Blindness (rank 3)
Crisis of Faith (rank 3)
Levitate (rank 3)
Vampiric Touch (rank 3)
Darkness (rank 2)
Darkness (At Will) (rank 2)
Dispel Magic (rank 2)
Faerie Fire (At Will) (rank 2)
False Life (rank 2)
Silence (rank 2)
Spiritual Weapon (rank 2)
Alarm (rank 1)
Dancing Lights (rank 1)
Detect Magic (rank 1)
Guidance (rank 1)
Harm (rank 1)
Know Direction (rank 1)
Ray of Enfeeblement (rank 1)
Sigil (rank 1)

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