Creating a Psychic Vampire
System: Pathfinder | SRD
Creating a Psychic Vampire
CR 8
XP 4800
Any evil.
The creature’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.
Init +7
;
Senses A psychic vampire gains darkvision to a range of 60 feet and thoughtsense.
Defense
AC 22, touch 14, flat-footed 18 (+4 armor, +3 Dex, +1 dodge, +4 natural)
hp 85 (7d10+42); fast healing 5
Fort +10,
Ref +9,
Will +7
DR 10/cold iron and magic
Immune undead traits
Resist cold 10, fire 10
Weaknesses A psychic vampire has difficulty tolerating any vocal expressions that deny its power or authority. Any character can force a psychic vampire to recoil by dramatically defying it verbally as a standard action. This doesn’t harm the psychic vampire—it merely keeps the psychic vampire at bay. A recoiling psychic vampire must stay at least 5 feet away from an openly defiant character and can’t touch
Offense
Speed 30 ft.
Melee slam +14 (1d4+9 plus drain psychic energy)
Special Attacks A psychic vampire gains the following special attacks. The save DCs are equal to 10 + 1/2 the psychic vampire’s Hit Dice + the psychic vampire’s Charisma modifier unless otherwise noted.
CMB +13
CMD 27
Statistics
Str 22,,
Dex 16,,
Con —,,
Int 16,,
Wis 14,,
Cha 19
Base Atk +7
Feats Ability Focus (drain psychic energy) , Alertness B , Combat Expertise B , Dodge B , Improved Feint , Improved Initiative B , Iron Will B , Power Attack , Skill Focus (Bluff) , Toughness , Weapon Focus (slam)
Skills Acrobatics +12, Bluff +25, Climb +15, Disguise +14, Knowledge (local) +13, Knowledge (nature) +10, Perception +22, Sense Motive +22, Stealth +20, Survival +12
Languages Common, Draconic, Infernal, Vudrani
SQ possess object, slayer talents (combat trick, fast stealth, rogue crawl), stalker, track +3