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Weeping Jack

This creature did not include a description.

Recall Knowledge - Undead (Religion): DC 41
Unspecific Lore: DC 39
Specific Lore: DC 36

Elite | Normal | Weak
Proficiency without Level

Weeping JackCreature 13

Legacy Content

Unique CE Small Undead Vampire 
Source Pathfinder #184: The Ghouls Hunger pg. 61
Male halfling vampire rogue
Perception +10; darkvision
Languages Common, Halfling, Necril
Skills Acrobatics +10, Athletics +12, Intimidation +11, Society +12, Stealth +12, Thievery +10
Str +7, Dex +5, Con +4, Int +7, Wis +5, Cha +4
Children of the Night (divine, enchantment, 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.
Items +1 resilient studded leather armor, greater demon mask, +1 striking spiked chain
AC 20; Fort +8, Ref +11, Will +11
HP 210; Immunities death effects, disease, paralyzed, poison, sleep; Weaknesses vampire
Mist Escape [free-action] Trigger The vampire is reduced to 0 HP. Effect The vampire uses Turn to Mist. It can take move actions to move toward its coffin even though it's at 0 HP. While at 0 HP in this form, the vampire is unaffected by further damage. It automatically returns to its corporeal form, unconscious, if it reaches its coffin or after 2 hours, whichever comes first.
Speed 25 feet, climb 25 feet
Melee [one-action] spiked chain +13 [+8/+3] (disarm, finesse, trip), Damage 2d8+13 slashingMelee [one-action] claw +12 [+8/+4] (agile), Damage 2d6+13 slashing plus GrabChange Shape [one-action] (concentrate, divine, polymorph, transmutation) 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. Weeping Jack's bat form's fangs strike have a +25 attack bonus and deal 2d8+13 piercing damage.
  • 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 the same attack bonus as its highest melee attack. These fangs deal the same amount of damage as the vampire's claws, but deal piercing damage rather than slashing damage.
Create Spawn (divine, downtime, necromancy) 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 [two-actions] (divine, enchantment, incapacitation, mental, visual) The vampire can cast dominate at will as a divine innate spell (DC 16 Will save). Casting it requires staring into the target's eyes, giving the spell the visual trait. 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.Dread Striker Any creature that has the frightened condition is also flat-footed to Weeping Jack's attacks.Drink Blood [one-action] (divine, necromancy) 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 1 and Weeping Jack regains 16 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 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 7 Medicine check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes.
Sneak Attack Weeping Jack deals 3d6 extra precision damage to flat-footed creatures.Turn to Mist [one-action] (concentrate, divine, transmutation) The vampire turns into a cloud of vapor, as the gaseous 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.