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Raudltz Arudora

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Elite | Normal | Weak
Proficiency without Level

Elite Raudltz ArudoraCreature 13

Unique Medium Undead Unholy Vampire 
Source The Private Halls pg. 181
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 31 (41 if Unique applies) • Undead (Religion)
Male human vampire
Perception +24; darkvision
Languages Common, Hallit, Necril
Skills Acrobatics +24, Athletics +26, Intimidation +22, Nature +24, Occultism +24, Society +22, Stealth +24
Str +6, Dex +4, Con +2, Int +4, Wis +4, Cha +2
Children of the Night (divine, mental) As vampire, but Raudltz’s ability to issue telepathic orders extends throughout the private halls and can be issued to any of his vampiric “children.”
Items +2 raiment resilient leather armor, Raudltz’s telescope, shadow signet, key ring
AC 34; Fort +22, Ref +26, Will +26
HP 181 (coffin restoration, fast healing 10, void healing); Immunities death effects, disease, paralyzed, poison, sleep; Resistances physical 10 (except magical silver)
Vampire Vulnerabilities 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 (see below).
  • 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 27 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.
  • Raudltz is particularly sensitive if anyone even hints at the idea that not all of his children are legitimate heirs to the Arudora fortune and name. Any attempt to Demoralize or Feint against Raudltz that incorporates the linguistic trait and taunts him about rumors of illegitimate children gain a +2 circumstance bonus to the check. On a success, Raudltz is stupefied 1 for 1 round in addition to the other effects (stupefied 1 for 1 minute on a critical success). If he has any dominated PCs at this time, each dominated PC can attempt a new saving throw against Dominate to end the effect early, but no more often than once per round.
Mist Escape [free-action] Trigger The vampire is reduced to 0 HP; Effect The vampire uses Turn to Mist. They can take move actions to move toward their coffin even though they're at 0 HP. While at 0 HP in this form, the vampire is unaffected by further damage. They automatically return to their corporeal form, unconscious, if they reach their coffin or after 2 hours, whichever comes first.
Speed 25 feet, climb 25 feet
Melee [one-action] claw +26 [+22/+18] (agile), Damage 3d8+2+12 slashing plus GrabOccult Prepared Spells DC 34, attack +26 (+4 dmg); 6th phantasmal calamity, spirit blast, vampiric exsanguination; 5th illusory scene, shadow blast, wave of despair; 4th confusion, nightmare, translocate; 3rd dream message, hypnotize, slow; 2nd darkness, invisibility, paranoia; Cantrips (6th) daze, figment, shield, telekinetic projectile, void warp
Change Shape [one-action] (concentrate, divine, polymorph) The vampire transforms into one of their animal forms or back into their 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.
  • Bat The vampire changes into a bat swarm or giant bat. They gain echolocation 40 feet, a land Speed of 20 feet and a fly Speed of 30 feet, and a fangs Strike (fangs +24 for 3d8+16 piercing). These fangs deal the same amount of damage as the vampire's claws but deal piercing damage rather than slashing damage.
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, strong-willed servitors can free themselves by succeeding at at a Will saving throw against the vampire's Will DC.Dominate [two-actions] (divine, incapacitation, mental, amp) 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. The save DC is 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 [one-action] (divine) Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within the vampire's reach; Effect The vampire sinks their fangs into that creature to drink their 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 the vampire regains 16 HP equal to 10% of their maximum HP, gaining any excess HP as temporary HP. 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 they gain no HP from doing so.

A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a DC 22 Medicine check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes.
Turn to Mist [one-action] (air, concentrate, divine, polymorph) The vampire turns into a cloud of vapor, as the vapor form spell, or back to their normal form. The vampire loses fast healing while turned to mist. The vampire can remain in this form indefinitely.

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