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Vampire Taviah

This creature did not include a description.

Recall Knowledge - Undead (Religion): DC 40
Unspecific Lore: DC 38
Specific Lore: DC 35

Elite | Normal | Weak
Proficiency without Level

Vampire TaviahCreature 12

Legacy Content

Unique NE Large Undead Vampire 
Source Pathfinder #183: Field of Maidens pg. 59
Female vetalarana vampire annis hag
Perception +23; darkvision, thoughtsense
Languages Aklo, Common, Jotun, Mwangi, Necril; tongues
Skills Arcana +21, Athletics +23 (+25 to Grapple), Crafting +21, Deception +21, Intimidation +23, Occultism +21, Religion +19, Stealth +21
Str +7, Dex +5, Con +4, Int +3, Wis +3, Cha +5
Thoughtsense (divination, mental, occult) Taviah senses non-mindless creatures within 100 feet as a precise sense.
AC 33; Fort +25, Ref +19, Will +22
HP 180 (fast healing 10, negative healing); Immunities death effects, disease, paralyzed, poison, sleep; Resistances mental 10, physical 10 (except cold iron bludgeoning); Weaknesses barred senses, Magaambya scar, revulsion, vetalarana vulnerabilities
Magaambya Scar A physical attack on Taviah that scores a critical hit exacerbates the injury in her wounded leg; in addition to the other effects of the critical hit, Taviah is stunned 1.
Speed 20 feet, climb 20 feet
Melee [one-action] iron claw +26 [+22/+18] (agile, cold iron, magical, reach 10 feet), Damage 3d12+12 slashing plus Grab and paralyzing clawsOccult Innate Spells DC 30, attack +22; 6th false life, feeblemind, haste, shadow blast; Constant (5th) tongues
Bonds of Iron [two-actions] (attack, conjuration, occult) Frequency once per day; Effect Taviah can cause a cage built of cold-iron fingernails to spring from nothingness around a target at a range of up to 30 feet, attempting an Athletics check to Grapple against the target's Fortitude DC. If the target has a weakness to cold iron, Taviah gains a +2 circumstance bonus to this check. Unlike a normal Grapple, Taviah doesn't need to be within reach and can move as she pleases, and a successful attempt lasts until the creature escapes (DC 29), causing the cage to crumble into rust. Any creature can attempt to destroy the cage by attacking it; it has an AC of 19, Hardness 10, and 40 Hit Points.Drain Thoughts [one-action] (divination, mental, occult) Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within Taviah's reach; Effect Taviah seizes a creature and consumes its memories. 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 stupefied 1 (stupefied 2 if Taviah's Athletics check is a critical success), and Taviah regains 18 Hit Points, gaining any excess as temporary Hit Points. Draining Thoughts from a creature that is already stupefied doesn't restore any HP to Taviah but increases the victim's stupefied value by 1. Additionally, Taviah views one of the victim's memories, and can choose to alter, enhance, or erase the memory she views as a 4th-level modify memory spell. A victim's stupefied condition value decreases by 1 every week.

A victim that becomes stupefied 5 in this way is rendered comatose until Taviah is destroyed, becoming permanently unconscious. While unconscious, its stupefied condition doesn't decrease.
Mental Rebirth (curse, incapacitation, mental, necromancy, occult) Unlike most other undead, a vetalarana isn't destroyed when they reach 0 HP. Instead, their body is destroyed, crumbling to ash, and their mind is immediately transferred into a creature they rendered comatose through Drain Thoughts. This creature must be within 1 mile; if no such creature is in range, the vetalarana is destroyed. The creature becomes controlled by the vetalarana and loses the stupefied and unconscious conditions. If the creature controlled by a vetalarana in this way is killed, the vetalarana's mind transfers to another creature within 1 mile who they rendered comatose through Drain Thoughts.

After 1d6 days of being controlled, the controlled creature dies, and its body transforms into that of the vetalarana who rendered it comatose. When the characters arrive, Taviah has no comatose creatures to transfer her consciousness to.
Paralyzing Claws (incapacitation, necromancy, occult) Any living creature hit by Taviah's claw Strike must succeed at a DC 29 Fortitude save or become paralyzed. The target can attempt a new save at the end of each of its turns to end the effect, and the DC cumulatively decreases by 1 on each such save.Rend [one-action] claw