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Harmony In Agony

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

Harmony In AgonyCreature 13

Legacy Content

Unique NE Medium Undead Vampire 
Source Pathfinder #184: The Ghouls Hunger pg. 60
Female human vampire bard
Perception +23; darkvision
Languages Common, Necril, Varisian
Skills Acrobatics +26, Deception +26, Diplomacy +24, Occultism +22, Performance +26, Society +24
Str +4, Dex +7, Con +4, Int +5, Wis +4, Cha +7
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 striking thundering bladed scarf
AC 34; Fort +22, Ref +24, Will +25
HP 200; Immunities death effects, disease, paralyzed, poison, sleep; Resistances physical 10 (except magical silver); Weaknesses vampire weaknesses
Distracting Bitterness A character can attempt to incite Harmony's bitterness by mentioning how Hyrune treats her like a servant rather than a companion by attempting a DC 32 Deception or Intimidation check. Critical Success Harmony shrieks in anger and abandons the fight at once, screaming “I'll teach him a lesson he won't soon forget!” as she Turns to Mist and leaves to seek out Hyrune. Success Harmony shrieks in anger, then becomes slowed 1 as her fury distracts her on the following round. Failure The attempt fails, and Harmony is temporarily immune to further attempts to distract her in this way from that character for 24 hours Critical Failure The attempt backfires, instead enraging Harmony. She is temporarily immune to further attempts to distract her in this way from anyone for 24 hours, and gains a +2 status bonus on Strikes made against the character who failed this check during this time.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] bladed scarf +27 [+22/+17] (disarm, reach, sweep, trip), Damage 2d8+10 slashing plus 1d6 sonicMelee [one-action] claw +26 [+22/+18] (agile), Damage 3d10+10 slashing plus GrabOccult Spontaneous Spells DC 33, attack +25; 7th prismatic spray, visions of danger (2 slots); 6th mislead, scrying, vampiric exsanguination*; 5th prying eye, shadow blast*, sound burst (3 slots); 4th dimension door*, fly, modify memory (3 slots); 3rd haste, paralyze, vampiric touch*; 2nd dispel magic*, invisibility, telekinetic maneuver (3 slots); 1st fear, ray of enfeeblement, soothe*; Cantrips (7th) daze, detect magic, message, shield, telekinetic projectile (*signature spell)
Bard Composition Spells DC 33, 2 Focus Points; 7th counter performance, lingering composition; Cantrips (7th) inspire courage
Change 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. Harmony in Agony's giant bat shape's fangs have a +26 attack bonus and deal 3d8+10 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 30). 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.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 the vampire 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.Signature Spells Harmony in Agony can freely heighten her signature spells (noted in her spell list above by asterisks.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.