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Ageless Master (Human Monk 20)

Ageless Master CR 38

XP 204,800

Vampire Human Monk 20

LN Medium outsider (undead augmented human)

Init +8; Senses darkvision 120 ft.; Perception +30

DEFENSE

AC 74, touch 61, flat-footed 49 (+5 armor, +2 deflection, +4 Dex, +1 dodge, +5 monk, +8
natural, +15 Wis, +12 insight, +12 lucky)

hp 580 (20d8+180+240), fast healing 20

Fort +35, Ref +39, Will +41; +2 vs. enchantments

Defensive Abilities improved evasion; DR 10/chaotic; Immune disease, poison; SR 48 channel


resistance +4, DR 10/magic and silver, and resistance to cold 10 and electricity 10, undead type,
vampire weakness. Alternate Form, Resist Acid 15 , Resist Eletricity 15, Resist Fire 10, RD
10/epic

OFFENSE

Speed 270 ft.

Melee +3 unarmed strike +58/+53/+48 (2d10+37 plus energy drain ) or mwk alchemical sliver
dagger +55/+50/+45 (1d4+34/19–20) or +3 unarmed strike flurry of blows
+61/+61/+56/+56/+51/+51/+46 (2d10+30 plus energy drain)

Ranged mwk shuriken +52/+47/+42 (1d2+27) or mwk shuriken flurry of blows


+55/+55/+50/+50/+45/+45/+40 (1d2+27)

Special Attacks flurry of blows, quivering palm (1/day, DC 48), stunning fist (20/day, DC 48),
Blood drain (1d4 Con), children of night, Create Spawn, Dominate ( CD 44), True Strike 1/day
(rapid action)

Spell-Like Abilities (Sp): CL 15th- 3/day - greater dispel magic, haste, and see invisibility

TACTICS

Before Combat The monk drinks his potions of barkskin and bear’s endurance.

During Combat The monk expends a point from his ki pool at the beginning of combat to
increase his speed. He then closes with a single opponent to deliver an Improved Vital Strike
combined with Stunning Fist. If successful, he makes a full attack with his flurry of blows in the
next round, attempting to finish the hampered opponent. He uses this tactic whenever possible,
using flurry of blows or Power Attack only against targets that have already had their AC
compromised from being stunned or tripped. Otherwise, he uses his mobility and high
Acrobatics skill to move in and out of melee. When fighting four or more opponents, the monk
activates his feather token (whip) and targets spellcasters first with Stunning Fist combined with
Medusa’s Wrath.

Base Statistics

Without barkskin and bear’s endurance, the monk’s statistics are AC 32, touch 27, flat-footed
29; hp 113; Fort +16; Con 10.

STATISTICS

Str 39, Dex 33, Con -, Int 30, Wis 41, Cha 29

Base Atk +15; CMB +54 (+56 trip); CMD 80 (82 vs. trip)

Feats Blind-Fight, Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Gorgon’s Fist,
Improved Initiative, Improved Trip, Improved Unarmed Strike, Improved Vital Strike,
Lightning Stance, Medusa’s Wrath, Power Attack, Scorpion Style, Spring Attack, Stunning Fist,
Vital Strike, Weapon Focus (unarmed strike), Wind Stance, 1 talento bônus.+2 talentos

VF- Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and
Toughness as bonus feats.

Skills Acrobatics +20 (+64 when jumping), Bluff +32, Craft (origami) +32, Diplomacy +24,
Heal +27, Knowledge (arcana) +24, Knowledge (history) +32, Knowledge (religion) +27,
Linguistics +21, Perception +57, Sense Motive +59, Stealth +43, Racial bônus +8 stealth, bluff,
Sense Motive and Perception. +10 competence in all skills.

Languages Common, Draconic, Dwarven, Elven; tongue of the sun and moon

SQ abundant step, diamond body, diamond soul, empty body, fast movement, high jump, ki
pool (17 points, adamantine, lawful, magic), maneuver training, perfect self, purity of body,
slow fall any distance, timeless body, wholeness of body, chance shape ( beast shape II),
gaseous forma, shadowless, spider climb.

Combat Gear dust of appearance, feather token (whip), potions of barkskin (3), potions of
bear’s endurance (2), potions of cure light wounds (2), potions of cure moderate wounds (2),
potions of cure serious wounds (3), potions of lesser restoration (2), universal solvent (2); Other
Gear masterwork alchemical silver dagger, shuriken (50), amulet of mighty fists +3, bag of
holding (type I), belt of giant strength +4, boots of elvenkind, bracers of armor +5, cloak of
resistance +4, headband of inspired wisdom +6, ring of protection +2, healer’s kit, 130 gp

Defensive Abilities: A vampire gains , in addition to all of the defensive abilities granted by the
undead type. A vampire also gains fast healing 5. If reduced to 0 hit points in combat, a vampire
assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within
2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional
damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the vampire is
helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the
rate of 5 hit points per round.
Weaknesses: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced
with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things
don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5
feet away from the mirror or holy symbol and cannot touch or make melee attacks against that
creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can
overcome its revulsion of the object and function normally each round it makes a DC 25 Will
save.

Vampires cannot enter a private home or dwelling unless invited in by someone with the
authority to do so.

Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see
fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct
sunlight staggers it on the first round of exposure and destroys it utterly on the second
consecutive round of exposure if it does not escape. Each round of immersion in running water
inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced
to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire’s
heart instantly slays it (this is a full-round action). However, it returns to life if the stake is
removed, unless the head is also severed and anointed with holy water.

Speed: Same as the base creature. If the base creature has a swim speed, the vampire is not
unduly harmed by running water.

Melee: A vampire gains a slam attack if the base creature didn’t have one. Damage for the slam
depends on the vampire’s size. Its slam also causes energy drain (see below). Its natural
weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Special Attacks: A vampire gains several special attacks. Save DCs are equal to 10 + 1/2
vampire’s HD + vampire’s Cha modifier unless otherwise noted.

Blood Drain (Su) A vampire can suck blood from a grappled opponent; if the vampire
establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The
vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number
of temporary hit points equal to its full normal hit points) each round it drains blood.

Children of the Night (Su) Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat
swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power
might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve
the vampire for up to 1 hour.

Create Spawn (Su) A vampire can create spawn out of those it slays with blood drain or energy
drain, provided that the slain creature is of the same creature type as the vampire’s base creature
type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the
command of the vampire that created it, and remains enslaved until its master’s destruction. A
vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it
creates that would exceed this limit become free-willed undead. A vampire may free an
enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn
cannot be enslaved again.

Dominate (Su) A vampire can crush a humanoid opponent’s will as a standard action. Anyone
the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence,
as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At
the GM’s discretion, some vampires might be able to affect different creature types with this
power.

Energy Drain (Su) A creature hit by a vampire’s slam (or other natural weapon) gains two
negative levels. This ability only triggers once per round, regardless of the number of attacks a
vampire makes.

Special Qualities: A vampire gains the following special qualities:

Change Shape (Su) A vampire can use change shape to assume the form of a dire bat or wolf, as
beast shape II.

Gaseous Form (Su) As a standard action, a vampire can assume gaseous form at will (caster
level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect
maneuverability.

Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.

Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider
climb spell.

Variant Abilities

Mastermind (Su) (CR +0)

Vampires with this ability can have a number of enslaved spawn totaling four times its total Hit
Dice. In addition, the vampire chooses one of the following three abilities: clairaudience,
clairvoyance, or telepathy. Depending on the ability chosen, the vampire can hear what its
spawn hears, see what it sees, or communicate telepathically with it. The vampire may exercise
or end its use of this ability as a standard action and maintain its connection to its spawn for as
long as it wishes. A vampire may only use this ability with one spawn at a time. The vampire
and vampire spawn must be on the same plane for this ability to function. While using this
ability, the vampire enters a catatonic state similar to its daily rest and is treated as helpless,
though it is alerted to any jarring noises, the presence of any visible creature within 5 feet, or
any damage that befalls its body.

.Sunlight Resistance (Su) (CR +0)

This ability provides a vampire a measure of resistance against sunlight. On the second and all
later rounds of exposure to direct sunlight, the vampire takes damage equal to one-third of its
maximum hit points and is destroyed if this brings it to 0 hit points. The vampire is staggered on
any round it is exposed to direct sunlight.

Swarm Form (Su) (CR +0)

As a standard action, a vampire with this ability can change into a bat swarm, centipede swarm,
rat swarm, or spider swarm. The swarm has a number of hit points equal to the vampire, and any
damage done to the swarm affects the vampire’s hit point total. While in swarm form, a vampire
cannot use any of its natural or special attacks, although it gains the movement, natural
weapons, and extraordinary special abilities of the swarm into which it has transformed. The
vampire also retains all of its usual special qualities. While in swarm form the vampire is still
considered to be an undead creature ith its total number of Hit Dice. A vampire can remain in
swarm form until it assumes another form or retakes it original form (a standard action), or until
the next sunrise.

Vampire Hunger

Some vampires find their sanguine urges so irresistible that to resist them would be to invite
madness into their own minds.

The following optional rules system is for players and GMs who wish to incorporate vampiric
hunger into their games.

“Hunger” is perhaps a misleading term to describe a vampire’s lust for flesh, consciousness, or
youth. As unliving things, they technically require no sustenance, and yet ravenousness is often
considered a key characteristic of those who walk without life. In truth, this desire is driven not
by need, but by psychological greed. Feasting grants the undead no physical nourishment, but
does fill them with a pleasure and power they can’t attain by any other means. For undead, the
act of feeding can be likened to that of an addict satiating her inner demon.

The basest monsters pursue their addiction to the exclusion of anything else, but vampires and
other greater undead are closer to functioning addicts—simultaneously managing their hunger
and their more high-minded schemes. If denied living nectar for too long, however, even the
sharpest creatures hurl themselves at whichever warm, soft parts of the living they most covet.

This section presents optional rules for the hunger of undead creatures. Consult your GM if you
want to use these rules in your game, since the added element of feeding can have a drastic
effect on vampire-focused campaigns, especially for players running vampire PCs.

Creatures and Their Hunger

For vampires, managing their hunger is an integral part of unlife. Some revel in the feast, but for
others it is nothing but a constant source of stress and shame.

A vampire who refuses to feed on intelligent beings is relegated to the dull taste of animal blood
out of necessity, and forsakes the euphoria of a true feed.

Some see little choice but to give in to their desires with resignation. The joy dulls and the
process becomes rote, but they accept it as part of their nature and never seek to break the cycle.
This is especially true of spawn still under the control of their creator, who often view their
hunger as just another restriction on their freedom.

Other vampires are so frustrated by their immortal addiction that they dedicate their lives to the
search for a cure for their affliction—or at least a substitute for feeding.

This is more common for mortals unwillingly turned into vampires and those who truly
understanding the ongoing implications of their transformation. Those nosferatu who have
sufficient intellect are among the most likely to seek such a cure, and many feed with guilt.

There are those who find the feeding process detestable, but whose fear of withdrawal
convinces them to act on their hunger. To mortals, this revulsion-filled consumption is
indistinguishable from savage bloodlust. Instead of pity and understanding, these vampires are
greeted like any other of their kind—with stakes and torches and holy rage.

Hunger Rules

Where the living suffer physically from starvation, undead suffer mentally. After long enough
without a “meal,” even the most arrogant vampire becomes a bestial creature of instinct.
Withdrawal weakens the monster, and as its natural defenses fail, its behavior becomes
irrational, particularly when it’s around sources of what it is denied or has denied itself.

A carnivorous or otherwise life-draining undead may safely go a number of days equal to its Hit
Dice without a dose of its preferred meal before it starts to feel the effects of hunger. Each
additional day after this grace period, the undead must make a Will save (DC 10 + 1/2 the
undead creature’s Hit Dice, + 1 for each previous check).

If the undead creature fails its save, it enters withdrawal and begins to take penalties according
to the Withdrawal Penalties table (see page 23). It must continue to save each day until it feeds
again. Additional failed checks increase the penalties as shown on the table. Feats and abilities
that affect mortal hunger (such as Endurance or a ring of sustenance) do not apply to vampire
hunger.

An undead that is suffering from withdrawal grows increasingly drawn and gaunt (or
diaphanous and tattered, for incorporeal undead). Any attempts by the creature to conceal its
undead nature with the Disguise skill are penalized as noted on the table.

An undead that suffers withdrawal is acutely aware of its unfulfilled addiction; if presented with
the chance to feed, it might be compelled to do so, regardless of the consequences. Anytime it
comes within 10 feet of a helpless creature that can sate its desire, it must make another hunger
save at the current DC. Failure means it falls upon the helpless creature—whether friend or
foe— and attempts to consume or drain it. Until the undead has fed, it can take no action other
than to feed from this helpless creature or to enable itself to feed (such as a moroi grappling a
creature so it can use its blood drain). During this feeding frenzy, the undead creature takes a –2
penalty to its AC.

Withdrawal Effects

An undead that hasn’t fed recently suffers from withdrawal, depending on the number of hunger
saves it has failed.

As shown on the Withdrawal Penalties table on the facing page, an undead creature suffering
from withdrawal takes penalties to channel resistance, on Will saves, to Strength and Charisma
scores, to damage reduction, to fast healing, and on Disguise checks. The withdrawal penalties
apply only if the creature has the ability in question. For example, a hungry moroi’s damage
reduction decreases, but a hungry ghoul ignores that column because it doesn’t have damage
reduction. All penalties are removed when the creature completes a single feeding. This only
ends the withdrawal penalties, and does not grant the creature any feeding bonuses beyond those
granted by the creature’s ability associated with feeding.

If the undead’s Strength or Charisma penalties equal its Strength or Charisma, it becomes inert,
helpless, and wracked by nightmares of hunger; it only revives if fed by another. An undead
creature’s channel resistance, damage reduction, and fast healing cannot fall below 0.
Feeding Bonuses

What constitutes a feeding differs for each undead creature according to its own addiction. For
creatures with a blood drain, level drain, or ability drain ability, each use of that ability counts
as a feeding. Hungering creatures that lack a drain ability, such as zombies and ghouls, count
consuming 1 pound of flesh as feeding (larger and smaller undead require proportionately more
or less flesh). For these creatures, the flesh of a creature that has been dead for more than 1 hour
staves off withdrawal but does not grant any other benefits, such as feeding bonuses (see
below).

If an undead creature can sate its hunger by feeding on a living creature with an Intelligence
score of 5 or higher, it gains the following benefits from the feeding. These benefits are in
addition to any listed in the creature’s feeding-related ability.

The first benefit—deeply desirable even to barely sentient undead—is the euphoric rush of
feeding, which fills the feeder with a sense of power, domination, and focus. The undead gains a
+1 resistance bonus on Will saves for 1 hour.

The undead gains a +2 resistance bonus on all saves against spells and effects from creatures
that have the same alignment as the target of the feeding.

It is because of this effect that vampires so often feed on the innocent and pure, since most of
their would-be slayers are of a similarly noble and good disposition.

Table: Withdrawal Penalties

Failed Hunger Saves Channel Resistance Will Saves Str/Cha DR Fast Healing
Disguise

1 –1 –2 –1 –2 –1 –2

2 –1 –2 –1 –2 –1 –2

3 –1 –2 –2 –4 –1 –4

4 –2 –3 –2 –4 –2 –4

5 –2 –3 –4 –4 –2 –4

6 –2 –3 –4 –6 –2 –6

7 –3 –4 –6 –6 –3 –6

8 –3 –4 –6 –6 –3 –6

9 –3 –4 –8 –8 –3 –8

10 –4 –5 –10 –8 –4 –8

The undead gains a +4 competence bonus on Survival checks to track creatures of the same type
as the target of the feeding. This bonus increases to +8 when the undead is tracking the specific
creature on which it fed. The target creature is considered “very familiar” for the purposes of
divination spells and effects cast by the undead.
Special Attacks: A pseudonatural creature retains all the special attacks of the base creature and
also gains the following attack.

True Strike (Su): Once per day, a pseudonatural creature can gain a +20 insight bonus on a
single attack roll. In addition, the creature suffers no miss chance against a target that has
concealment or total concealment when making this attack.

Special Qualities: A pseudonatural creature retains all the special qualities of the base creature
and also gains the following special qualities.

Resistance (Ex): A pseudonatural creature has resistance to acid and electricity based on the
base creature's Hit Dice (see the table below).

Damage Reduction (Ex): A pseudonatural creature gains damage reduction based on the base
creature's Hit Dice (see the table below).

Spell Resistance (Ex): A pseudonatural creature gains spell resistance equal to 10 + the base
creature's HD (maximum 25).

Hit Dice Acid, Electricity Resistance Damage Reduction

1-3 5 -

4-7 5 5/magic

8-11 10 5/magic

12 or more 15 10/magic

Alternate Form (Su): As a standard action, a pseudonatural creature can take the form of a
grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM).
Despite the alien appearance, its abilities remain unchanged. Other creatures receive a -1 morale
penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

DESCRIPTION

Ageless masters prefer to spread wisdom, but once roused they are dangerous opponents.

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