Abarron Tempest

Description:

ABBERON

Male Vampire, medium (evil, human)
INIT: +5
HD 10
HP 45
Init +5
Speed: 30 ft., fly 30/60 ft. (max);
AC 20
Senses: darkvision 60 ft.,
Immunities: undead immunities, stakes
Resistances: acid, cold, fire, +4 Turn resistance
Skills and Feats: Stealth +1, Athletics +2, +5 Intimidation, +5 Deception, +5 Persuasion
Languages: Abyssal, Common, Draconic, Dwarvin, Elvin, Undercommon

STR 21 DEX 16 CON 14 INT 19 WIS 16 CHA 17

Attacks:
Claw. melee Range 5 ft., 1 target. Hit: (1d6 + 7) .
Crimson Blade. melee Range 6 ft., 1 target. Hit: (2d6+11 + Energy Drain)
Bite. melee. Range 5 feet, 1 target. Hit: (1d4 + Energy Drain). Target must compare his/her strength score against Abberon’s own, or be drained until they succeed.

Spell-like abilities:

Energy Drain:
Abberon can drain energy (Will saving throw DC 24) from any mortal. This is 1d6 each round, and each successful drain gives a -1 penalty to Strength and Dexterity checks until a long rest. In addition, if this is done through a bite, each successful drain adds +2 to Abberon’s base HP.
Improved Blood Drain:
Abbaron is more adept at draining blood than regular Vampires. When he drains blood he adds his Charisma modifier to the damage done.
Improved Charm:
He is skilled enough at charming others that his gaze attack can be used through the sound of his voice. All beings which make eye contact or can hear the Vampire Lord’s voice takes a -4 to their save against the charming attempt. The gaze also affects non-magical animals.

Vampire Lord Traits:
Vampire lords are much more powerful than regular vampires. He has the ability to fly either unassisted at his move speed or he sprouts two large wings as a standard action and can fly at 2x his move speed. He emits a strong aura that only magic users or vampires can sense that sets them apart from other vampires. He can control 5X his hit dice in spawn/vampires, which equates to 80 spawn at a time.

Vampire Lord Peculiarities:
He is not afraid of mirrors and cast reflections, he can be turned but are not affected by holy symbols, staking does nothing but irritate him, he can have as many resting places as he wants as long as they leave a single handful of dirt from their homeland near the spot they want to rest.

Weaknesses:
He is damaged by sunlight as most other vampires are, and cannot enter a house unless given permission.

Feats:
Telekinesis:
He can cast the Telekinesis (12th caster lvl) spell at will.
Control Weather:
Vampire Lords can cast Control Weather at will. Change in weather occurs in 1d4 minutes.
Fog Cloud:
Vampire Lords can cast Fog cloud at will. A Vampire Lords Fog cloud disperses in 4 rounds by sever wind (31 + mph), and in 1 round by windstorm (51 + mph)
Enhanced Children of the Night: His Children of the Night summons remain until dismissed by the Vampire Lord. As a full round action the Vampire Lord can share the senses of any of the creatures within his command and is able to emphatically communicate with them to a range of 5 miles.
Dark Blessing:
The Vampire Lord adds their Charisma modifier to all saving throws
Vampire Familiars:
Vampire Familiars are people who where turned into a vampire but their maker chose to take their free will away. Vampire Familiars have the same powers, abilities, and cognitive awareness as other Vampires but they are incapable of disobeying, fleeing from, lying to, attacking, or otherwise betray their sire. Unless otherwise told by their sire, the vampire must do everything it can to preserve its own existence unless doing so would endanger their sire. The link between a Vampire Familiar and their sire is unaffected by distance and continues to work even if sire and familiar are on separate planes. At any time, the sire may choose to use the senses of any one vampire familiar to sense everything they are sensing and, if they choose, speak through the familiar. The sire may only use this ability if they are on the same plane as a familiar. A Vampire Familiar will continue to serve their sire until they die the True Death or their sire chooses to return their free will to them. For obvious reasons, Vampire Familiars despise their sire and are unlikely to forgive the wrongs committed to them after they are set free. In most instances, a Vampire Familiar is destroyed by their sire once they feel that the familiar has outlived its usefulness. If their sire is destroyed their free will is automatically returned to them. Other than by the will or destruction of the sire, the only way to break this bond is divine intervention. The vampire lord can control a number of vampire familiars equal to half his charisma modifier.
Total Immortality:
Even when utterly destroyed the Vampire Lord will return 1d4 hours after the sun sets in his mist form and proceed to one of his resting places to recover. When he reaches a resting place he can be fully regenerated and back to full power in 1d10+1 rounds. The only way to make sure that he does not return is to cut his head from his body, burn the body and the head separately, scatter the ashes from the body over running water, immerse the ashes from the head in holy water, and bury the immersed ashes in consecrated ground. However, if the head ashes are ever unearthed and separated from the holy water via a wish or miracle spell, dried for an hour, and then subjected to an unhallow spell, the vampire lord can regenerate in a 6d6 hours if the ashes are placed inside one of its places of rest or 2d6 days if not.
Transformation.
Abberon has the ability to transform into a horrible beast when his hit points hit 0.

Combat: Vampire Lords fight very similar as any other Vampire but with much more ferocity and power. They will often quickly pick off the easiest targets first in melee such as a wizard or sorcerer before dealing with divine casters. Leaving the Warriors for last to be fed on mid battle.

Characters with ranks in Arcana can research Vampire Lords to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCS.
Arcana
DC Result
5 Vampire Lords are usually leaders of vampiric Covens.
10 Vampire Lords are much older in most cases that normal vampires
15 Vampire Lords are an evolution of regular Vampires.
22 The strongest Vampire Lords can survive in direct sunlight for several hours.
28 Some Vampire Lords are able to completely negate turning attempts and are immune to holy symbols.
35 Powerful vampire lords can create vampire familiars.
40 Powerful vampire lords can transform into stronger creatures at will

ABBERON, DEMONIC TRANSFORMATION

Draknin_Demon.jpg

Male Vampire, large (evil, human)
HD 10
HP 75
Init +5
Speed: 40 ft., fly 40/80 ft. (max);
AC 29
Senses: darkvision 60 ft.,
Immunities: undead immunities, stakes, magic (up to level 3)
Resistances: acid, cold, fire, +6 Turn resistance
Skills and Feats: Athletics +5, +6 Intimidation
Languages: Abyssal, Common, Draconic, Dwarvin, Elvin, Undercommon

STR 28 DEX 18 CON 16 INT 15 WIS 14 CHA 15

Attacks:
Claw. melee Range 5 ft., 1 target. Hit: (1d8 + 12) The target must succeed a DC 15 Constitution saving throw or their armor becomes tattered, and they suffer a -1 to their AC until the armor is repaired.
Slam. melee, range 5 ft., 1 target. Hit: (1d6 + 4) The target is thrown back 15 feet.
Bite. melee. Range 5 feet, 1 target. Hit: (1d8 + Energy Drain). Target must compare his/her strength score against Abberon’s own, or be drained until they succeed.

Spell-like abilities:

Energy Drain +:
Abberon can drain energy (Will saving throw DC 24) from any mortal. This is 1d10 each round, and each successful drain gives a -2 penalty to Strength and Dexterity checks until a long rest. In addition, if this is done through a bite, each successful drain adds +2 to Abberon’s base HP.
Monster Blood Drain:
Abbaron is more adept at draining blood than regular Vampires. When he drains blood he adds his Strength modifier to the damage done.

Brute Class Vampire Lord Traits:
Vampire lords are much more powerful than regular vampires. He has the ability to fly either unassisted at his move speed or he sprouts two large wings as a standard action and can fly at 2x his move speed. He emits a strong aura that only magic users or vampires can sense that sets them apart from other vampires. He can control 5X his hit dice in spawn/vampires, which equates to 80 spawn at a time.

Brute Vampire Lord Peculiarities:
He is not afraid of mirrors and cast reflections, he can be turned but are not affected by holy symbols, staking does nothing but irritate him, and he does jot seem affected by any type of charming.

Weaknesses:
His sunlight weakness gives him a -5 to all stats when he is in direct contact, but will not suffer damage until he has stayed 20 rounds in the sunlight.

Feats
Control Weather:
Vampire Lords can cast Control Weather at will. Change in weather occurs in 1d4 minutes.
Fog Cloud:
Vampire Lords can cast Fog cloud at will. A Vampire Lords Fog cloud disperses in 4 rounds by sever wind (31 + mph), and in 1 round by windstorm (51 + mph)
Monstrous Dark Blessing:
The Vampire Lord adds his Strength modifier to all saving throws
Total Immortality:
Even when utterly destroyed the Vampire Lord will return 1d4 hours after the sun sets in his mist form and proceed to one of his resting places to recover. When he reaches a resting place he can be fully regenerated and back to full power in 1d10+1 rounds. The only way to make sure that he does not return is to cut his head from his body, burn the body and the head separately, scatter the ashes from the body over running water, immerse the ashes from the head in holy water, and bury the immersed ashes in consecrated ground. However, if the head ashes are ever unearthed and separated from the holy water via a wish or miracle spell, dried for an hour, and then subjected to an unhallow spell, the vampire lord can regenerate in a 6d6 hours if the ashes are placed inside one of its places of rest or 2d6 days if not.

Combat: He will fight as he did before, but with much more ferocity and power, and will not stop until he is the only one standing.

Bio:

Abarron Tempest

Darth Otaku overdark_ness8