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Pathfinder Unchained / Simple Monster Creation / Monster Creation Examples / Monster Examples

Vampire Cleric

Source Pathfinder Unchained pg. 249
For an alternative to the vampire sorcerer in the Bestiary, this vampire is a cleric of a slightly higher CR.
Array: This creature uses the spellcaster array so it can take the cleric class graft.
Creature Type: As indicated in the vampire template graft, the vampire must have the undead type. Because it will have the cleric class graft, the vampire gains only the automatic traits from the undead type: darkvision 60 feet, undead immunities, and a Constitution of —.
Class: The cleric class graft increases the vampire’s Fortitude save from +10 to +12 and gives it Knowledge (religion) as a master skill. It automatically gains the channel energy and spontaneous casting options.
Subtype: The vampire has the augmented humanoid subtype, though this doesn’t alter its abilities.
Template: The vampire template graft increases the vampire’s AC from 23 to 25 and flat-footed AC from 17 to 19. The vampire also gains spider climb as a constant spell-like ability and gets vampire weaknesses. The template gives a large number of options: at-will magic (dominate person), blood drain, change shape, channel resistance, children of the night, create spawn, damage reduction, energy drain, energy resistance 10 (cold and electricity), fast healing 5, and gaseous form. Because the vampire has DR and so many healing abilities, its hit points are calculated as though its CR were 2 lower, giving it 103 hp.
Spells: Because of its violent and cruel nature, this cleric mixes the Evil and War domain spell lists instead of taking spells from one list exclusively. The monster has the special ability from only the War spell list, which increases its attack bonuses by 1.
Options: As a cleric, the monster would normally have one additional option (of any type) beyond what it has here. However, because the monster gains so many abilities from being a vampire, adding yet another option is unnecessary.
Skills: Because of the vampire template, this creature has Bluff, Perception, Sense Motive, and Stealth as master skills. The +10 bonus from change shape is included in the Disguise skill.
Damage: The slam attack uses the low damage value since it can also bestow negative levels and heal the vampire. The vampire’s ranged attack uses the low attack and damage values.

VAMPIRE CLERIC   CR/HD 11

Init +2; Perception +19 (darkvision 60 ft.)
Size Medium; Speed 30 ft.; Special Movement spider climb (constant)

Defenses

AC 25 (touch 13, flat-footed 19); Fort +12, Ref +10, Will +14; CMD 26; Concentration +20
hp 103; fast healing 5; DR 10/magic and silver; Immune undead immunities; Resist cold 10, electricity 10
Weakness vampire weaknesses
Defensive Options channel resistance +4

Attacks

Melee scythe +20/+15 (2d4+25/×4) or slam +20 (1d4+20 plus energy drain [2 negative levels])
Ranged light crossbow (range 80 ft.) +15 (1d8+22/19–20)
Attack Spells (DC 17 + spell’s level) 1/day—dispel good, slay living; 3/day—bestow curse, spiritual weapon; at will—bane, dominate person, inflict light wounds
Attack Options blood drain, channel energy (negative energy), spontaneous casting (inflict); CMB +20

Statistics

Utility Spells 3/day—darkness, prayer; at will—change shape (dire bat or wolf, beast shape II)
Utility Options children of the night, create spawn, gaseous form
Str +8, Con —, Dex +2, Int +1, Wis +9, Cha +5; Bluff +19, Disguise +15, Knowledge (religion) +19, Sense Motive +19, Stealth +19
XP 12,800; CE undead (augmented humanoid) cleric 10