x Dragon, Vampire

Krysanothax, AKA Cry of the North Wind

Description:

Krysanothax is an adult green dragon turned vampire, and over 10,000 years old. He had been forced by Vordekai, the cyclopean lich, to guard the necromancer’s possessions.

Normally, he is seen while shapechanged into a medium sized wolf with white fur.

Bio:

Krysanothax
3,500 gp
Vampire adult green dragon
LE Huge undead (augmented)
Init + 6; Senses dragon senses: Darkvision 120 ft, blindsense 60 ft, 4x low light vision, 2x regular vision; Perception + 24
Aura frightful presence (60 ft., DC 18)
DEFENSE
AC 36, touch 11, flat-footed 34 (+ 25 natural, – 2 size, + 2 Dex, + 1 Dodge) AC 43 w/ Mage Armor.
natural armor base + 4, age + 15, + 6 vampire
hp 77 (7d8 + 35 + 7)
Fort + 10, Ref + 10, Will + 12
base + 5. cha + 5. dex + 2, feat + 3. wis + 4, feat + 3
Defensive Abilities channel resistance + 4; DR 10/magic and silver;
Immune acid, paralysis, sleep, undead traits; Resist cold 10, electricity 10
Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
Weaknesses vampire weaknesses
OFFENSE
Speed 40 ft., fly 200 ft. (poor), climb 20 ft, swim 40 ft.
Melee
base 7 + 13 str – 2 size
bite + 23 (2d8 + 24 plus energy drain, 19-20), 2 claws + 23 (2d6 + 18 plus energy drain, 19-20), 2 wings + 18 (1d8 + 11 plus energy drain), tail slap + 18 (2d6 + 24 plus energy drain);
Power Attack bite + 21 (2d8 + 30 plus energy drain, 19-20), 2 claws + 21 (2d6 + 22 plus energy drain, 19-20), 2 wings + 16 (1d8 + 13 plus energy drain), tail slap + 16 (2d6 + 30 plus energy drain)
permanent Greater Magic Fang + 5, keen
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks
breath weapon. 50-ft. cone, DC 18, 4d6 acid
blood drain. 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 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. call forth 1d6 + 1 rat swarms, 1d4 + 1 bat swarms, or 2d6 wolves as a standard action.
Crush. Small creatures, DC 18 Reflex, 2d8 + 18
Dominate (su, Will DC 18). CL 12. Standard Action. 30 ft range.
Energy Drain (su, DC 18). Any creature hit by a natural attack takes 2 negative levels. Only triggers once per round. A draining creature gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour

STATISTICS
Str 33 (37), Dex 14, Con —, Int 18, Wis 19, Cha 20
str 13 + 14 age, + 6 vampire. dex 14 – 4 age, + 4 vampire. con 0 int 10 + 6 age, + 2 vampire. wis 11 + 6 age, + 2 vampire. cha 10 + 6 age, + 4 vampire.
Base Atk + 7; CMB + 22; CMD 34 (38 vs. trip)
Feats (4) Alertness*, Cleave, Combat Reflexes*, Dodge*, Flyby Attack, Improved Initiative*, Iron Will, Lightning Reflexes*, Power Attack, Toughness*
Skills (70, 10 @ 7) Bluff + 24, Fly + 5, Knowledge (arcane) + 15, Knowledge (nature) + 15, Perception + 24, Sense Motive + 19, Spellcraft + 15, Stealth + 11, Survival + 15, Swim + 13, Use Magic Device + 16
(+8 racial on Bluff, Perception, Sense Motive, and Stealth)
Languages Common, Draconic, Elven, Sylvan
SQ spider climb (su), water breathing
Change Shape (su). Assume the form of a dire bat or wolf, as beast shape 2.
Gaseous Form (su). CL 5. Indefinite; fly 20 (perfect).
Shadowless (Ex). Casts no shadow, does not show in mirrors.
Equipment: Belt of Giant Strength +4
Carry: 4,800 lbs (Light), 9,600 lbs (Medium), 14,400 lbs (Heavy)


Cry of the North Wind
Polymorphed White Wolf
LE Medium Undead (augmented/polymorphed)
Init + 8; Senses darkvision 60 ft., low light vision, scent; Perception + 24
Aura none
DEFENSE
AC 42, touch 15, flat-footed 37 (+ 27 natural, + 4 Dex, + 1 Dodge)
natural armor base + 4, age + 15, + 6 vampire, + 2 polymorph size
hp 77 (7d8 + 35 + 7)
Fort + 10, Ref + 12, Will + 12
Defensive Abilities channel resistance + 4; DR 10/magic and silver;
Immune acid, paralysis, sleep, undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
OFFENSE
Speed 50 ft.
Melee
bite + 15 (1d6 + 12 plus trip plus energy drain), or
bite + 13 (1d6 + 18 plus trip plus energy drain) with Power Attack
Trip (Ex) attempt to trip an opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If failed, the creature is not tripped in return.
Space 5 ft.; Reach 5 ft.
Special Attacks blood drain. 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 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. call forth 1d6+1 rat swarms, 1d4 + 1 bat swarms, or 2d6 wolves as a standard action.
Dominate (su, Will DC 18). CL 12. Standard Action. 7 days. 30 ft range.
Energy Drain (su, DC 18). Any creature hit by a natural attack takes 2 negative levels. Only triggers once per round. A draining creature gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour
SQ spider climb (su)
Change Shape (su). Assume the form of a dire bat or wolf, as beast shape 2.
Gaseous Form (su). CL 5. Indefinite; fly 20 (perfect).
Shadowless (Ex). Casts no shadow, does not show in mirrors.
STATISTICS
Huge to Medium (- 8 Str, + 4 Dex, – 4 Con, + 2 Str, + 2 Natural Armor)
Str 27 (29), Dex 18, Con —, Int 18, Wis 19, Cha 20
Base Atk + 7; CMB + 15; CMD 30 (34 vs. trip)

Carry: 519 lbs (Light), 1,038 lbs (Medium), 1,557 lbs (Heavy)

Beast Shape II: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.
Polymorph: While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form.

VAMPIRIC WEAKNESS
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. (If the base creature has a swim speed, the vampire is not unduly harmed by running water.) 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.

x Dragon, Vampire

Until Thy Kingdom Come ineluki cthulhucultist