ability_mods: cha_mod: 5 con_mod: 1 dex_mod: 4 int_mod: 6 str_mod: 3 wis_mod: 4 ac: 27 ac_special: null automatic_abilities: - description: '' name: Children of the Night traits: - divine - enchantment - mental description: Vampire masterminds are evil wizards who control entire cabals of the undead and instill fear in the hearts of mortals far and wide. divine_spells: null hp: 115 immunities: - death effects - disease - paralyze - poison - sleep innate_spells: null items: - signet ring languages: - Common - Necril level: 9 melee: - action_cost: One Action damage: formula: 2d8+9 plus Grab type: slashing name: claw to_hit: 18 traits: - agile name: Vampire Mastermind perception: 20 proactive_abilities: - action_cost: One Action description: Giant bat with fangs +19 for 2d8+9 piercing. name: Change Shape traits: - concentrate - divine - polymorph - transmutation - description: 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. name: Create Spawn traits: - divine - downtime - necromancy - action_cost: Two Actions description: DC 26 name: Dominate traits: - divine - enchantment - incapacitation - mental - visual - action_cost: Free Action description: '**Frequency** Once per day. **Requirements** The vampire hasn''t acted yet on this turn. **Effect** The vampire expends the power stored in its signet ring. This gives the vampire the ability to cast one prepared spell it had already previously cast today, without spending a spell slot. The vampire must still Cast the Spell and meet the spell''s other requirements.' name: Drain Bonded Item traits: - arcane - wizard - action_cost: One Action description: When Drinking Blood, the vampire regains 10 HP. name: Drink Blood traits: - divine - necromancy - description: If another creature's reaction would disrupt the vampire mastermind's spellcasting action, the vampire attempts a DC 15 flat check. If the vampire succeeds, its action isn't disrupted. name: Steady Spellcasting traits: null - action_cost: One Action description: 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. name: Turn to Mist traits: - concentrate - divine - transmutation ranged: null resistances: - amount: 10 type: physical (except magical silver) saves: fort: 15 ref: 18 will: 20 saves_special: fort: null ref: null will: null senses: - darkvision skills: Acrobatics: 17 Arcana: 21 Athletics: 16 Deception: 20 Diplomacy: 20 Intimidation: 22 Society: 19 Stealth: 19 skills_special: null speed: - amount: 25 type: Land - amount: 25 type: Climb spell_attack_to_hit: null spell_dc: null traits: - Uncommon - CE - Medium - Undead - Vampire type: Creature