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Vampire Mastermind

Vampire Mastermind Creature9

Uncommon CE Medium Undead Vampire

Senses Perception +20; darkvision

Languages Common, Necril, plus one regional language

Skills Acrobatics +17, Arcana +21, Athletics +16, Deception +20, Diplomacy +20, Intimidation +22, Society +19, Stealth +19

Str +3, Dex +4, Con +1, Int +6, Wis +4, Cha +5

Items signet ring Children of the Night (divine, enchantment, mental)

AC 27; Fort +15, Ref +18, Will +20

HP 115, coffin restoration, fast Healing 10, negative Healing; Immunities death effects, disease, paralyze, poison, sleep; Weaknesses vampire weaknesses; Resistances physical 10 (except magical silver)

Mist Escape [free-action]

Speed 25 feet, climb 25 feet

Melee [one-action] claw +18 (agile), Damage 2d8+9 slashing plus Grab

Arcane Prepared Spells DC 29, attack +19; 4th fire shield, phantasmal killer, veil, wall of fire; 3rd dispel magic, fireball, haste, lightning bolt; 2nd flaming sphere, invisibility, mirror image, touch of idiocy; 1st color spray (-2), fleet step, ray of enfeeblement; Cantrips (4th) detect magic, mage hand, message, ray of frost, sigil

Change Shape [one-action] (concentrate, divine, polymorph, transmutation) Giant bat with fangs +19 for 2d8+9 piercing.

Create Spawn (divine, downtime, necromancy)

Dominate [two-actions] (divine, enchantment, incapacitation, mental, visual) DC 26

Drain Bonded Item [one-action]-[free-action] (arcane, wizard); 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.

Drink Blood [one-action] (divine, necromancy) When Drinking Blood, the vampire regains 10 HP.

Steady Spellcasting 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.

Turn to Mist [one-action] (concentrate, divine, transmutation)


Vampire masterminds are evil wizards who control entire cabals of the undead and instill fear in the hearts of mortals far and wide.

Section 15: Copyright Notice

Pathfinder Bestiary (Second Edition) © 2019, Paizo Inc.; Authors: Alexander Augunas, Logan Bonner, Jason Bulmahn, John Compton, Paris Crenshaw, Adam Daigle, Eleanor Ferron, Leo Glass, Thurston Hillman, James Jacobs, Jason Keeley, Lyz Liddell, Ron Lundeen, Robert G. McCreary, Tim Nightengale, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Chris S. Sims, Jeffrey Swank, Jason Tondro, Tonya Woldridge, and Linda Zayas-Palmer.