Vampires are intelligent undead creatures. They feeds off the blood of the living in order to prolong their own unnatural existence.
Vampires came to Golarion from the Plane of Shadow long ago. Exactly how they arrived remains lost to history and is a matter of debate in scholarly circles. Over time, these “true vampires” have spawned many more.
Amongst their own kind, true vampires use the slang term full-blood to distinguish themselves from those they consider lesser but associated beings, such as vampire spawn.
Type: Evil Undead (Vampire)
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Athletics d8, Common Knowledge d10, Fighting d10, Intimidation d12, Notice d8, Persuasion d12, Shooting d8, Stealth d10
Pace: 6; Parry: 7; Toughness: 12 (3)
Edges: Frenzy (Imp), Level Headed
Special Abilities:
Armor +3: Necrotically augmented skin.
Bite/Claws: Str+d4.
Blood Drain: A vampire can suck blood from a bound opponent; instead of crushing a bound opponent, it drains blood, causing Energy Drain (see below). The vampire heals one Wound each round it drains blood.
Charm: Vampires can cast puppet without spending Power Points, up to five times per day. They use Smarts as their arcane skill and can maintain the power indefinitely, though they may never have more than 20 thralls at a time.
Children of the Night: Vampires have the ability to summon and control 1d6 wolves, 1d6 swarms of bats or rats, once per night. The creatures come from the surrounding wilds in 1d4+1 rounds.
Energy Drain: A creature hit by a vampire’s natural weapon or Blood Drain ability suffers Energy Drain (Vigor). A Vigor roll (at -2 with a raise on the attack) resists this effect. This ability triggers once per round.
Environmental Resistance: Cold, electricity.
Environmental Weakness: Magic and Silver.
Fast Regeneration: Vampires may attempt a natural healing roll every round until Incapacitated.
Gaseous Form: Vampires have the ability to turn into gaseous form. Doing so (or returning to their original form) requires an action, and a Smarts roll at -2. It can remain gaseous indefinitely and fly at Pace 5.
Invulnerability: If Incapacitated, a vampire automatically assumes gaseous form and attempts to escape. It must reach its coffin home within two hours or be utterly destroyed. Additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains one Wound after one hour, then is no longer helpless and its Fast Regeneration resumes.
Sire: Anyone slain by Energy Drain raises as a vampire themselves in 1d4 days.
Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots; ignores 1 point of Wound penalties; doesn’t breathe; immune to disease and poison; ignore penalties for Illumination up to 10”.
Wall Walker: A vampire can move on vertical or inverted surfaces at its normal Pace and may run.
Weakness (Vampiric): See Vampire Weaknesses for a full list.
Languages: Abyssal, Common, Draconic.
Weakness (Garlic and Mirror): Vampires cannot tolerate the strong odor of garlic or the sight of mirrors and will not enter an area laced with it.
Weakness (Holy Symbol): A character with a holy symbol may keep a vampire at bay by displaying a holy symbol. A vampire who wants to directly attack the victim must beat her in an opposed Spirit roll.
Weakness (Holy Water): A vampire sprinkled with holy water is Fatigued. If immersed, he combusts as if it were direct sunlight (see below).
Weaknesses (Invitation Only): Vampires cannot enter a private dwelling without being invited. They may enter public domains as they please.
Weakness (Running Water): Each round of immersion in running water inflicts one Wound to a vampire—a vampire Incapacitated in this manner is destroyed.
Weakness (Sunlight): Exposing any vampire to direct sunlight causes it to suffer one Wound each round. If Incapacitated, the vampire is utterly destroyed.
Originally from the lower planes, these creatures are grotesque flying heads with bat-like wings. Despite their otherworldly origins, they turn up on the Material Plane, especially in Andoran, Kaer Maga, and the Mwangi Expanse.
Typically, vargouilles lurk or lair near old battlefields, graveyards, or other locations visited by death. Evil spellcasters summon these creatures to Golarion from time to time. Their putrid kiss transforms their victims into vargouilles.
Type: Evil Outsider (Vargouille)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d8
Skills: Athletics d10, Fighting d6, Intimidation d6, Notice d6, Stealth d6, Survival d6
Pace: —; Parry: 5; Toughness: 6 (2)
Edges: —
Special Abilities:
Armor +2: Leathery hide.
Bite: Str+d4.
Darkvision: Vargouilles ignore penalties for Illumination up to 10”.
Flight: Pace 12.
Kiss: A vargouille can kiss a Stunned, unconscious, or otherwise helpless target. Anyone kissed must make a Vigor roll at -2. If failed, the victim goes bald over the next 24 hours, her skin becomes leathery, and she sprouts tentacles on her face (she has the Ugly (Major) Hindrance). After the second day, the transformation becomes lethal—she dies and her head pops off and flies away! Every six hours during the transformation process, she can make another Vigor roll. A successful roll pauses the transformation for a day, or two with a raise. It can be cured using healing with Greater Healing at a -2 on the casting roll.
Shriek: As a limited action, a vargouille can shriek. Non-vargouilles within 10" (20 yards) must make a Vigor roll or be Stunned.
Size -2 (Small): A vargouille is a flying head.
Languages: Infernal.
This human-sized fungus grows from a bed of tentacular roots. Deep violet tendrils slither out of the dozens of fissures in its pointed cap. It is usually found in a small grove of up to a dozen fungi.
The carnivorous violet fungus is one of the most notorious and feared dangers of Golarion’s Darklands. It feeds on the rot and decay of organic matter. A violet fungus’s tendrils are coated with a virulent venom. These plants can move, but they usually stay rooted in one place as long as they have rotting organic matter to sustain them.
Type: Neutral Plant (Violet Fungus)
Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Notice d6
Pace: 2; Parry: 5; Toughness: 9 (3)
Edges: —
Special Abilities:
Armor +3: Dense fibrous hide.
Plant: Ignore penalties for Dim and Dark Illumination; immune to paralysis, poison, puppet, slumber, Stun; doesn't sleep.
Rot: A victim Shaken or Wounded by the plant’s tentacles must make a Vigor roll to resist the effects of rot (-2 with a raise on the attack). Failure means one of the victim’s limbs rots away. This is a permanent Injury. Any successful healing effect within one hour stops the rot and saves the limb.
Tentacles (2): A violet fungus has two tentacle actions and Reach 1. It may lash with its tentacles for Str+d4 damage.