Vampire, Terror Sorcerer Elf* (CR 10)

Medium Undead (Augmented Humanoid)
Alignment: Neutral evil
Initiative: +5 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +12, and Spot +12
Languages: Common, Elven, Infernal


AC: 22 (+5 Dex, +6 natural, +1 deflection), touch 15, flat-footed 17
Hit Dice: 7d12 (45 hp); DR: 10/silver and magic
Fort +2, Ref +9, Will +7
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +6
Attack: slam +4 melee
Damage: Melee slam 1d6+1 plus Wisdom damage
Special Attacks/Actions: blood drain, create spawn, Wisdom damage; eyebite, spells (CL 7), spell-like abilities (CL 7)
Abilities: Str 12, Dex 20, Con -, Int 14, Wis 15, Cha 24
Special Qualities: Undead traits, Resist cold 10, fire 10, +4 turn resistance, fast healing 5; gaseous form, vampiric repression, spells (CL 7), Spell-like Abilities (CL 7th)
3/day-cause fear (DC 18), dancing lights, disguise self, ghost sound, silent image (DC 18)
1/day-displacement, misdirection
Feats: Alertness, Greater Spell Focus (illusion), Lightning Reflexes, Persuasive, Spell Focus (illusion), Stealthy,
Skills: Bluff +14, Concentration +6, Hide +12, Intimidate +10, Knowledge (arcana) +6, Listen +12, Move Silently +12, Search +10, Sense Motive +16, Spellcraft +8, and Spot +12
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary
Treasure/Possessions: Combat Gear, wand of Melfs acid arrow (19 charges), ring of protection +1

Source: Dragon #348

Blood Drain (Ex): A terror vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the terror vampire gains 5 temporary hit points.

Wisdom Damage (Su): Living creatures hit by a terror vampire's slam attack (or any other natural weapon the vampire might possess) take 1d4 points of Wisdom damage. For each point of Wisdom damage dealt, the terror vampire gains 5 temporary hit points. A terror vampire can use its Wisdom drain ability once per round.

Eyebite (Su): A terror vampire can cripple an opponent's mind just by looking into his or her eyes. This is similar to a gaze attack, except that the terror vampire must use a standard action, and those merely looking at it are not affected. Anyone the terror vampire targets must succeed on a DC 20 Will save or immediately be affected as if by the spell eyebite (caster level 12th). The ability has a range of 30 feet.

Vampiric Repression (Su): This terror vampire can repress all of its vampiric traits and abilities and appear as a normal mortal for 7 rounds a day. During this time, the vampire is unaffected by its normal vampiric weaknesses but also loses the benefits of its special attacks and qualities.

Terror vampires typically avoid combat, viewing out and out melee as a failing of their carefully woven plots. Rather, they trick, seduce, or gaslight their targets, weakening their victims' mental stamina with lies and illusions and alienating them from one-time allies. When forced to do battle, a terror vampire sows discord with its gaze and fear abilities, retreating only if it faces destruction, unwilling to leave any alive with the knowledge of its true nature.

Terror vampires hunger as much for fear as they do for blood. Masters of horror and illusion, some present an openly fiendish appearance, seeking to burst the hearts and overwhelm the sanity of their prey. Others prefer subtler approaches, alienating and horrifying a lone victim with the flash of a fang or a hint at its true nature while maintaining its disguise to all others. Aside from the traditional banes of all vampirekind, terror vampires have a weakness for artistic anguish and a flair for the dramatic, with nothing satisfying one more than creating a masterful tableau of gore and surprise.

This example uses a 7th-level elf sorcerer as the base creature.

Spells Known (CL 7th): 3rd (5/day) major image (DC 22), suggestion
2nd (7/day) invisibility, scorching ray (+8 ranged touch), touch of idiocy (DC 19)
1st (8/day) charm person (DC 18), color spray (DC 20), disguise self, mage armor, magic missile
0 (6/day) acid splash (+8 ranged touch), dancing lights, detect magic, ghost sound, mage hand, message, prestidigitation

Augmented Subtype

A creature receives this subtype whenever something happens to change its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature's original type. For example, a wizard's raven familiar is a magical beast (augmented animal). A creature with the augmented subtype usually has the traits of its current type, but the features of its original type. For example, a wizard's raven familiar has an animal's features and the traits of a magical beast.