Encounters: Storm Horns and Thunder Peaks - Cave, Lower Levels

Vampire* (CR 7)

Medium Undead (Augmented Humanoid)
Alignment: Always evil (any)
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: Listen +17 and Spot +17

AC: 25 (+3 Dex, +6 natural, +4 masterwork chain shirt, +2 heavy shield), touch 13, flat-footed 22
Hit Dice: 5d12 (32 hp); DR: DR 10/silver and magic
Fort +4, Ref +6, Will +4

Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +11
Attack: Slam +11 melee or masterwork bastard sword +13 melee; or masterwork shortbow +9 ranged
Full Attack: Slam +11 melee or masterwork bastard sword +13 melee; or masterwork shortbow +9 ranged
Damage: Slam 1d6+9 and energy drain; bastard sword 1d10+11/19-20; or shortbow 1d6/x3
Special Attacks: Blood drain, energy drain, dominate, children of the night, create spawn

Abilities: Str 22, Dex 17, Con -, Int 12, Wis 16, Cha 12
Special Qualities: Undead, cold and electricity resistance 10, gaseous form, spider climb, alternate form, fast healing 5, vampire weaknesses
Feats: Alertness; Blind-fight; Combat Reflexes; Dodge; Exotic Weapon Proficiency (bastard sword); Improved Initiative; Lightning Reflexes; Mobility; Power Attack; Weapon Focus (bastard sword); Weapon Specialization (bastard sword)
Skills: Bluff +9, Climb +10, Hide +10, Listen +17, Move Silently +10, Ride +11, Search +9, Sense Motive +11, and Spot +17
Advancement: By character class

Climate/Terrain: Any land and Underground
Organization: Solitary pair, gang (2-5), or troop (1-2 plus 2-5 vampire spawn)
Treasure: Double standard

Source: Monster Manual

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

The Will save against this vampire's charm, and the Fortitude save to regain levels lost to its energy drain, have a DC of 13.

Magic Items Carried: Potion of haste.

This example uses a 5th-level human fighter as the base creature.

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