Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
Female human strigoi necromancer
Ability
Create Spawn
(divine, downtime, necromancy) If a creature dies after being reduced to 0 HP by Domain of Dusk or Drink Essence, the strigoi 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. A victim that is 8th level or higher becomes a strigoi servant, while a lower-level victim instead becomes a moroi vampire. 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.
Ability
Domain of Dusk
(conjuration, divine, shadow) With a wave of its hand, the strigoi calls fourth vile ruination from the surrounding shadows, causing coils of darkness and shadowy bats, rats, and wolves to lash out at living targets in a 30-foot emanation. Living creatures in this area take 8d6 negative damage(DC 34 basic Fortitude save). A creature that fails this save is also dazzled for 1 round (or blinded for 1 round and then dazzled for 1 round) by the darkness. The strigoi progenitor can't use Domain of Dusk for 1 minute.
Ability
Dominate
(divine, enchantment, incapacitation, mental, visual) The vampire can cast dominate (DC 34) at will as a divine innate spell. Casting it requires staring into the target's eyes, giving the spell the visual trait. A creature that succeeds is temporarily immune to that vampire's Dominate for 24 hours. Fully destroying the vampire ends the domination, but merely reducing the vampire to 0 HP is insufficient to break the spell.
Ability
Drink Essence
Circumstance: A grabbed, paralyzed, restrained, unconscious, or willing creatur
The strigoi sinks their fangs into the targeted creature to drink its blood and draw out its vital essence. This requires an Athletics check against the creature's Fortitude DC if the creature is grabbed and is automatic for any of the other conditions. The creature becomes drained 2 and stupefied 2, and the strigoi regains 21 HP, gaining any excess HP as temporary Hit Points. Drinking Essence from a creature that's already drained or stupefied doesn't restore any HP, but increases either the creature's drained condition value or its stupefied condition value by 1 (whichever value is lesser is increased; if both values are equal, then the strigoi chooses which condition to increase the value of). A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes. A victim's stupefied condition decreases by 1 per day after performing daily preparations. If the daily preparations are done in full sunlight, the stupefied condition is removed entirely.
Ability
Rituals
DC 33; 6th planar binding; 5th call spirit; 2nd create undead
Ability
Shadow Escape
Circumstance: Trigger: The strigoi is reduced to 0 HP;
The strigoi uses Shadow Form. It can take move actions to move toward its coffin even though it's at 0 HP. While at 0 HP in this form, the strigoi is unaffected by further damage. Once the strigoi reaches its coffin, or if it hasn't done so within 2 hours, it automatically returns to its physical form, unconscious.
Ability
Shadow Form
(concentrate, divine, transmutation, shadow) The strigoi reverts to pure shadow and absorbs its body and its gear into the darkness, or it shifts back to its physical form. In shadow form, the strigoi gains a climb Speed equal to its land Speed and can move through any gap that isn't airtight. However, it can only move along solid surfaces that aren't highly reflective, not liquid or mirrored surfaces. If the surface it's on is destroyed, the strigoi returns to physical form and is stunned 1. The strigoi loses fast healing while in shadow form but can remain in shadow form indefinitely. A strigoi that is exposed to sunlight while in shadow form becomes slowed 2 and must attempt a DC 16 flat check at the end of each of its turns. If it fails this flat check, it is destroyed, the shadow vanishing with a blood-curdling wail.
Ability
Slip Into Shadows [Reaction]
Circumstance: Trigger: Aliriel succeeds at a save against an effect that is not
Aliriel disappears into shadows at the last moment, critically succeeding at the save instead.
Ability
Strigoi Weaknesses
All strigoi possess the following weaknesses:Revulsion Strigoi are uncomfortable near mirrors or sources of bright light. Only a strigoi's shadow reflects in a mirror, and this often compels them to cover or destroy mirrors in their presence rather than risk their true nature being displayed. A strigoi can't voluntarily come within 10 feet of a brandished mirror or source of bright light. To brandish a mirror or light source, a creature must Interact to do so for 1 round (similar to Raising a Shield). If the strigoi involuntarily comes within 10 feet of a brandished mirror or light source, it gains the fleeing condition, running from the brandished object until it ends an action beyond 10 feet. After 1 round of being exposed to the subject of its revulsion, a strigoi can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, it overcomes its revulsions for 1d6 rounds (or 1 hour on a critical success). A strigoi can move normally around mirrors or bright light sources that are not brandished, although doing so causes them discomfort that can be noticed with a successful Perception check to Sense Motive.Sunlight When exposed to direct sunlight, a strigoi immediately becomes unconscious and falls to the ground. It appears to be dead: it doesn't breathe, its body temperature matches its surroundings, and it doesn't react to pain or other stimuli. A successful Perception check against the strigoi's Reflex DC is enough to note one anomaly: the shadow cast by its “dead” body shifts and moves slightly, its edges twisting and active. Spells like detect evil, senses like lifesense, and
Ability
Thassilonian Necromancer
Aliriel cannot cast abjuration or enchantment spells.
Ability
Wizard School Spells
DC 36, 3 Focus Points; 8th call of the grave, overstuff, take its course
Ability
Wizard Spells Prepared
DC 36, attack +28; 8th horrid wilting, maze; 7th dispel magic, eclipse burst, magic missile; 6th baleful polymorph, vampiric exsanguination, wall of force; 5th cloudkill, mind probe, sending, shadow walk; 4th dimension door (×2), grim tendrils (×2), nightmare; 3rd blindness, mind reading, slow (×2); 2nd deafness, mirror image, spectral hand; 1st ray of enfeeblement (×2), true strike; Cantrips (8th) chill touch, detect magic, electric arc, mage hand, prestidigitation
Offense
Melee
Circumstance: combat round (melee)
claw +29 [+25/+21] (agile), Damage 3d10+12 slashing plus Grab
Trait
Shadow
Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Trait
Vampire
Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.
Immunity
death effects
disease
paralyze
poison
sleep
Item
bracers of armor type II
ring of wizardry type IV
Language
Abyssal
Common
Infernal
Jotun
Necril
Shadowtongue
Thassilonian
Varisian
Perception
darkvision
Resistance
all physical 15 (except magical silver weapons or magical weapons shedding bright light)
Weakness
strigoi