Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
Hit Points:
Attack Rank:
Passive Defense:
Active Defense:
Damage Reduction:
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Bite (Wolf or Hybrid Form Only)
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vrykolakas regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Action
Claws (Hybrid Form Only)
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vrykolakas can grapple the target (escape DC 14).
Action
Multiattack (Hybrid Form Only)
The vrykolakas makes one attack with its bite and one with its claws.
Special
Keen Hearing and Smell
The vrykolakas has advantage on Wisdom (Perception) checks that rely on hearing or smell. Regeneration. The vrykolakas regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vrykolakas takes radiant damage or damage from holy water, this trait doesn't function at the start of the vrykolakas's next turn. Shapechanger. The vrykolakas can use its action to polymorph into a wolf, or back into its true form, which is wolf-human hybrid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Spider Climb. The vrykolakas can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Stake to the Heart. The vrykolakas is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
2 claws
13 (1d6+6 plus
Special (Ex)
Feral Possession
Special (Su)
Create Spawn (Su)
Special (Su)
Feed (Su)
Special (Su)
Horrid Visage (Su)
Special (Su)
Pestilent Aura (Su)

Actions/Abilities/Traits:
(Pathfinder 2e) (Vrykolakas Ancient)
Actions/Abilities/Traits: (Pathfinder 2e) (Vrykolakas Ancient)
Ability
Ability
Circumstance: Trigger: The vrykolakas is reduced to 0 Hit Points, and an animal
If the animal succeeds at its save, the vrykolakas can attempt to possess a different animal within 100 feet. If at any point an animal critically succeeds at its save or no animal is within 100 feet, the vrykolakas fails to possess anything and is destroyed.
Ability
Change Shape
(concentrate, divine, polymorph, transmutation) A vrykolakas ancient can transform into a form resembling the body it had in life, with the effects of humanoid form but with unlimited duration. It loses its fangs and claw Strikes but gains a +2 circumstance bonus to Deception checks to Impersonate in this form.
Ability
Children of the Night
(divine, enchantment, mental) The presence of a vrykolakas ancient inspires savage creatures to crawl forth to do its bidding, including rat swarms, wargs, werewolves, and similar creatures. The vrykolakas ancient can give telepathic orders to these creatures within 100 feet, but they can't communicate back.
Ability
Create Spawn
(divine, downtime, necromancy) If a creature dies after being reduced to 0 HP by Drink Blood, a vrykolakas ancient can turn this creature into a vrykolakas spawn by donating some of its own blood to the creature and burying it in earth for 3 nights. Such vrykolakas spawn are generally friendly to the vrykolakas that created them, but they are not under its control and typically wander off on their own rampage within 1d6 days of their creation.
Ability
Divine Innate Spells
DC 33; 7th vampiric touch (×3); 3rd fear (×3)
Ability
Dominate Animal
4 circumstance penalty to saving throws against the vrykolakas's Feral Possession.
Ability
Drink Blood
Circumstance: The vrykolakas' last action was a successful fangs Strike;
The vrykolakas sinks its fangs into that creature to drink its blood. This requires an Athletics check against the creature's Fortitude DC. On a success, the creature becomes drained 2, and the vrykolakas regains 25 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire, but it increases the creature's drained condition value by 1. A vrykolakas can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so. The target creature's drained condition value 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.
Ability
Pestilential Aura
(aura, divine, necromancy) 5 feet, DC 33. Creatures beginning their turn in the area while the vrykolakas is in its true form are exposed to bubonic plague.
Ability
Rend
claw
Ability
Sanguine Mauling
Circumstance: The vrykolakas ancient's last action was to Drink Blood;
The vrykolakas ancient makes two claw Strikes. Both count toward its multiple attack penalty, but the penalty increases only after it makes both attacks. If it hits with both claws, the target takes 1d6 persistent bleed damage.
Ability
Steal Breath
Circumstance: The vrykolakas ancient is adjacent to an unconscious creature;
The vrykolakas ancient steals the creature's breath. The unconscious creature begins suffocating, can't be awakened for 1 round, and must attempt a DC 33 Fortitude save. If a creature is targeted with this ability in consecutive rounds, the save DC decreases by 2 each round after the first. Critical Success The target immediately awakens and is then temporarily immune to Steal Breath for 24 hours. Success The target is unaffected. Failure The target takes 1d10 damage. Critical Failure The target is reduced to 0 HP and becomes dying 1.
Ability
Swift Tracker
The vrykolakas moves at full Speed while Tracking.
Ability
Vrykolakas Vulnerabilities
Circumstance: Trigger: The vrykolakas is reduced to 0 Hit Points, and an animal
Unlike most other undead, a vrykolakas isn't destroyed when it reaches 0 HP. Instead, it attempts to cast its spirit into an animal within 100 feet, which must attempt a Will save (DC 33). On a failure, the animal is possessed. This has the effects of the possession spell, but it lasts a number of days equal to the vrykolakas's level. This possession can't be counteracted with magic (though remove curse works against it normally).
Offense
Melee
Circumstance: combat round (melee)
fangs +27 [+22/+17], Damage 3d10+17 piercing plus Drink Blood
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
Language
Common
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Vrykolakas Master)
Actions/Abilities/Traits: (Pathfinder 2e) (Vrykolakas Master)
Ability
Ability
Circumstance: Trigger: The vrykolakas is reduced to 0 Hit Points, and an animal
If the animal succeeds at its save, the vrykolakas can attempt to possess a different animal within 100 feet. If at any point an animal critically succeeds at its save or no animal is within 100 feet, the vrykolakas fails to possess anything and is destroyed.
Ability
Change Shape
(concentrate, divine, polymorph, transmutation) A vrykolakas master can transform into a form resembling the body it had in life, with the effects of humanoid form but with unlimited duration. It loses its fangs and claw Strikes but gains a +2 circumstance bonus to Deception checks to Impersonate in this form.
Ability
Children of the Night
(divine, enchantment, mental) The presence of a vrykolakas master inspires savage creatures to crawl forth to do its bidding, including rat swarms, wargs, werewolves, and similar creatures. The vrykolakas master can give telepathic orders to these creatures within 100 feet, but they can't communicate back.
Ability
Create Spawn
(divine, downtime, necromancy) If a creature dies after being reduced to 0 HP by Drink Blood, a vrykolakas master can turn this creature into a vrykolakas spawn by donating some of its own blood to the creature and burying it in earth for 3 nights. Such vrykolakas spawn are generally friendly to the vrykolakas that created them, but they are not under its control and typically wander off on their own rampage within 1d6 days of their creation.
Ability
Divine Innate Spells
DC 29; 5th vampiric touch (×3); 3rd fear (×3)
Ability
Dominate Animal
4 circumstance penalty to saving throws against the vrykolakas's Feral Possession.
Ability
Drink Blood
Circumstance: The vrykolakas' last action was a successful fangs Strike;
The vrykolakas sinks its fangs into that creature to drink its blood. This requires an Athletics check against the creature's Fortitude DC. On a success, the creature becomes drained 2, and the vrykolakas regains 19 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire, but it increases the creature's drained condition value by 1. A vrykolakas can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so. The target creature's drained condition value 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.
Ability
Feral Possession [Free Action]
Circumstance: Trigger: The vrykolakas is reduced to 0 Hit Points, and an animal
Unlike most other undead, a vrykolakas isn't destroyed when it reaches 0 HP. Instead, it attempts to cast its spirit into an animal within 100 feet, which must attempt a Will save (DC 29). On a failure, the animal is possessed. This has the effects of the possession spell, but it lasts a number of days equal to the vrykolakas's level. This possession can't be counteracted with magic (though remove curse works against it normally).
Ability
Pestilential Aura
(aura, divine, necromancy) 5 feet, DC 29. Creatures beginning their turn in the area while the vrykolakas is in its true form are exposed to bubonic plague.
Ability
Rend
claw
Ability
Swift Tracker
The vrykolakas moves at full Speed while Tracking.
Ability
Vrykolakas Vulnerabilities
Vrykolakas all have the following vulnerabilities. Burial Site Bound A vrykolakas is bound to the place of its death or interment. It must return to this location once per week and bury itself in the earth for 24 hours, during which time it is paralyzed and can be beheaded. If it is unable to return to this site, it is reduced to 0 Hit Points and attempts to use Feral Corruption; if this host animal can't return to the burial site before the possession effect ends, the vrykolakas is destroyed and the animal host returns to normal.Vulnerable to Decapitation A vrykolakas that is beheaded can't use its Feral Possession, and a beheaded corpse cannot rise as a vrykolakas.
Offense
Melee
Circumstance: combat round (melee)
fangs +23 [+18/+13], Damage 2d12+13 piercing plus Drink Blood
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
Language
Common
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Vrykolakas Spawn)
Actions/Abilities/Traits: (Pathfinder 2e) (Vrykolakas Spawn)
Ability
Ability
Circumstance: Trigger: The vrykolakas is reduced to 0 Hit Points, and an animal
If the animal succeeds at its save, the vrykolakas can attempt to possess a different animal within 100 feet. If at any point an animal critically succeeds at its save or no animal is within 100 feet, the vrykolakas fails to possess anything and is destroyed.
Ability
Drink Blood
Circumstance: The vrykolakas' last action was a successful fangs Strike;
The vrykolakas sinks its fangs into that creature to drink its blood. This requires an Athletics check against the creature's Fortitude DC. On a success, the creature becomes drained 1, and the vrykolakas regains 10 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire, but it increases the creature's drained condition value by 1. A vrykolakas can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so. The target creature's drained condition value 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.
Ability
Feral Possession [Free Action]
Circumstance: Trigger: The vrykolakas is reduced to 0 Hit Points, and an animal
Unlike most other undead, a vrykolakas isn't destroyed when it reaches 0 HP. Instead, it attempts to cast its spirit into an animal within 100 feet, which must attempt a Will save (DC 24). On a failure, the animal is possessed. This has the effects of the possession spell, but it lasts a number of days equal to the vrykolakas's level. This possession can't be counteracted with magic (though remove curse works against it normally).
Ability
Rend
claw
Ability
Vrykolakas Vulnerabilities
Vrykolakas all have the following vulnerabilities. Burial Site Bound A vrykolakas is bound to the place of its death or interment. It must return to this location once per week and bury itself in the earth for 24 hours, during which time it is paralyzed and can be beheaded. If it is unable to return to this site, it is reduced to 0 Hit Points and attempts to use Feral Corruption; if this host animal can't return to the burial site before the possession effect ends, the vrykolakas is destroyed and the animal host returns to normal.Vulnerable to Decapitation A vrykolakas that is beheaded can't use its Feral Possession, and a beheaded corpse cannot rise as a vrykolakas.
Offense
Melee
Circumstance: combat round (melee)
fangs +17 [+12/+7], Damage 2d8+8 piercing plus Drink Blood
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
Language
Common
Perception
darkvision