Vampire Mastermind

Level 9 / Medium / undead

Level9
Armor Class27
Hit Points115
Perception+20
Speed25 feet, Climb 25 feet
STR+3modifier
DEX+4modifier
CON+1modifier
INT+6modifier
WIS+4modifier
CHA+5modifier
Saving Throws

Fortitude +15, Reflex +18, Will +20

Skills

Acrobatics +17, Arcana +21, Athletics +18, Deception +20, Diplomacy +20, Intimidation +22, Society +19, Stealth +19

Senses

Darkvision

Languages

Common, Necril

Immunities

Death Effects, Disease, Paralyzed, Poison, Sleep

Actions & Abilities

Claw

Attack +18

Damage: 2d8+9 Slashing

Children of the Night

Passive

The vampire's presence brings forth creatures of the night to do the master's bidding. These typically include Rat Swarms, Bat Swarms, and Wolves, but can include other creatures.

The vampire can give telepathic orders to these creatures as long as they are within 100 feet, but they can't communicate back.

Fast Healing 10

Passive

Coffin Restoration

Passive

Unlike other undead, a vampire isn't destroyed at 0 HP. Instead, it falls . If its body rests in its coffin for 1 hour, the vampire gains 1 HP, after which its fast healing begins to function normally.

Mist Escape

Free action

Trigger The vampire is reduced to 0 HP.

Effect The vampire uses Turn to Mist. They can take move actions to move toward its coffin even though it's at 0 HP. While at 0 HP in this form, the vampire is unaffected by further damage.

They automatically returns to its corporeal form, unconscious, if they reaches their coffin or after 2 hours, whichever comes first.

Vampire Vulnerabilities

Passive

All vampires possess the following vulnerabilities.

  • Compulsions Vampires are creatures with strange and unknowable compulsions. A typical vampire can't voluntarily cross running water unless they're transported while they hide within their coffin, nor can they enter a private dwelling unless invited in by someone with the authority to do so. At your discretion, vampires might have different compulsions-a pirate vampire might not be able to set foot on solid ground without being invited, for example. The vampire can still be forced to do these things and might be able to overcome their compulsion just as they do their revulsion.
  • Revulsion A vampire can't voluntarily come within 10 feet of brandished garlic or a brandished religious symbol of a deity with a holy sanctification option. To brandish garlic or a religious symbol, a creature must Interact to do so, and it remains brandished for 1 round (similar to Raising a Shield). If the vampire involuntarily comes within 10 feet of an object of their revulsion, they gain the condition, running from the object of their revulsion until they end an action beyond 10 feet. After 1 round of being exposed to the subject of their revulsion, a vampire can attempt a save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for {1d6 rounds} (or 1 hour on a critical success).
  • Stake A wooden stake driven through a vampire's heart drops the vampire to 0 HP and prevents them from healing above 0 HP, even in their coffin. Staking a vampire requires 3 actions and works only if the vampire is . If the stake is removed, the vampire can heal above 0 HP again, and if they're in their coffin, the 1-hour rest period begins once the stake is removed. If the vampire's head is severed and anointed with holy water while the stake is in place, the vampire is destroyed.
  • Sunlight If exposed to direct sunlight, a vampire immediately becomes Slowed 1. The slowed value increases by 1 each time the vampire ends their turn in sunlight, and the condition ends when they're no longer in sunlight. If the vampire loses all their actions in this way, they're destroyed. Due to their supernatural aversion to light, vampires don't cast shadows or show a reflection in mirrors

Void Healing

Passive

Change Shape

1 action

The vampire transforms into one of its animal forms or back into its normal form. Most vampires can turn into a bat, but some can turn into a different creature, such as a rat or a wolf.

  • Giant Bat
  • Senses echolocation 40 feet,
  • Speed 20 feet, fly 30 feet,
  • Melee fangs +19 Damage 2d8+9 piercing

Create Servitor

Passive

If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire servitor by donating some of their own blood to the victim and burying the victim in earth for 3 nights.

A vampiric servitor is compelled to obey its creator, but if a vampire controls too many vampiric servitors at once (as determined by the GM), or if the servitor is a higher level than the vampire that created it, strongwilled servitors can free themselves by succeeding at a saving throw against the vampire's Will DC.

Dominate

2 actions

The vampire can cast 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.

Drain Bonded Item

Free action

Frequency once per day

Requirements The vampire mastermind hasn't acted yet on this turn

Effect The vampire expends the power stored in their signet ring. This gives the vampire the ability to cast one prepared spell they had already previously cast today without spending a spell slot. The vampire must still Cast the Spell and meet the spell's other requirements.

Drink Blood

1 action

Requirement A , , , , or willing creature is within the vampire's reach.

Effect The vampire sinks its fangs into that creature to drink its blood. This requires an check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions.

The victim is Drained 2 and the vampire regains 10[healing]{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 increases the victim's drained value by 1, killing the victim when it reaches drained 5. A vampire can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so.

A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes.

Steady Spellcasting

Passive

If another creature's reaction would disrupt the vampire mastermind's spellcasting action, the vampire attempts a . If the vampire succeeds, their action isn't disrupted.

Turn to Mist

1 action

The vampire turns into a cloud of vapor, as the spell, or back to its normal form. The vampire loses fast healing while in gaseous form.

The vampire can remain in this form indefinitely.

Grab

1 action

Spellcasting

Arcane Prepared

DC 29

Divine Innate

DC 26

Creature Abilities

Children of the Night. The vampire's presence brings forth creatures of the night to do the master's bidding. These typically include Rat Swarms, Bat Swarms, and Wolves, but can include other creatures.

The vampire can give telepathic orders to these creatures as long as they are within 100 feet, but they can't communicate back.

Coffin Restoration. Unlike other undead, a vampire isn't destroyed at 0 HP. Instead, it falls . If its body rests in its coffin for 1 hour, the vampire gains 1 HP, after which its fast healing begins to function normally.

Mist Escape. Trigger The vampire is reduced to 0 HP.

Effect The vampire uses Turn to Mist. They can take move actions to move toward its coffin even though it's at 0 HP. While at 0 HP in this form, the vampire is unaffected by further damage.

They automatically returns to its corporeal form, unconscious, if they reaches their coffin or after 2 hours, whichever comes first.

Vampire Vulnerabilities. All vampires possess the following vulnerabilities.

  • Compulsions Vampires are creatures with strange and unknowable compulsions. A typical vampire can't voluntarily cross running water unless they're transported while they hide within their coffin, nor can they enter a private dwelling unless invited in by someone with the authority to do so. At your discretion, vampires might have different compulsions-a pirate vampire might not be able to set foot on solid ground without being invited, for example. The vampire can still be forced to do these things and might be able to overcome their compulsion just as they do their revulsion.
  • Revulsion A vampire can't voluntarily come within 10 feet of brandished garlic or a brandished religious symbol of a deity with a holy sanctification option. To brandish garlic or a religious symbol, a creature must Interact to do so, and it remains brandished for 1 round (similar to Raising a Shield). If the vampire involuntarily comes within 10 feet of an object of their revulsion, they gain the condition, running from the object of their revulsion until they end an action beyond 10 feet. After 1 round of being exposed to the subject of their revulsion, a vampire can attempt a save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for {1d6 rounds} (or 1 hour on a critical success).
  • Stake A wooden stake driven through a vampire's heart drops the vampire to 0 HP and prevents them from healing above 0 HP, even in their coffin. Staking a vampire requires 3 actions and works only if the vampire is . If the stake is removed, the vampire can heal above 0 HP again, and if they're in their coffin, the 1-hour rest period begins once the stake is removed. If the vampire's head is severed and anointed with holy water while the stake is in place, the vampire is destroyed.
  • Sunlight If exposed to direct sunlight, a vampire immediately becomes Slowed 1. The slowed value increases by 1 each time the vampire ends their turn in sunlight, and the condition ends when they're no longer in sunlight. If the vampire loses all their actions in this way, they're destroyed. Due to their supernatural aversion to light, vampires don't cast shadows or show a reflection in mirrors

Change Shape. The vampire transforms into one of its animal forms or back into its normal form. Most vampires can turn into a bat, but some can turn into a different creature, such as a rat or a wolf.

  • Giant Bat
  • Senses echolocation 40 feet,
  • Speed 20 feet, fly 30 feet,
  • Melee fangs +19 Damage 2d8+9 piercing

Create Servitor. If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire servitor by donating some of their own blood to the victim and burying the victim in earth for 3 nights.

A vampiric servitor is compelled to obey its creator, but if a vampire controls too many vampiric servitors at once (as determined by the GM), or if the servitor is a higher level than the vampire that created it, strongwilled servitors can free themselves by succeeding at a saving throw against the vampire's Will DC.

Dominate. The vampire can cast 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.

Drain Bonded Item. Frequency once per day

Requirements The vampire mastermind hasn't acted yet on this turn

Effect The vampire expends the power stored in their signet ring. This gives the vampire the ability to cast one prepared spell they had already previously cast today without spending a spell slot. The vampire must still Cast the Spell and meet the spell's other requirements.

Drink Blood. Requirement A , , , , or willing creature is within the vampire's reach.

Effect The vampire sinks its fangs into that creature to drink its blood. This requires an check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions.

The victim is Drained 2 and the vampire regains 10[healing]{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 increases the victim's drained value by 1, killing the victim when it reaches drained 5. A vampire can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so.

A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes.

Steady Spellcasting. If another creature's reaction would disrupt the vampire mastermind's spellcasting action, the vampire attempts a . If the vampire succeeds, their action isn't disrupted.

Turn to Mist. The vampire turns into a cloud of vapor, as the spell, or back to its normal form. The vampire loses fast healing while in gaseous form.

The vampire can remain in this form indefinitely.

Source, license, and attribution

Source: Pathfinder Monster Core (remaster-core-2026-08-10)

This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations. All warranties are disclaimed as set forth therein. Attribution: Pathfinder Monster Core (c) 2024, Paizo Inc.; Authors: Alexander Augunas, Dennis Baker, Kate Baker, Joshua Birdsong, Joseph Blomquist, Logan Bonner, Jason Bulmahn, James Case, John Compton, Paris Crenshaw, Adam Daigle, Darrin Drader, Brian Duckwitz, Robert N. Emerson, Scott Fernandez, Eleanor Ferron, Leo Glass, Matthew Goodall, BJ Hensley, Thurston Hillman, Vanessa Hoskins, James Jacobs, Jenny Jarzabski, Miko Kallio, Jason Keeley, Jeff Lee, Lyz Liddell, Luis Loza, Ron Lundeen, Robert G. McCreary, Philippe-Antoine Menard, Jacob W. Michaels, Dave Nelson, Jason Nelson, Tim Nightengale, Stephen Radney-MacFarland, Mikhail Rekun, Patrick Renie, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Chris S. Sims, Amber Stewart, Jeffrey Swank, William Thompson, Jason Tondro, Clark Valentine, Landon Winkler, Tonya Woldridge, and Linda Zayas-Palmer. Adaptation: Myth Meister PF2e Remaster Compendium, 2026. If you use this Adapted Licensed Material, please credit Myth Meister. The normalized rules records and rules-reference text in the Myth Meister PF2e Remaster Compendium are Adapted Licensed Material offered under the ORC License. Reserved Material in this product includes the Myth Meister name and logos, application source code, visual design and trade dress, and original campaign content. Pathfinder, Paizo, product logos, artwork, maps, trade dress, setting lore, characters, deities, locations, organizations, events, plots, and other Paizo Reserved Material are not included. Myth Meister is not affiliated with or endorsed by Paizo Inc. Expressly Designated Licensed Material: None.

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