Darklord Ruthven (3.5e NPC)

The following is built with pathfinder rules and classes in mind. Finishing up in a sec...

Ianthe the Threefold Death is one of the head necromancers hailing from the lands of Vrajitor. She shuns the living, preferring to work with the dead and found comfort raising them as her job, and testing her handiwork in the field of battle. She considers herself a master tactician. She wears a heavy cloak over her armor to hide her hideous third arm, a graft she applied to herself which typically carries a metamagic rod or holds items. It sometimes seems to move with a mind of its own.

Details


 : A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood. Due to Ruthven's Greater Vampirism, he gains 5 temporary hp per point of Con drained, and Con drain rises to 1d6.



In addition, the target is dazzled for 1 minute. Creatures with low-light vision or darkvision are not dazzled by this ability. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

At 9th level, you gain darkvision 60 feet. If you already possess darkvision, its range is increased by these amounts.

In addition, when within an area of darkness or dim light, as a standard action you may choose to switch places with a willing ally within 60 feet, who must also be in darkness or dim light. At 13th level, you can instead switch the positions of two willing allies, each of whom must be within 60 feet of you. Unless otherwise noted, this travel is identical to dimension door. You may use the ability to switch places once per day at 9th level, plus one additional time per day at 17th level and 20th level.

All creatures except you are entangled within this darkness unless using freedom of movement or a similar effect. You may use this ability once per day.

 : A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape IIPathfinder. Due to Ruthven's Greater Vampirism, he may also transform into X and X, as per XPathfinder and XPathfinder.

 : Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour. Due to Ruthven's Greater Vampirism, said creatures have the fiendish template and may speak.

 : A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master's destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

 : A vampire can crush a humanoid opponent's will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. Due to Ruthven's Greater Vampirism, he may use this on any creature type, not just humanoids.

 : A creature hit by a vampire's slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.

 : As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

 : A vampire casts no shadows and shows no reflection in a mirror.

 : A vampire can climb sheer surfaces as though under the effects of a spider climb spell.

 : X

The following are the default spells typically prepared.


 * 0th- SRD:, SRD:, SRD:, SRD:, SRD:, SRD:


 * 1st- SRD:, SRD:, SRD:, SRD:, SRD:, SRD:, ray of enfeeblementPathfinder,


 * 2nd- SRD:, SRD:, SRD:, SRD:, SRD:, SRD:, darkvision,


 * 3rd- SRD:, SRD:, SRD:, SRD:, SRD:, SRD:, deeper darknessPathfinder


 * 4th- SRD:, SRD:, SRD:, SRD:, SRD:, SRD:, shadow conjuration,


 * 5th- SRD:, SRD:, SRD:, SRD:, SRD:, SRD:, shadow evocation,


 * 6th- SRD:, SRD:, SRD:, SRD:, SRD:, SRD:, shadow walk,


 * 7th- SRD:, SRD:, SRD:, SRD:, SRD:, power word blind,


 * 8th- SRD:, SRD:, SRD:,

Greater Vampire Traits: STUFF about Blood Drain, Change Shape, Children of the Night, Dominate, Vampire Weaknesses, gain wings (fly good, x2 land speed), don't die so much in sunlight, rebuke undead/command undead SLA, fascination gaze, vampiric attacks.

Houserules: He gains an extra 1st level feat, 32 point buy, and maximum hp per HD. Mundane ammo is not tracked unless it costs more than 1 gp a piece. +1/+1 bonuses from leveling. The initial +1 enhancement to items can be waived before making it magic.