Vampire Queen (3.5e Monster)
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|Size/Type:||Medium Undead (Dark Minded)|
|Hit Dice:||20d12+200 (440 hp)|
|Speed:||40 ft (8 Squares), Fly 60 ft. (good)|
|Armor Class:||34 (+4 Armor, +3 Shield, +8 Natural, +9 Dexterity), touch 19, flat-footed 25|
|Attack:||Ancestral +4 Unholy Bastard Sword +30 Melee (1d10+19 20/x3) or Bite +28 Melee (1d6+12 20/x2)|
|Full Attack:||Ancestral +4 Unholy Bastard Sword +30/+25/+20/+15 Melee (1d10+19 20/x3)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Dire Blood Drain, Insidious Hypnotism, Spells|
|Special Qualities:||Alternate Form, Ancient Bloodline, Dark Flight, DR 15/Good, Magic and Silver, Fast Healing 10, Greater Gaseous Form, Undead Traits, Unholy Toughness|
|Saves:||Fort +22, Ref +21, Will +16|
|Abilities:||Str 27, Dex 28, Con —, Int 26, Wis 18, Cha 30|
|Skills:||Bluff +33, Intimidate +33, Hide +32, Knowledge (Arcana) +31, Knowledge (Nobility and Royalty) +31, Knowledge (Religion) +31, Move Silently +31, Spellcraft +31, Tumble +32|
|Feats:||Improved InitiativeB, Improved GrappleB, Beauty Queen, Einhander, Sorcerous Prodigy, Spontaneous Abundance, Learned Weapon Proficiency (Bastard Sword), Spell Focus (Necromancy), Greater Spell Focus (Necromancy), Quicken Spell, Extend Spell, Metamagic Expertise|
|Alignment:||Usually Lawful Evil|
|Advancement:||By Class Level|
"An ancient vampire, who reside in her dark castle. Do not be fooled, it may look like a woman, but it is a monster.
A vampire queen is not mere royalty, they are vampire who through age and force made became very old and powerful. They usually look pleasing to the eyes, wearing royal garnments and appearing young and beautiful. These vampires are not to be trifled with as they possess powerful casting abilities and terrifying inherent vampiric powers. They usually stay in their lair with a cadre of servant and soldiers, unafraid of any would be challengers and ready to even invite them inside.
A vampire queen will quickly get rid of the meek in her presence with a few evocation spells, if her foes prove to be challenge she will fight as smart and as meanly as she can. She is ultimately a predator and is not above anything to win a fight to the death with would-be slayers.
Alternate Form (Su): A vampire queen can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in its alternate form the vampire queen gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise.
Ancient Bloodline (Ex): A vampire queen's Undead hit dice grant her sorcerer casting, has base attack bonus equal to it HD, all good saves and a feat at each odd levels. A vampire queen's hit dice are automatically maximized.
Dark Flight (Su): A vampire queen has a fly speed of 60 ft with good maneuverability, while flying supernatural winds protect her, making her immune to ranged attacks that can't pass through a wind wall.
Inevitable Reformation (Ex): A Vampire Queen is not easy to kill, even after being destroyed she will reform as a cloud within 1d4 hours which allow her to reform her body and equipment as per true resurrection at a location of her choosing. If she is slain by an holy artifact or a wish spell is used after her demise she will not reform for an entire century. She may be dealt with in other manners however.
Insidious Hypnotism (Su): A vampire queen may use quickened greater hypnotism or insidious suggestion as a supernatural ability at-will both with permanent duration (but may be ended early by the vampire queen). Unlike the spell the immortal vampire do not need line of effect or sight, instead it work on a creature if it able to see or hear the vampire queen over any distance. The DC is Charisma-based and caster level is equal to hit dice.
Greater Gaseous Form (Su): As a standard action, a vampire queen can assume greater gaseous form at will as the spell (caster level 15th), but it can remain gaseous indefinitely and has a fly speed of 120 feet with perfect maneuverability. The Vampire Queen's gaseous form also function as the cloudkill spell.
Typical Sorcerer Spells Known (∞/∞/12/11/11/11/11/10/10/10; save DC 20 + spell level): 0— All Cantrips; 1st—ancestral weapon, chaos blaze, dry ray, object insight, mage armor, silent image, ventriloquism; 2nd—covert transposition, creeping darkness, ice crystal phalanx, impossible cover, sudden weakness, totemic power; 3rd—animate objects, belladone's fiendish defender, corpse bombs, gale force, major image; 4th—bestow curse, freeze mind, persistent invisibility, scrying, ur lightning bolt; 5th—call from afar, freeze blood, gravenhorde, improved dimension door, mind fog; 6th—blood storm, dangerous divination, disintegrate, greater dispel magic, shadow walk; 7th—control weather, greater shadow conjuration, ethereal jaunt, limited wish, power word blind; 8th—blood melt, eclipse, greater bestow curseSpC, skull cough, ur polar ray; 9th—gorgon's glare, shades, meteor span, time stop, wish.
Weakness (Ex): A Vampire Queen is At Bay from holy ground and creatures bearing holy symbols. A creature bearing a holy symbols can hold it aloft as a standard action to prevent the vampire queen from approaching it or targeting the user with a spell or vampire ability. An vampire queen take a -4 penalty to all ability scores while in daylight and cannot use any of her vampire supernatural ability.