Sometimes called “Bloodsucker”s, these cowled, batlike humanoid creatures are not truly undead, just thirsty for blood. – Imban
Fangpire (CR 9)
XP 6,400
NE Medium monstrous humanoid
Init: +7; Senses darkvision 60 ft.; Perception +18
DEFENSE
AC 22, touch 14, flat-footed 18 (+4 armor, +3 Dex, +1 dodge, +4 natural)
hp 114 [168] (12d10+48) plus 14 [19] (1d10+9) temp
mp 31 (currently 28)
Fort +7, Ref +11, Will +11; +4 vs. disease, paralyze, poison, sleep, or stunning
DR 4/silver
Immune silence; Resist ice 8, lightning 8
Weakness fire
OFFENSE
Speed 30 ft.
Melee slam +18 (1d6+9 plus 4d6 shadow plus bleed plus drain)
Special Attacks bleed (1), Drain, Lifetap, Sonic Boom
Special Abilities Bat Form
Spells Known (FC CL 9th; concentration +14)
1st (DC 16) – Aero, Blizzard, Bone Armor (already cast)
2nd (DC 17) – Aero II, Blizzard II, False Life (already cast)
3rd (DC 18) – Aera, Aero III, Blizzard III, Fangs of the Vampire King, Vampiric Touch
TACTICS
Before Combat: If a fangpire knows combat is coming, it will buff itself with Fangs of the Vampire King. This decreases its physical slam damage to 1d6+6, but the extra attack is still generally worth it.
STATISTICS
Str 22, Dex 16, Con 16, Int 13, Wis 16, Cha 20
Base Atk +12; CMB +18; CMD 32
Feats Dodge, Improved Initiative, Improved Vital Strike, Power Attack, Toughness, Vital Strike
Skills Acrobatics +15, Bluff +17, Perception +18, Sense Motive +15, Stealth +18
Languages Common, Necril
SQ Spell Proficiency, Unholy Fortitude
SPECIAL ABILITIES
Bat Form (Su)
A fangpire may transform itself into a dire bat for up to 12 minutes. It loses its ability to speak while in this form because it is limited to the sounds that a normal, untrained bat can make, but it can communicate normally with other bats. Changing form (to bat or back) is a standard action and doesn’t provoke an attack of opportunity. It can use this ability eight times per day.
Its transformation works as per the beast shape II spell, granting the following abilities: fly 40 feet (good maneuverability).
Large animal: Since the form it takes is that of a Large animal, it gains a +2 size bonus to its Strength and a +2 natural armor bonus.
Drain (Su)
A fangpire’s slam attack deals an additional 4d6 shadow damage, granting the fangpire temporary hit points equal to the amount of shadow damage that it deals. It can’t gain more than the target’s current hit points + the target’s Constitution score (which is enough to kill the subject). These temporary hit points last for a maximum of 1 hour.
Sonic Boom (Su)
3/day as a standard action, a fangpire can flap the wings of its cloak incredibly fast, causing a sonic boom to rattle the skull of one enemy within 30 feet. That enemy takes 5d6 non-elemental damage and is Confused for 1d3 rounds, a DC 21 Will save halving the damage and negating the status effect.
ECOLOGY
Environment volcanic regions
Organization small group (1-3)
Treasure standard