Vampire Mastermind

The Vampire Mastermind is a Level 9 creature, with Armor Class 27 and 115 hit points. The Vampire Mastermind is a cunning undead strategist who commands both magical forces and legions of loyal thralls.

Vampire Mastermind, original Pathfinder 2e monster artwork by ZapGM

Stat Block

Abilities & Attacks

- **Children of the Night** (divine, enchantment, mental) - **Mist Escape** - **Change Shape** (concentrate, divine, polymorph, transmutation) Giant bat with fangs +19 for 2d8+9 piercing. - **Create Spawn** (divine, downtime, necromancy) - **Dominate** (divine, enchantment, incapacitation, mental, visual) 26 - **Drain Bonded Item** (arcane, wizard) **Requirements** The vampire hasn't acted yet on this turn. The vampire expends the power stored in its signet ring. This gives the vampire the ability to cast one prepared spell it had already previously cast today, without spending a spell slot. The vampire must still Cast a Spell and meet the spell's other requirements. - **Drink Blood** (divine, necromancy) When Drinking Blood, the vampire regains 10 HP. - **Steady Spellcasting** If another creature's reaction would disrupt the vampire mastermind's spellcasting action, the vampire attempts a DC 15 flat check. If the vampire succeeds, its action isn't disrupted. - **Turn to Mist** (concentrate, divine, transmutation)

Common Questions

How much HP does a Vampire Mastermind have?

115 hit points.

What level is a Vampire Mastermind?

Level 9.

What is a Vampire Mastermind's Armor Class?

AC 27.

How fast can a Vampire Mastermind move?

Speed 25 ft., climb 25 ft.

Use Vampire Mastermind at your table

Original custom artwork found nowhere else on the web, free to view. Copy-paste the full stat block straight into your notes, a Word doc, or your VTT, or sign in to claim Vampire Mastermind into a ZapGM campaign and customize it further.

Official stats from the Pathfinder 2e (Second Edition) System Reference Document (SRD), free to use under the ORC open license.

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