Pathfinder NPC: General Cain Vampire Lord

General Cain prepares his troops for battle in the war with Nex
Image created by Arizona, legalese at bottom of the page.

I am immortal and feared.  I serve the greatest being that this pathetic world has ever known.  What else is there for me to do?

Sired by a pathetic vampire centuries ago I remember little of my life before turning.  I believe that I was a petty criminal already sucking the life from the peasants of the cities.  Stealing their coppers so that I may drink ale and bed whores.  This was enough for me as an immortal.

But I was taken as I was on a job.  Entered the wrong abode as the creature of the night sat feeding on the blood of a pig no less.  This feral creature was in the throws of bloodlust and pounced apon me.  My turning was painful, and thankfully solitary as the sire had returned, probably, to the sewers from which he emerged from.

My eyes opened I experienced as much as I could for my first fifty years.  I learnt the ways of spells and seeing arcane energies that lead me to the great Necromancer Geb.  He recruited me into his army and allowed me free reign to lead invasive strikes into the pathetic nation of Nex.  I feasted on their blood, raped their women and killed wantonly.  The citizens of Nex pronounced me a high enemy of their nation and named me Cain Blackheart.

The war is long ago now, though they still fear me and I believe that I am a figure of many folk tales and nursery rhymes to scare their children.  I for one though now work to remove the curse that holds my ruler in thrall.  Once he is released I will once again sweep a wave of fear and death throughout this accursed land.

Cain Blackheart    CR 17
XP 102400
Male Sylph Vampire Rogue 5/Sorcerer 11
CE Medium undead (outsider, native)
Init +12; Senses darkvision 60 ft.; Perception +33


AC 28, touch 22, flat-footed 19 (+8 Dex, +6 natural, +3 deflection, +1 dodge)
hp 165 (5d8+11d6+96); fast healing 5
Fort +9, Ref +17 (+1 bonus vs. traps), Will +9; +2 vs. sleep and charm, +4 bonus vs. channeled energy
Defensive Abilities channel resistance +4, evasion, trap sense, uncanny dodge; DR 10/lethal, 10/magic, 10/silver; Immune undead traits; Resist cold 10, electricity 10
Weakness vampire weaknesses


Speed 30 ft.
Melee +3 rapier +19/+14 (1d6+7/18-20/×2) and
   slam +11 (1d4+2/×2)
Special Attacks blood drain, children of the night, create spawn, dominate (DC 23), energy drain (2 levels, DC 23), grasp of the dead, sneak attack +3d6
Spell-Like Abilities
   8/day—grave touch
   1/day—feather fall (DC 16)
Sorcerer Spells Known (CL 11th; concentration +16):
5th (5/day)—cloudkill (DC 20), teleport, waves of fatigue
4th (7/day)—enervation, animate dead, phantasmal killer (DC 19), greater false life
3rd (7/day)—lesser animate dead, displacement, dispel magic, ray of exhaustion (DC 18), vampiric touch
2nd (7/day)—dust of twilight (DC 17), false life, see invisibility, touch of idiocy, alter self, blood transcription
1st (8/day)—protection from good, mage armor, cause fear (DC 16), chill touch (DC 16), chill touch (DC 16), charm person (DC 16)
0 (at will)—open/close (DC 15), detect magic, bleed (DC 15), touch of fatigue (DC 15), arcane mark, message, read magic, ghost sound (DC 15), prestidigitation (DC 15)


Str 18, Dex 26, Con —, Int 22, Wis 13, Cha 20
Base Atk +8; CMB +12; CMD 34
Feats Alertness, Combat Reflexes, Dodge, Eschew Materials, Greater Spell Penetration, Improved Initiative, Intimidating Prowess, Lightning Reflexes, Persuasive, Silent Spell, Sorcerous Bloodstrike, Spell Penetration, Stealthy, Still Spell, Toughness, Uncanny Alertness, Weapon Finesse
Skills Acrobatics +27, Appraise +15, Bluff +21, Diplomacy +7, Disguise +24, Escape Artist +17, Fly +16, Intimidate +30, Knowledge (arcana) +25, Knowledge (local) +25, Linguistics +13, Perception +33 (+35 to locate traps), Perform (sing) +16, Sense Motive +24, Sleight of Hand +16, Spellcraft +25, Stealth +28; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Aquan, Auran, Common, Dwarven, Elven, Gnome, Halfling, Ignan, Necril, Polyglot, Undercommon
SQ bloodlines (undead), change shape, gaseous form, rogue talents (bleeding attack +3, strong impression), shadowless, spider climb, trapfinding +2
Combat Gear Potion of haste, Potion of protection from fire, Potion of tongues, Ring of forcefangs, Wand of Inflict Moderate Wounds, Azure lily pollen, Smoke pellet (4), Tangleburn bag; Other Gear +3 Rapier, Belt of incredible dexterity +2, Headband of aerial agility (Cha +2), Ring of protection +3, Backpack (5 @ 15.3 lbs), Disguise kit (10 uses), Eyeglasses, Noble’s outfit, Reversible cloak, Thieves’ tools, masterwork, 7 GP, 8 SP

Special Abilities

Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage/round.
Blood Drain (Ex) Suck blood for 1d4 CON dam when pin foe and gain 5 Hp.
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Damage Reduction (10/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dominate (DC 23) (Su) As a standard action, can use dominate person on foe in 30 ft.
Energy Drain (2 levels) (DC 23) (Ex) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Gaseous Form (At will) (Su) Can assume gaseous form, except with 20 ft speed and perfect maneuverability.
Grasp of the Dead (1/day) (DC 20) (Su) 1/day, skeletal arms deal 11d6 damage, and shakes good creatures for 11 rounds, range 60′, 20′ burst. Creatures who fail their save may not move for 1 round.
Grave Touch (5 rds) (8/day) (Sp) Melee touch attack leaves target shaken for 5 rounds or frightened for 1 round.
Headband of aerial agility (Cha +2) +1 CL for spells/extracts that grant flight.
Ring of forcefangs This band negates any force spell or spell-like ability targeted at the wearer. Doing so gives the ring a number of charges equal to the spell level of the incoming force effect. The ring can hold a maximum of nine charges. If an incoming force attack would charge the ring beyond this limit, the ring does not negate the attack or gain charges, and the attack affects the wearer normally. On command, the wearer can use the ring’s charges to cast magic missile, unleashing one missile (1d4+1 force damage) per charge but no more than five missiles per round. Note: When first added, the magic missile spell for this ring will have all its charges expended – as the ring absorbs charges, these can be un-spent. Construction Requirements Forge Ring, Heighten Spell, magic missile; Cost 4,000 gp
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Silent Spell Cast a spell with no verbal components. +1 Level.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Sorcerous Bloodstrike (1/day) Regain a bloodline power when you reduce a creature to 0 or fewer hit points
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Still Spell You can cast a spell with no somatic components. +1 Level.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Alertness +1 on Perception and Sense Motive checks and a +2 bonus on saving throws against sleep and charm effects
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Undead Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.
Wand of Inflict Moderate Wounds Add this item to create a wand of a chosen spell.
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