Iron & Aether
Table of Contents

Undead

Undead are horrible monsters that originate from the Plane of Soul - the Dead Lands specifically - yet are able to reproduce and replicate with living beings, including and especially Sentients, typically through infection or some unnatural conversion process. Undead creatures are called such because of the state of their existence: they are neither living nor dead, yet they function, have goals, follow orders, and act on their instincts. Undead are feared by many, and not without good reason; the appearance of Undead outside of the Plane of Soul is almost never a good thing, and bloodshed is almost certain to follow.

Throughout the Dead Lands, Undead prowl, looking for Specters to consume and destroy for good. Most lower-Tier (and, not coincidentally, lower-INT) Undead, such as Zombies and Ghouls, simply roam and aimlessly look for Specters to consume, and on their own are no major threat, though packs of them can quickly become a major problem. Higher-Tier/higher-INT Undead, like Vampyre Lords, plot, plan, and scheme their way to consuming Specters, and in so doing are usually much more successful and much more feared.


Tier 0


Tiny
Deadlights are simple beings, and rarely act of their own accord. Similar in appearance to Will-o'-the-Wisps, except that they give off a sickening orange glow, and are much more likely to lead unwary travelers to their demise rather than simply lead them astray. Once a traveler has met their doom in the vicinity of a Deadlight - or more often, a cluster of them - the haunting wisps will feed on their soul as it vacates their body.

Statistics

STR 0 CON 1 AGI 4 DEX 0 INT .5 WIS 2 CHA 5
DEF 6 (Armor 2, Dodge 4), RaDEF 12
Health 10 (4d2 +4)
Damage Resistances Rot
Saves Fort. .5 (+1), Ref. 2 (+4), Will. 3.5 (+5)
Condition Immunities Prone
Condition Resistances Charmed, Frightened
Speed (Flying) 2.5m/sec
Action Skills Arcana 2 (+.5), Beguilement 3 (+5), Perception 3 (+2), Stealth 3
Senses Darkvision
Languages Animan (telepathy, 20m)
Locations The Plane of Soul, Forest, Ruins, Underground, Wetlands

Passive Abilities

Alluring Appearance. A creature that sees the Deadlight must succeed on a DR 16 Willpower save or become charmed by it for the next hour (30 minutes on a Partial Success); this DR increases by 1 for each additional Deadlight the creature sees, to a maximum of 20. A creature can attempt this save again once every 10 minutes until the effect wears off or if another creature attempts to bring them out of their trance, ending the effect early on a success. A creature that succeeds on this save is immune to this effect for 24 hours.
Death Sense. The Deadlight can sense whenever a creature within 30m of it dies or starts the process of Enduring.

Actions

Necromancy. The Deadlight has 10 Mana that it can use to cast the following spells: Hell's Bells, Die, Knockout, and Psychosomatic.

Tactics

Deadlights are too simple, unintelligent, and overall weak to wage any sort of conflict on their own; at most, they might lure a lone traveler into some sort of deadly environmental hazard, such as off a cliff. Instead, smarter and more capable creatures will team up with clusters of 2+1d4 Deadlights, using them to lure wanderers into their lairs to make killing them that much easier.

Treasure

Aether: Solid or gaseous Soul Aether, 1/4 lb.

Small/Medium/Big (Stats assume Medium)
A very simple Undead that is comprised entirely of just the bones of a creature, a Skeleton is simply a mindless drone that aimlessly wanders the Dead Lands, looking for Specters to consume. On other planes, a Skeleton mindlessly follows the orders of whoever summoned or created it.
Monstrous Skeleton. The Skeleton statistics assume the Skeleton is that of a Sentient, but this does not always need to be the case. In the case of monstrous Skeletons, it is best to modify the creature’s existing statistics to account for its new lack of life and flesh.

Statistics

STR .5 CON .5 AGI 2 DEX 3 INT 1 WIS 1 CHA 1
DEF 4 (Armor 2, Dodge 2), RaDEF 7
Health 12 (3d6 +1.5)
Damage Immunities Fatigue, poison
Damage Resistances Physical (bladed weapons)
Damage Vulnerabilities Physical (blunt weapons)
Saves Fort. .5 (+.5), Ref. 2.5 (+3), Will. 1 (+1)
Speed (Walking) 3m/sec
Action Skills Climb 3 (+.5), Intimidation 2 (+1), Perception 2 (+1), Sleight of Hand 2 (+3), Stealth 3 (+3)
Weapon Skills Archery or Firearm 3, Medium or Small 3
Senses Darkvision
Languages Animan

Passive Abilities

False Appearance. While immobile, the Skeleton looks exactly like a regular skeleton.

Actions

The Skeleton will have up to 2 of the listed melee weapons and up to 1 of the listed ranged weapons.
Club. Melee attack (short), 1 target, 1s, 3d4 +.5 physical damage.
Dagger. Melee attack (short), 1 target, 1s, 3d4 +3 physical damage.
Handaxe. Melee attack (short), 1 target, 1s, 3d4 +3 physical damage.
Shortsword. Melee attack (short), 1 target, 1s, 3d6 +3 physical damage.
Sword. Melee attack, 1 target, 1.5s, 3d6 +.5 physical damage.
Arquebus. Ranged attack (20/60), 1 target, 1.5s, 3d10 +3 physical damage: takes 30 seconds to reload.
Crossbow, Light. Ranged attack (40/120), 1 target, 1.5s, 3d6 +3 physical damage: takes 6 seconds to reload.
Flintlock. Ranged attack (10/30), 1 target, 1.5s, 3d8 +3 physical damage: takes 15 seconds to reload.

Tactics

Skeletons are not intelligent enough to form battle plans or think strategically on their own, and when left to their own devices will mindlessly attack whatever non-Undead they happen to come across. That being said, if someone or something is leading them or commanding their loyalty, they can be a terrifying force to deal with, as they do not fear death, get tired, or need to sleep, and they eat souls.

Treasure

Treasure: Whatever they are wielding and/or wearing.


Small/Medium/Big (Stats assume Medium)
A Specter, also known as a ghost, is the soul of a Sentient whose physical body has expired. Most of the time, when a Sentient dies, a Reaper quickly retrieves their soul and escorts it to the Dead Lands, where it will eventually be consumed and destroyed by a native Undead. Alternatively, some Specters are able to stick around on the Central Plane, typically those with a great emotional connection to an object or location near to where they died.
Plane of Soul Specter. The stats given for the Specter assume the characters will encounter one on the Central Plane. However, Specters on the Plane of Soul cannot fly and will not have the Incorporeal feature.

Statistics

STR 2 CON 2 AGI 2 DEX 2 INT 2 WIS 2 CHA 2
DEF 2 (Armor 1, Dodge 1), RaDEF 5
Health 27 (5d6 +10)
Damage Immunities All except true while incorporeal
Damage Resistances All except true
Saves Fort. 2 (+2), Ref. 2 (+2), Will. 2 (+2)
Condition Immunities Grappled, Petrified, Prone, Restrained, Sickened, Unconscious
Condition Resistances Frightened
Speed (Flying) 3m/sec
Action Skills Beguilement 2 (+2), Intimidation 3 (+2), Lore 2 (+2), Perception 3 (+2), Stealth 6 (+2)
Weapon Skills Any one, 2 proficiency
Senses Arcane darkvision
Languages The languages it knew in life and Animan
Locations Ruins, urbanity

Passive Abilities

Haunting Visage. A creature who sees the Specter must succeed on a DR 18 Willpower save or become frightened of them for the next hour, or only 30 minutes on a Partial Success; they can repeat this save every 10 minutes so long as they cannot see or hear the Specter, ending the effect early on a success. A creature that succeeds this save is immune to this effect for the next 24 hours. Should the Specter attempt to force the target to knowingly harm or kill themselves, they are forced out.
Incorporeal. The Specter can become incorporeal over the course of 1 second, becoming invisible and allowing them to move through solid objects with no difficulty, as well as making them immune to damage. They must take another second to become corporeal again.

Actions

Possess. 1 target, 3 seconds, DR 16 Willpower save; the Specter attempts to take possession of the target’s body, placing them fully under their control for the next 24 hours, at which point the Specter is forced out. Should the target fail the initial save, they can repeat it at the end of every hour while possessed. A target that succeeds on this save is immune to this effect for the next 24 hours.
Weapon Attack. Any weapon, 1 target, 1s+ (depending on the weapon), +2 damage.

Tactics

Specters on the Central Plane are not fighters, and do not actively seek to consume souls like other Undead. Rather, Specters on the Central Plane prefer to stick close to the place or object that they were attached to when they died, typically out of a desire to either protect it from others or protect others from it. To achieve this goal, they will either use their Haunting Visage to scare trespassers off or Possess the body of a more capable fighter to keep intruders at bay, including through lethal means if necessary.

Treasure

Aether: Liquid Soul Aether, ½ lb.


Small/Medium/Big (Stats assume Medium)
A Zombie is very similar to a Skeleton in pretty much every sense, except that it is a walking, rotting corpse instead of bones.
Infectious Zombie. An Infectious Zombie has the following addition to their Bite action: A creature who takes final damage from this attack must succeed on a DR 20 Fortitude save or be afflicted with Zombification, a disease that leaves them sickened and will cause them to become a Zombie 4d12 hours after being bitten unless they imbibe a Potion of Cure Disease or an exalted Potion of Healing. A creature reduced to 0 Health while afflicted with this disease immediately dies and rises again in 1d10 minutes as a Zombie.
Monstrous Zombie. The Zombie statistics assume the Zombie is that of a Sentient, but this does not always need to be the case. In the case of monstrous Zombies, it is best to modify the creature’s existing statistics to account for its new lack of life and living flesh.

Statistics

STR 1 CON .5 AGI 0 DEX 0 INT 0 WIS .5 CHA .5
DEF 0, RaDEF 3
Health 12 (3d6 +1.5)
Damage Immunities Fatigue, poison
Saves Fort. .75 (+1), Will. .5 (+.5)
Condition Immunities Frightened, unconscious
Condition Resistances Charmed, sickened
Condition Vulnerabilities Prone
Speed (Walking) 2m/sec
Action Skills Perception 2 (+.5), Stealth 2
Senses Darkvision
Languages Animan

Passive Abilities

False Appearance. While immobile, the Zombie looks exactly like a rotting corpse.

Actions

Bite. Melee attack, 1 target, 2s, 1d6 +1 physical damage.
Weapon Attack. Any weapon, 1 target, 1.5s+ (depending on the weapon), +1 (STR)/+0 (DEX) damage.

Tactics

Like Skeletons, Zombies are not intelligent enough to form battle plans or think strategically on their own, and when left to their own devices will mindlessly attack whatever non-Undead they happen to come across. That being said, if someone or something is leading them or commanding their loyalty, they can be a terrifying force to deal with, as they do not fear death, get tired, or need to sleep, and they eat both flesh and souls.

Treasure

Treasure: Whatever the Zombie is wearing and wielding.


Small/Medium/Big (Stats assume Medium)
A Runner Zombie is a rotting, decaying corpse that still has good use and control over its body, and is usually in far better shape than their normal counterparts. Whereas regular Zombies are barely an inconvenience, Runner Zombies can be absolutely terrifying and a real threat, especially in groups.

Statistics

STR 3 CON 1.5 AGI 4 DEX 1 INT 0 WIS .5 CHA 1
DEF 2 (Dodge 2), RaDEF 5
Health 20 (4d6 +6)
Damage Immunities Fatigue, poison
Saves Fort. 2.25 (+3), Ref. 2.5 (+4), Will. .75 (+1)
Condition Immunities Frightened, unconscious
Condition Resistances Charmed, sickened
Speed (Walking) 4m/sec
Action Skills Climb 4 (+3), Perception 3 (+.5), Swim 3 (+3)
Weapon Skills Unarmed 2, Small or Medium 2
Senses Darkvision
Languages Animan

Passive Abilities

False Appearance. While immobile, the Runner Zombie looks exactly like a rotting corpse.

Actions

Bite. Melee attack, 1 target, 1.5s, 2d6 +3 physical damage.
Weapon Attack. Any weapon, 1 target, 1s+ (depending on the weapon), +3 (STR)/+1 (DEX) damage.

Tactics

Zombie Runners are obviously not any more cognitively capable than their slower brethren, but they make up for this with their tendency to quickly and brutally overwhelm their prey in sheer force and numbers. When engaging in combat, Runners will almost always attempt to tackle their prey in order to make them that much easier to gang up on and overwhelm.

Treasure

Treasure: Whatever the Runner Zombie is wearing and wielding.

Tier 1



Big
Ghastly creatures with grey-white or grey-green skin, long, sharp claws, milky white eyes, and a set of sharp pointed teeth that are more often blood-drenched than not, ghouls strike both terror and disgust into any who behold their necrotic visage.

Statistics

STR 3.5 CON 3 AGI 4 DEX 2 INT 1 WIS 1 CHA 1.5
DEF 10 (Armor 8, Dodge 2), RaDEF 12
Health 52.5 (7d8 +21)
Damage Immunities Poison
Damage Resistances Fatigue
Saves Fort. 3.25 (+3.5), Ref. 3 (+4), Will. 1.25 (+1.5)
Condition Immunities Sickened
Condition Resistances Frightened
Speed (Walking) 4.5m/sec
Action Skills Climb 4 (+4), Perception 3 (+1), Stealth 2 (+2), Swim 2 (+4)
Weapon Skills Unarmed 4
Senses Arcane darkvision
Languages Animan

Passive Abilities

Blood Acuity. A Ghoul has advantage on Perception checks to detect bleeding creatures.
Paralyzing or Sickening Touch. Whenever the Ghoul makes physical contact with a living creature (such as by dealing final damage to them), that creature must succeed on a DR 20 Fortitude save or be paralyzed or sickened (GM's choice) for the next minute, or only 30 seconds on a Partial Success; except for their next turn (unless they got a Partial Success), the victim can repeat this save at the end of each of their turns to end the effect early. A creature that succeeds on this save is immune to this effect for the next minute.
Ravenous Hunger. While eating, a Ghoul has disadvantage on all Perception checks.

Actions

Bite. Melee attack (short), 1 target, 1.5s, 4d6 +4 physical damage.
Claws. Melee attack, 1 target, 1s, 4d6 +4 physical damage.

Tactics

Typically, Ghouls hunt in groups of 2+1d2, as this group size allows them both strength in number and to move quickly and stealthily. If given the chance - such as when taking foes by surprise - Ghouls prefer to tackle their prey to give themselves an immediate advantage.

Treasure

Aether: Solid and liquid Soul Aether, 2 lb.

Medium
Appearing as a shadowy humanoid with a semi-solid body when in anything less than bright light, Life Drinkers, as the name would imply, feed on the forces of Life to sustain themselves; while they can subsist on Specters, they prefer to feast on souls while they still inhabit living bodies whenever possible. With their ghoulish appearances, semi-intangibility, and ability to blend extremely well into the shadows, even lone Life Drinkers can make for extremely nightmarish opponents.

Statistics

STR .5 CON 1 AGI 4 DEX 3 INT 2 WIS 2 CHA 3.5
DEF 8 (Armor 4, Dodge 4), RaDEF 11
Health 22.5 (5d6 +5)
Damage Immunities All except true when in complete darkness
Damage Resistances All except true and burn when in dim light, rot and freeze always
Damage Vulnerabilities Burn when in bright light
Saves Fort. .75 (+1), Ref. 3.5 (+4), Will. 2.75 (+3.5)
Condition Immunities Grappled and restrained while in complete darkness
Condition Resistances Grappled and restrained while in dim light
Condition Vulnerabilities Blinded and frightened while in bright light
Speed (Walking) 4m/sec
Action Skills Climb 2 (+.5), Intimidation 4 (+3.5), Perception 3 (+2), Stealth 5 (+3)
Weapon Skills Aether 3, Unarmed 4
Senses Arcane darkvision
Languages Animan
Locations The Plane of Soul, Ruins, Urbanity

Passive Abilities

Shadow Attunement. While in complete darkness, the Life Drinker has advantage on Stealth checks and can become completely intangible at will.
Soul Consumption. A being killed by a Life Drinker immediately has their soul consumed by it; any separate fragments of their soul not attached to their body survive.

Actions

Necromancy. The Life Drinker is considered a 2nd-level Aetherian and can cast the following Death and Decay spells: Douse, Siphon, Fear, and Kill.
Bite. Melee attack (short), 1 target, 1.5s, 4d6 +4 physical/rot damage.
Claws. Melee attack (short), 1 target, 1s, 4d6 +4 physical/freeze/rot damage.

Tactics

Since Life Drinkers are nigh invulnerable in the darkness, they tend to use it to their advantage, eliminating light sources and ambushing their prey (if not killing them outright) from stealth before they have a chance to rally, illuminate the battlefield, and fight back. Typically, Life Drinkers will attack in groups of 2 + 1d4.

Treasure

Aether: Solid Soul Aether, 1/2 pound
Large
A large, shadowy, decayed-looking flying creature that, like all other Undead, consumes souls to sustain itself. It appears to be a horrifying amalgam of a massive bat and a ghoul, and it feasts like a feral wyvern.

Statistics

STR 4 CON 3 AGI 2 DEX .5 INT 1 WIS 2 CHA 2.5
DEF 12 (Armor 12), RaDEF 13
Health 68 (8d10 +24)
Saves Fort. 3.5 (+4), Ref. 1.25 (+2), Will. 2.25 (+2.5)
Speed (Flying) 4m/sec
Speed (Walking) 2m/sec
Action Skills Intimidation 3 (+2.5), Perception 5 (+2), Stealth 2 (+.5)
Weapon Skills Aether 3, Unarmed 4
Senses Darkvision

Actions

Screech. Cone (5m), 2s, 4d6 +3 sonic damage: all creatures in the AoE must make a Fort. save against the total damage rolled or be deafened for 1 minute, or only 30 seconds on a Partial Success.
Wing Beat. Sphere (6m), 3s, 4d6 +4 physical damage; all creatures in the AoE must make a Fort. save against the total damage rolled or be knocked 2 meters back and knocked prone (targets that get a Partial Success are pushed back but are not knocked prone); being moved in this way does not provoke Opportunity Attacks.
Necromancy. The Necrowing is considered a 2nd-level Aetherian and can cast the following spells: Fear, Nightmare.
Bite. Melee attack, 1 target, 2s, 4d8 +4 physical damage.
Claws. Melee attack, 1 target, 1s, 4d8 +4 physical damage.

Tactics

Given their large size, Necrowings don't feel the need to travel in large groups, typically travelling (and by extension attacking) in groups of 1d3. When they do attack, they prefer to use their Necromancy to keep their prey terrified and disorganized, while using flying hit-and-run attacks to do maximal damage with minimal risk.

Treasure

Aether: Solid and gaseous Soul Aether, 4 lb.

Small/Medium/Big (Stats assume Medium)
An Undead that is unique in the sense that it specifically targets Sentients and not other Undead, a Poltergeist can be thought of as an advanced Specter; when a Specter has spent many years on the Central Plane, becoming more and more enraged and/or unhinged due to a combination of loneliness, unresolved business, spending far too much time on the wrong plane of existence, or some other cause, they become a Poltergeist, murderous and outright hostile towards any Sentients that have the misfortune of encountering them. This change gives them a somewhat new form, one that reflects their viler nature, as well as some new abilities.

Statistics

STR 3 CON 2 AGI 3 DEX 3 INT 1 WIS 1 CHA 3
DEF 4 (Armor 1, Dodge 3), RaDEF 7
Health 55 (10d6 +20)
Damage Immunities All except true while incorporeal
Damage Resistances All except true
Saves Fort. 2.5 (+3), Ref. 3 (+3), Will. 2 (+3)
Condition Immunities Frightened, Grappled, Petrified, Prone, Restrained, Sickened, Unconscious
Speed (Flying) 3.5m/sec
Action Skills Intimidation 4 (+3), Lore 2 (+1), Perception 4 (+1), Stealth 6 (+3)
Senses Arcane darkvision
Languages Animan

Passive Abilities

Horrifying Visage. A creature who sees the Poltergeist must succeed on a DR 22 Willpower save or become frightened of them for the next hour, or only 30 minutes on a Partial Success; they can repeat this save every 10 minutes so long as they cannot see or hear the Poltergeist, ending the effect early on a success. A creature that succeeds this save is immune to this effect for the next 24 hours.
Incorporeal. The Poltergeist can become incorporeal over the course of 1 second, becoming invisible and allowing them to move through solid objects with no difficulty, as well as making them immune to damage. They must take another second to become physical again, allowing them to attack and be attacked.
Telekinesis. The Poltergeist can lift and throw objects with their mind in the same manner as the Psychokinetic’s Telekinesis class feat, with the following restrictions: the object(s) cannot weigh more than 250 pounds and cannot be more than 30 meters away from the Poltergeist. They can exert fine control over objects while incorporeal, but throwing them or using them in combat ends their incorporeality.

Actions

Possess. 1 target, 3 seconds, DR 20 Willpower save; the Poltergeist attempts to take possession of the target’s body, placing them fully under their control for the next 24 hours, at which point the Poltergeist is forced out. Should the target fail the initial save, they can repeat it at the end of every hour while possessed. A target that succeeds on this save is immune to this effect for the next 24 hours. Should the Poltergeist attempt to force the target to knowingly harm or kill themselves, they are forced out.
Telekinetic Throw. Ranged attack (30), 1 target, 1s, 4 proficiency, +1 damage.

Tactics

There is typically only one Poltergeist per haunted location, though particularly large locations (such as abandoned insane asylums) may have multiple, and they may share territories in this location or seclude themselves to their own segment of their chosen haunt. When intruders do find their way into the Poltergeist's lair, the Poltergeist will typically allow them to get quite deep into the location, using their Telekinesis to trap their victims inside and cut off their routes of escape, then using a combination of their Horrifying Visage, Possess, and Telekinesis abilities to both frighten and kill the intruders as they desire. Should they possess a creature and use them for violence, they will fight with frenzy and absolute abandon, not caring if their victim is injured or killed in the fray - if anything, they would prefer such an outcome.

Treasure

Aether: Liquid Soul Aether, 1 lb.


Small/Medium/Big (Stats assume Medium)
When a Sentient is killed by a Vampyre or Vampyre Lord, and their corpse fed or injected with that same Vampyre’s blood, they become a Minor Vampyre Spawn. The Spawn is no longer sentient by any stretch, and is essentially a walking talking drone under the Vampyre’s control, an extension of their will. A typical Vampyre can only have one, maybe 2 Minor Spawn, while a Vampyre Lord can have up to 6 Minor Spawn, 2 Major Spawn, or some combination of the two under their control at once; any more and their will would be overextended. Should the controlling Vampyre die, the Minor Spawn under its control will immediately be subjected to fatal seizures, dying within a couple of minutes.
Stat Changes. A Sentient that has been turned into a Minor Vampyre Spawn gains the following stat alterations, as well as any abilities detailed in the Minor Vampyre Spawn statistics that they did not already have:
STR +1, CON +.5, AGI +1, DEX +.5, CHA -1

Statistics

STR 3 CON 2.5 AGI 3 DEX 2.5 INT 2 WIS 2 CHA 1
DEF 3.5 (Armor 1, Dodge 2.5), RaDEF 6.5
Health 72 (12d6 +30)
Damage Resistances Freeze
Damage Vulnerabilities Burn
Saves Fort. 2.75 (+3), Ref. 2.75 (+3), Will. 1.5 (+2)
Condition Immunities Charmed, frightened, sickened
Speed (Walking) 3.5m/sec
Action Skills Beast Handling 2 (+2), Beguilement 3 (+1), Insight 2 (+2), Intimidation 3 (+1), Lore 2 (+2), Perception 4 (+2), Persuasion 3 (+1), Sleight of Hand 3 (+2.5), Stealth 4 (+2.5), Survival 2 (+2), Swim 2 (+3)
Weapon Skills Unarmed 4
Senses Darkvision
Languages Animan and the languages it knew in life

Passive Abilities

Blood Acuity. The Minor Spawn has advantage on Perception checks to detect bleeding creatures.
Blood Thirst. The Minor Spawn must drink at least 1 quart of Sentient blood a day or they will begin to starve and eventually die, losing Health equivalent to 25% of its Maximum (18) for every 24 hours that it goes without the necessary amount of blood; this Health cannot be regained until the Spawn slakes its thirst.
Regeneration. The Minor Spawn regains 1d2 +1.5 Health at the start of each of their turns while their Health is >0 and they are not on fire.
Vampyre Climb. The Spawn can climb vertical surfaces and upside-down without needing to make a check.

Actions

Drink. Melee attack, 1 target that is grappled by the Spawn, 3s, 1d6 +3 final rot damage; the target’s Maximum Health is reduced by the amount of damage dealt until their next day’s rest; a target reduced to 0 Health via this attack dies instantly and their soul is immediately consumed by the Spawn unless the victim has precautionary measures in place, such as a Soul Jar or the Death Ward spell.
Bite. Melee attack (short), 1 target, 1.5s, 4d6 +3 physical damage: if the Spawn deals final damage with this attack, they can attempt to grapple the target as part of the same action.
Claws. Melee attack (short), 1 target, 1s, 4d6 +3 physical damage.

Tactics

Vampyre Lords rarely separate their Minor Spawn, given that by themselves they are fairly weak and vulnerable. As such, the Minor Spawn are almost always together, unless given a task that they believe is relatively safe/low-risk and can be done fairly quickly, or that they must be alone for, such as subterfuge or some other such mission; in fact, due to their frailty, Minor Spawn are typically sent on clandestine tasks (e.g. theft, intelligence gathering, assassination, etc.) that are unlikely to involve combat, since they would probably not survive any sort of violent skirmish with a trained and well-armed force. Additionally, to make up for their poor natural defenses, Vampyre Lords will outfit their Spawn with whatever armor they need or are otherwise most comfortable with. When the Minor Spawn do have to do battle, they will typically try to gang up on individual combatants in order to finish each one off as quickly as possible. Lastly, Minor Spawn will almost never use weapons unless deemed absolutely necessary, believing their teeth and claws to be enough to finish off any potential opponent.

Treasure

Aether: Liquid Death Aether, 1 lb.
Alchemy Ingredients: Up to 1 Poison and 1 Potion Ingredients (DR 14: Medicine or Survival)
Treasure: Whatever the Spawn is wielding and wearing.


Spellcasting Zombie.

Statistics

STR CON AGI DEX INT WIS CHA
DEF (Armor , Dodge ), RaDEF
Health (d +)
Damage Immunities
Damage Resistances
Damage Vulnerabilities
Saves Fort. (+), Ref. (+), Will. (+)
Condition Immunities
Condition Resistances
Condition Vulnerabilities
Speed Walking feet
Action Skills
Weapon Skills
Senses
Languages Animan

Passive Abilities

Amphibious.

Actions


Tactics


Treasure

Aether:

Small/Medium/Big (Stats assume Medium)
When a low-level (1st-6th level) Aetherian loses their life, instead of a typical Specter, they become a Wraith, a ghostly being that is capable of casting spells. Though not inherently malicious, they can be convinced to perform evil deeds the same as any other Sentient can. Animancers in particular are more likely to be able to stay on the Central Plane after their death due to their inherent command over life and death.
Plane of Soul Wraith. The stats given for the Wraith assume the characters will encounter one on the Central Plane. However, should the PCs travel to the Plane of Soul, the Wraiths there cannot fly and will not have the Incorporeal feature.

Statistics

STR 2 CON 2.5 AGI 2 DEX 2 INT 3 WIS 3 CHA 2.5
DEF 2 (Armor 1, Dodge 1), RaDEF 5
Health 72 (12d6 +30)
Damage Immunities All except true (while incorporeal)
Damage Resistances All except true
Saves Fort. 2.25 (+2.5), Ref. 2 (+2), Will. 2.75 (+3)
Condition Immunities Grappled, Petrified, Prone, Restrained, Sickened, Unconscious
Condition Resistances Frightened
Speed (Flying) 3m/sec
Action Skills Arcana 3 (+3), Beguilement 2 (+2), Intimidation 4 (+2), Lore 3 (+3), Perception 3 (+2), Stealth 3 (+2)
Weapon Skills Aether 4
Senses Darkvision
Languages The languages it knew in life and Animan

Passive Abilities

Haunting Visage. A creature who sees the Wraith must succeed on a DR 18 Willpower save or become frightened of them for the next hour, or only 30 minutes on a Partial Success; they can repeat this save every 10 minutes so long as they cannot see or hear the Wraith, ending the effect early on a success. A creature that succeeds this save is immune to this effect for the next 24 hours.
Incorporeal. The Wraith can become incorporeal over the course of 1 second, becoming invisible and allowing them to move through solid objects with no difficulty, as well as making them immune to damage; they cannot cast spells while in this state, and must take another 1 second to become corporeal again in order to do so.

Actions

Aether. The Wraith is a 6th-level Aetherian of any type, though their Aether proficiency is 4 instead of 3; they use their INT for their spell damage bonus and ASDR, which is 18; due to its DEX, the Casting Time of spells is reduced by .5 seconds; they cannot cast while incorporeal.
Possess. 1 target, 3s, DR 18 Willpower save: the Wraith attempts to take possession of the target’s body, placing them fully under their control for the next 24 hours, at which point the Wraith is forced out. Should the target fail the initial save, they can repeat it at the end of every hour while possessed. A target that succeeds on this save is immune to this effect for the next 24 hours. Should the Wraith attempt to force the target to knowingly harm or kill themselves, they are forced out.

Tactics

Wraiths do not necessarily oppose working with other creatures, but prefer to be left to their own devices whenever possible. During combat, a Wraith will hang back, out of the thick of the fighting, using their spells to pick off targets and support their allies as much as possible. Should they become the subject or target of a creature's attacks, they will use their Incorporeal feature (or their spells if that is the better option) to get themselves to safety; if they feel the battle is turning against their side or is otherwise doomed for failure, they will abandon the fighting altogether and flee to safety.

Treasure

Aether: Liquid Death Aether, 1 lb.

Tier 2




Statistics

STR CON AGI DEX INT WIS CHA
DEF (Armor , Dodge ), RaDEF
Health (d +)
Damage Immunities
Damage Resistances
Damage Vulnerabilities
Saves Fort. (+), Ref. (+), Will. (+)
Condition Immunities
Condition Resistances
Condition Vulnerabilities
Speed Walking feet
Action Skills
Weapon Skills
Senses
Languages Animan

Passive Abilities

Amphibious.

Actions


Tactics


Treasure

Aether:

Big
Should a powerful Aetherian (7th-12th level) die, or if a Wight's or Wraith's power is able to grow unimpeded, then a Lich will form, an intelligent and more than capable spellcasting Undead with a growing hunger for souls.
Plane of Soul Lich. The stats given for the Lich assume the characters encounter one on the Central Plane. However, should the PCs travel to the Plane of Soul, the Liches there do not have the Incorporeal feature.

Statistics

STR 1 CON 1 AGI 3 DEX 3 INT 4 WIS 3 CHA 3
DEF 3 (Armor 1, Dodge 2), RaDEF 5
Health 132 (24d8 +24)
Damage Immunities Fatigue, Poison
Damage Resistances All except true
Saves Fort. 1 (+1), Ref. 3 (+3), Will. 3 (+3)
Condition Immunities Frightened, Prone, Sickened
Condition Resistances Unconscious
Speed (Flying) 4m/sec
Action Skills Arcana 5 (+4), Beguilement 3 (+3), Intimidation 4 (+3), Lore 5 (+4), Perception 3 (+3), Stealth 3 (+3)
Weapon Skills Aether 5
Senses Arcane darkvision
Languages The languages it knew in life and Animan

Passive Abilities

Frightening Presence. Any creatures within 10 meters of the Lich that can see or hear it must succeed on a DR 24 Willpower save or become frightened of them for the next hour, or only 30 minutes on a Partial Success; they can repeat this save every 10 minutes so long as they cannot see or hear the Lich, ending the effect early on a success. A creature that succeeds this save is immune to this effect for the next hour.
Incorporeal. The Lich can become incorporeal over the course of 1 second, becoming invisible and allowing them to move through solid objects with no difficulty, as well as making them immune to damage; they cannot cast spells while in this state, and must take another 1 second to become corporeal again in order to do so.

Actions

Petrifying Gaze. Ranged attack (10), 1 target, Willpower save vs. the Lich's CHA check; should the target fail, they are paralyzed with fear until the end of their next turn (50% chance of happening on a Partial Success); recharges at the start of the Lich's second next turn.
Aether. The Lich is a 12th-level Aetherian of any type, though their Aether proficiency is 5 instead of 4; it uses its INT for its spell damage bonus and ASDR, which is 26; due to their DEX, the Casting Time of Spells is reduced by .5 seconds; they cannot cast while incorporeal.

Tactics

Much like Wraiths, Liches are solitary beings, though with their growing power and hunger prefer solitude even more than their weaker spectral brethren. Though they can be convinced to work with others, they prefer to be in charge or at least have some measure of authority when they do, as they believe their power makes them better than their comrades, who they will almost always view as underlings unless given a good reason not to.

Treasure

Aether: Liquid and Solid Death Aether, 4 lbs.


Small/Medium/Big (Stats assume Medium)
When a particularly intelligent, wise, or strong-willed Sentient (or an Aetherian) is made into a Vampyre Spawn, they become a Major Vampyre Spawn, as opposed to a Minor Spawn. This Spawn does have a will of their own, and though they are usually loyal to the Vampyre Lord that created them, there is enough will in them to allow for a degree of freedom, though to call them sentient would be misleading. Cases of Major Vampyre Spawns becoming disloyal to their creator are heard of, but are incredibly rare. When the controlling Vampyre Lord dies, Major Spawns will suffer a terrible migraine and be reduced to 1 Health for the next 24 hours, dying if they do not feed by the end of that time. After that, they are effectively free beings, no longer under their Lord's control and able to continue their existence in any way they see fit until they die of old age, which takes about 400 years to occur after their controlling Lord has died.
Like their creators, Vampyre Spawns Major and Minor feast on the blood of living Sentients to survive. Additionally, another factor that makes Major Vampyre Spawns unique is that they are able to breed with living Sentients, creating Dhampir.
Stat Changes. A Sentient that has been turned into a Major Vampyre Spawn gains the following stat alterations, as well as any abilities detailed in the Major Vampyre Spawn statistics that they did not already have:
STR +2, CON +1, AGI +3, DEX +1, CHA +1

Statistics

STR 4 CON 3 AGI 5 DEX 3 INT 3 WIS 3 CHA 4
DEF 8 (Armor 3, Dodge 5), RaDEF 11
Health 130 (20d6 +60)
Damage Resistances Freeze, Poison, Rot
Damage Vulnerabilities Burn
Saves Fort. 3.5 (+4), Ref. 4 (+5), Will. 3.5 (+4)
Condition Immunities Charmed, frightened, sickened
Condition Resistances Prone
Speed (Walking) 4.5m/sec
Speed (Flying) 2.25m/sec
Action Skills Arcana 2 (+3), Beast Handling 3 (+3), Beguilement 4 (+4), Insight 4 (+4), Intimidation 5 (+4), Lore 3 (+3), Perception 5 (+3), Persuasion 4 (+1), Sleight of Hand 4 (+3), Stealth 5 (+3), Survival 3 (+3)
Weapon Skills Aether 3, Unarmed 5, any two more (5 proficiency each)
Senses Arcane darkvision
Languages Animan and the languages it knew in life

Passive Abilities

Blood Acuity. The Major Spawn has advantage on Perception checks to detect bleeding creatures.
Blood Thirst. The Major Spawn must drink at least 1 quart of Sentient blood a day or they will begin to starve and eventually die, losing Health equivalent to 25% of its Maximum (32.5) for every 24 hours that it goes without the necessary amount of blood; this Health cannot be regained until the Spawn slakes its thirst.
Foot in the Grave. The Major Spawn has advantage on saves against poisons and diseases.
Regeneration. The Major Spawn regains 1d3 +1.5 Health at the start of each of their turns while their Health is >0 and they are not on fire.
Vampyre Climb. The Major Spawn can climb vertical surfaces and upside-down without needing to make a check.

Actions

Drink. Melee attack, 1 target that is grappled by the Major Spawn, 3s, 2d8 +4 final rot damage; the target’s Maximum Health is reduced by the amount of damage dealt until their next day’s rest; a target reduced to 0 Health via this attack dies instantly and their soul is immediately consumed by the Major Spawn unless the victim has precautionary measures in place, such as a Soul Jar or the Death Ward spell.
Animancy. The Major Spawn is a 5th-level Animancer that can only cast Death spells; it uses its CHA for its spell damage bonus and ASDR, which is 17; due to their DEX, the Casting Time of spells is reduced by .5 seconds; if they were already an Aetherian in life, they retain those abilities and do not gain this ability.
Bite. Melee attack (short), 1 target, 3s, 5d6 +4 physical damage; if the Major Spawn deals final damage with this attack, they can attempt to grapple the target as part of the same action.
Claws. Melee attack (short), 1 target, 1s, 5d6 +4 physical damage.
Weapon Attack. Any weapon, 1 target, 1s+ (depending on the weapon), 5 proficiency, +4 (STR)/+3 (DEX) damage.

Tactics

Major Vampyre Spawn, given their more sapient and overall capable nature, are usually entrusted with matters that are important to the Vampyre Lord or are otherwise required for the Lord's over-arching plans. In combat, they prefer to hang back and command their forces from a position of relative safety, supporting them with spells and only engaging in the fray when necessary. Additionally, though it is not reflected in their statistics, Major Spawn will wear armor whenever they are away from their homes or whatever other place they deem safe.

Treasure

Aether: Liquid Death Aether, 3 lbs.
Alchemy Ingredients: Up to 1 Poison, 1 Elixir, and 1 Potion Ingredients (DR 14: Medicine or Survival)
Treasure: Whatever the Major Spawn is wielding and wearing.

Tier 3


Big

Statistics

STR CON AGI DEX INT WIS CHA
DEF (Armor , Dodge ), RaDEF
Health (d +)
Damage Immunities
Damage Resistances
Damage Vulnerabilities
Saves Fort. (+), Ref. (+), Will. (+)
Condition Immunities
Condition Resistances
Condition Vulnerabilities
Speed Walking feet
Action Skills
Weapon Skills
Senses
Languages Animan

Passive Abilities

Amphibious.

Actions


Tactics


Treasure

Aether:


Statistics

STR CON AGI DEX INT WIS CHA
DEF (Armor , Dodge ), RaDEF
Health (d +)
Damage Immunities
Damage Resistances
Damage Vulnerabilities
Saves Fort. (+), Ref. (+), Will. (+)
Condition Immunities
Condition Resistances
Condition Vulnerabilities
Speed Walking feet
Action Skills
Weapon Skills
Senses
Languages Animan

Passive Abilities

Amphibious.

Actions


Tactics


Treasure

Aether:


Statistics

STR CON AGI DEX INT WIS CHA
DEF (Armor , Dodge ), RaDEF
Health (d +)
Damage Immunities
Damage Resistances
Damage Vulnerabilities
Saves Fort. (+), Ref. (+), Will. (+)
Condition Immunities
Condition Resistances
Condition Vulnerabilities
Speed Walking feet
Action Skills
Weapon Skills
Senses
Languages Animan

Passive Abilities

Amphibious.

Actions


Tactics


Treasure

Aether:
Big
Intelligent and nefarious (though prideful to the point of hubris) Undead that bear the appearance of tall humanoid Sentients, with the exceptions of an extra eye on each side of their face, a propensity to click their jaws when they speak, and a tendency to salivate heavily in the presence of Sentient blood, Vampyres are powerful beings justifiably feared the world over. They are fierce, frenzied hunters who will stop at nothing to satisfy their hunger, using their arachnid characteristics to stalk and trap their prey, which they will keep alive for the dual purposes of having a fresh blood supply on-hand and because they revel in their victims' fear and agony. Standard Vampyres are not functionally immortal (living about a thousand years or so), though they do seem that way to Sentients.

Statistics

STR 6 CON 4 AGI 6 DEX 5 INT 4 WIS 4 CHA 5
DEF 17 (Armor 10, Dodge 7), RaDEF 19
Health 212.5 (25d8 +100)
Damage Resistances Fatigue, Freeze, Poison
Damage Vulnerabilities Burn
Saves Fort. 5 (+6), Ref. 5.5 (+6), Will. 4.5 (+5)
Condition Immunities Charmed, frightened, grappled, prone, restrained
Condition Resistances Sickened
Speed (Walking) 5m/sec
Speed (Flying) 2.5m/sec
Action Skills Appraisal 3 (+4), Arcana 3 (+4), Deception 4 (+5), Insight 4 (+4), Intimidation 5 (+6), Lore 3 (+4), Nature 2 (+4), Navigation 2 (+4), Perception 5 (+4), Persuasion 3 (+6), Sleight of Hand 4 (+5), Stealth 5 (+5)
Weapon Skills Aether 4, Unarmed 6, any one more (5 proficiency)
Senses Arcane darkvision, infrared vision
Languages Common, Animan

Passive Abilities

Beast Speech (Spiders). The Vampyre can fluently communicate with spiders verbally.
Blood Tunnel Vision. The Vampyre has advantage on Perception checks to detect bleeding creatures; however, while in the presence of blood, they have disadvantage on Perception checks to perceive anything else.
Blood Thirst. The Vampyre must drink at least 2 quarts of Sentient blood every day or they will begin to starve and eventually die, losing Health equivalent to 25% of its Maximum (53) for every 24 hours that it goes without the necessary amount of blood; this Health cannot be regained until the Vampyre slakes its thirst. If the Vampyre consumes a soul, then their thirst is sated for 6 days.
Foot in the Grave. The Vampyre has advantage on saves against poisons and diseases.
Regeneration. The Vampyre regains 1d4 +2 Health at the start of each of their turns while they are not on fire.
Vampyre Climb. The Vampyre can climb vertical surfaces and upside-down without needing to make a check.
Web Sense. While in contact with a web, the Vampyre knows the exact location of any other creature in contact with the same web.
Web Walker. The Vampyre ignores movement restrictions caused by webbing.

Actions

Drink. Melee attack, 1 target that is grappled by the Vampyre, 2.5s, 3d8 +6 final rot damage: the target’s Maximum Health is reduced by the amount of damage dealt until their next day’s rest; a target reduced to 0 Health via this attack dies instantly and their soul is immediately consumed by the Vampyre unless the victim has precautionary measures in place, such as a Soul Jar or the Death Ward spell.
Hypnosis (1/midnight). The Vampyre can cast the Charm (Magimancy) spell over the course of 3 seconds on any creature that they are making eye contact with and within 10m of.
Shapeshifting. The Vampyre can take 3 seconds to transform between a spider and their original form.
Summon Spider Swarm (3/midnight). The Vampyre can take 5 seconds to summon 1d4 Insect Swarms (spiders specifically) that will protect the Vampyre or attack the its foes, at the Vampyre's discretion.
Web. The Vampyre has an orifice in its lower back out of which it can unspool silk at a rate of 1 meter/sec, creating a web over the course of anywhere from a few minutes to a few hours.
Animancy. The Vampyre is a 7th-level Animancer that can only cast Death and Decay spells; it uses its CHA for its spell damage bonus and ASDR, which is 21; due to its DEX, the Casting Time of spells is reduced by 1 second.
Bite. Melee attack (short), 1 target, 2.5s, 6d6 +5 physical damage: if the Vampyre deals final damage with this attack, they can attempt to grapple the target as part of the same action.
Claws. Melee attack (short), 1 target, .5s, 6d6 +6 physical damage.
Weapon Attack. Any weapon, 1 target, .5s+ (depending on the weapon), +6 (STR)/+5 (DEX) damage.

Tactics

Vampyres believe themselves better than Sentients in every way: stronger, smarter, older and with more abilities than the vast majority of them. Because of this, they tend to underestimate their prey, and have no issues pursuing prey by themselves or with their Spawn (if they have one) in tow, even if they have banded together to form a hunting or war party for whatever reason. In regards to weapons and armor, it varies based on the preferences of each individual Vampyre, though they will never wear Heavy Armor as it restricts their movement too much. If they are faced with a particularly tough opponent, the Vampyre will take the time to craft a trap using their webbing, spider friends, and Aether.

Treasure

Aether: Liquid Death Aether, 4 lbs.
Alchemy Ingredients: Up to 2 Elixir, 1 Poison, and 1 Potion Ingredients (DR 16: Medicine or Survival)
Treasure: Whatever the Vampyre is wielding and wearing.

Tier 4




Statistics

STR CON AGI DEX INT WIS CHA
DEF (Armor , Dodge ), RaDEF
Health (d +)
Damage Immunities
Damage Resistances
Damage Vulnerabilities
Saves Fort. (+), Ref. (+), Will. (+)
Condition Immunities
Condition Resistances
Condition Vulnerabilities
Speed Walking feet
Action Skills
Weapon Skills
Senses
Languages Animan

Passive Abilities

Amphibious.

Actions


Tactics


Treasure

Aether:

Large
An intelligent, conniving, and functionally immortal Undead that seeks consumption of souls – living or dead – above all else. Vampyre Lords are known to have schemes that last for decades, or sometimes even centuries, accruing knowledge, wisdom, and experience all the while, with the goal of cultivating as much livestock for their unceasing hunger as possible. As intelligent beings, Vampyre Lords do, of course, have other goals, interests, hobbies, what-have-you, but their primary concern is always on where – and who – their next meal is coming from.
Bigger than Sentients and even lesser Vampyres, Vampyre Lords are also more arachnid in appearance and behavior, with their lower halves bearing the appearance of a Dire Spider and their upper halves bearing 4 arms, their faces covered with 6 black eyes and their jaws decorated with a pair of vicious mandibles. Using their Spawns as proxies and agents of their will, Vampyre Lords almost never leave their lairs, filling them with webs, spiders, and the coccoons of their countless victims accrued over their centuries of existence.

Lair

Making their homes in massive, ancient castles in the Dead Lands, Vampyre Lords, despite their arachnid nature, still have a taste for the arts and finer things, and so will decorate their homes with paintings, statues, grand chandeliers, and other works of art, which they will proceed to cover in webs, spider eggs, and the coccoons of their victims over the course of their unending lives.

Statistics

STR 7 CON 5 AGI 8 DEX 6 INT 5 WIS 5 CHA 7
DEF 25 (Armor 16, Dodge 9), RaDEF 26
Health 315 (30d10 +150)
Damage Immunities Fatigue
Damage Resistances Freeze, Poison, Rot
Damage Vulnerabilities Burn
Saves Fort. 6 (+7), Ref. 7 (+8), Will. 6 (+7)
Condition Immunities Charmed, frightened, grappled, prone, restrained, sickened, unconscious
Speed (Walking and Flying) 7m/sec
Action Skills Appraisal 4 (+5), Arcana 5 (+5), Beguilement 6 (+7), Insight 4 (+5), Intimidation 6 (+7), Lore 5 (+5), Mechanics 2 (+5), Nature 2 (+5), Navigation 2 (+5), Perception 6 (+5), Persuasion 3 (+7), Sleight of Hand 4 (+6), Stealth 7 (+6)
Weapon Skills Aether 5, Unarmed 7, any two more (5 proficiency each)
Senses Arcane darkvision, infrared vision
Languages Common, Animan

Passive Abilities

4 arms. The Vampyre Lord has 4 arms and can perform up to 2 actions simultaneously.
Beast Telepathy (Spiders). The Vampyre Lord can communicate with all spiders within 30m of it via telepathy.
Blood Acuity. The Vampyre Lord has advantage on Perception checks to detect bleeding creatures.
Blood Thirst. The Vampyre Lord must drink at least 1 gallon of Sentient blood every day or they will begin to starve and eventually die, losing Health equivalent to 25% of its Maximum (79) for every 24 hours that it goes without the necessary amount of blood; this Health cannot be regained until the Vampyre Lord slakes its thirst. If the Vampyre Lord consumes a soul, then their thirst is sated for 3 days.
Decapitation. If a creature targets the Vampyre Lord’s neck with a bladed weapon and deals >25 final damage in a single turn with that weapon, they decapitate the Lord. If the Lord’s heart is being pierced when this happens or they are on fire, they die instantly; otherwise, the Lord can move about as normal, and can reattach its head by holding it back in its proper place for 3 seconds; if the head is destroyed, a new one grows over the course of 6 seconds.
Foot in the Grave. The Vampyre Lord has advantage on saves against poisons and diseases.
Punctured Heart. If a creature targets the Vampyre Lord’s heart with a piercing weapon and deals >25 final damage in a single turn with that weapon, they pierce the Lord through the heart, rendering them paralyzed either for the next minute (after which the weapon is ejected from their heart) or until the implement is removed. The Lord does not regenerate during this time. If the Lord is decapitated while in this state, or if the Lord's heart is punctured while headless, they die instantly.
Swarm Escape. Should the Vampyre Lord be reduced to 0 Health and is not on fire or being pierced through the heart, they immediately shapeshift into a swarm of spiders and can only take the Move action, heading straight for the very heart of its lair; after 1d10 days (+1 day for each spider in the swarm that was killed), they reform into their original form at 1 Health. If they are being pierced through the heart, they go unconscious until they are no longer being pierced through the heart (at which point they become mist) or they are decapitated or lit on fire (which kills them instantly).
Regeneration. The Vampyre Lord regains 1d6 +2.5 Health at the start of each of their turns while not being pierced through the heart.
Vampyre Climb. The Vampyre Lord can climb vertical surfaces and upside-down without needing to make a check.
Web Sense. While in contact with a web, the Vampyre Lord knows the exact location of any other creature in contact with the same web.
Web Walker. The Vampyre Lord ignores movement restrictions caused by webbing.

Actions

Drink. Melee attack, 1 target that is grappled by the Vampyre Lord, 2s, 4d8 +7 final rot damage: the target’s Maximum Health is reduced by the amount of damage dealt until their next day’s rest; a target reduced to 0 Health via this attack dies instantly and their soul is immediately consumed by the Vampyre Lord unless the victim has precautionary measures in place, such as a Soul Jar or the Death Ward spell.
Hypnosis (3/midnight). The Vampyre Lord can cast the Charm (Magimancy) spell over the course of 3 seconds on any creature that they are making eye contact with and within 15m of.
Shapeshifting. The Vampyre Lord can take 3 seconds to become any one of the following: a cloud of mist (flying movement 10m/sec); their original form; a humanoid, Sentient-like version of itself that is 2-2.5 meters tall.
Summon Giant Spiders (3/midnight). The Vampyre Lord can take 3 seconds to summon 1d4 Giant Spiders that will protect the Vampyre Lord or attack the Vampyre Lord's foes, at the Lord's discretion.
Web. The Vampyre Lord, with its spider-like lower half, has spinnerets out of which it can unspool silk at a rate of 2m/sec, creating a web over the course of anywhere from a few minutes to a few hours. Animancy. The Vampyre Lord is a 10th-level Animancer that can only cast Death and Decay spells; it uses its CHA for its spell damage bonus and ASDR, which is 27; due to their DEX, the Casting Time of these spells is reduced by 1.5 seconds.
Bite. Melee attack (short), 1 target, 2 seconds, 7d6 +6 physical damage; if the Vampyre Lord deals final damage with this attack, they can attempt to grapple the target as part of the same action.
Claws. Melee attack, 1 target, .5s, 7d6 +7 physical damage.
Weapon Attack. Any weapon, 1 target, .5s+ (depending on the weapon), +7 (STR)/+6 (DEX) damage.

Tactics

As stated previously, Vampyre Lords almost never leave their lairs, preferring instead to have their various Spawns enact their will on the Central Plane, and relying on the webs and arachnid inhabitants of their lairs to protect them from any would-be intruders. One of the few things that will get a Lord to leave their lair is the slaughter of all of their Spawns; though a Lord will have back-up victims ready to convert should such an occurrence come to pass, they will eventually run out and will have to acquire more if their Spawns continue to be slain. Should the Lord get into a fight, they are more than capable fighters, using their multiple sets of claws, powerful teeth, flight, spider allies, and not least of all their Aether to readily and handily subdue their foes, either from a distance or up close. They prefer not to wear armor under any circumstances, instead relying on their defensive reflexes and naturally tough hide to defend themselves.

Treasure

Aether: Liquid Death Aether, 5 lbs.
Alchemy Ingredients: Up to 2 Elixir, 1 Poison, and 3 Potion Ingredients (DR 20: Medicine or Survival)
Treasure: Whatever the Vampyre Lord is wielding and wearing.



Statistics

STR CON AGI DEX INT WIS CHA
DEF (Armor , Dodge ), RaDEF
Health (d +)
Damage Immunities
Damage Resistances
Damage Vulnerabilities
Saves Fort. (+), Ref. (+), Will. (+)
Condition Immunities
Condition Resistances
Condition Vulnerabilities
Speed Walking feet
Action Skills
Weapon Skills
Senses
Languages Animan

Passive Abilities

Amphibious.

Actions


Tactics


Treasure

Aether:

Tier 5


Colossal

Statistics

STR CON AGI DEX INT WIS CHA
DEF (Armor , Dodge ), RaDEF
Health (d +)
Damage Immunities
Damage Resistances
Damage Vulnerabilities
Saves Fort. (+), Ref. (+), Will. (+)
Condition Immunities
Condition Resistances
Condition Vulnerabilities
Speed Walking feet
Action Skills
Weapon Skills
Senses
Languages Animan

Passive Abilities

Amphibious.

Actions


Tactics


Treasure

Aether:

Tier 6