Davional

DAVIONAL CR 18
Male Human Fighter 5 Rogue 12
LE Medium Undead (Augmented Humanoid, Human)
Init +8; Senses Darkvision (60 feet); Perception +22


DEFENSE


Defense 15, flat-footed 10 (+4 Dex, +1 dodge)
Armor DR: 19/adam or Huge (+3 HD bonus, +6 natural armor, +10 natural DR)
Critical Defense: +23 (+19 DR, +4 Dex)
hp 179 (5d10+12d8+85); Fast Healing 5
Fort +14, Ref +15, Will +10
Defensive Abilities Bravery +1, Channel Resistance +6, Evasion, Improved Uncanny Dodge (Lv >=16), Trap Sense +4; DR 10/silver; Immune Undead Traits; Resist cold 10, electricity 10
Weakness Vampire Weaknesses


OFFENSE


Spd 30 ft.
Melee Greatsword +21/+16/+11 (2d6+10/19-20/x2) and
Slam (Vampire) +14 (1d6+2/20/x2) and
Unarmed Strike +19/+14/+9 (1d3+5/20/x2)
Special Attacks Bleeding Attack +6, Blood Drain, Children of the Night (1/day), Create Spawn, Crippling Strike, Dominate (DC 24), Energy Drain (2 levels) (DC 22), Sneak Attack +6d6, Weapon Training: Blades, Heavy


TACTICS


Before Combat Davional always seeks to allow his guardians to handle actual combat, preferring not to lower himself to base mortal vulgarity. At any given time he will be surrounded (within 30 ft.) by a contingent of lycan guardians as well as undead, supplied by both his own talents, and those of Malekittal.
During Combat If given no choice, Davional will take full advantage of his guardians distracting his foes and target any and all clerics, paladins or good aligned characters, in that order. Upon his second round in combat, Davional will summon forth swarms of bats/rats and several wolves, and take on the form of a wolf himself to attempt to flee amidst the confusion of the animals entering the fray. The onyl way he will stay to finish a battle is if it is extremely one sided, and he feels there is little to no danger to himself.


STATISTICS


Str 21, Dex 18, Con -, Int 15, Wis 17, Cha 19
Base Atk +14; CMB +19; CMD 34
Feats Alertness, Combat Reflexes (5 AoO/round), Deflect Arrows, Dodge, Eldritch Claws, Great Fortitude, Improved Initiative, Improved Natural Attack: Slam (Vampire), Improved Unarmed Strike, Intimidating Prowess, Iron Will, Leadership (Base Score 21), Lightning Reflexes, Mobility, Persuasive, Rogue Weapon Proficiencies, Shrewd Tactician, Toughness +17, Weapon Focus: Greatsword, Weapon Specialization: Greatsword
Skills Acrobatics +14, Appraise +10, Bluff +19, Climb +12, Craft (Shoes) +14, Diplomacy +14, Disable Device +17, Disguise +8, Escape Artist +12, Fly +6, Handle Animal +12, Heal +6, Intimidate +26, Knowledge (Engineering) +6, Knowledge (Geography) +10, Knowledge (History) +8, Knowledge (Local) +14, Knowledge (Nature) +10, Knowledge (Nobility) +12, Linguistics +10, Perception +22, Ride +10, Sense Motive +20, Sleight of Hand +18, Stealth +30, Survival +14, Use Magic Device +18 Modifiers Hard to Fool (3/day)
Languages Common, Dwarven, Elven, Goblin, N'rcoolth, Sylvan, Wanderer's Cant
SQ Armor Training 1 (Ex), Change Shape (dire bat or wolf, beast shape II) (Su), Convincing Lie (10 days) (Ex), Fast Stealth (Ex), Gaseous Form (Su), Ledge Walker (Ex), Mastermind (Su), Noble Dead (Su), Ring of Mind Shielding, Shadowless (Ex), Spider Climb (Ex), Trapfinding +6
Combat Gear Greatsword; Other Gear Amulet of Proof against Detection and Location, Ring of Mind Shielding


TRACKED RESOURCES


Children of the Night (1/day) (Su) - 0/1
Hard to Fool (3/day) (Ex) - 0/3


SPECIAL ABILITIES


Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bleeding Attack +6 (Ex) Sneak attacks also deal 6 bleed damage per round.
Blood Drain (Ex) Suck blood with a Grapple check (1d4 CON drain) to gain 5 HP.
Bravery +1 (Ex) +1 Will save vs. Fear
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Resistance +6 +6 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 (5 AoO/round) You may make up to 5 attacks of opportunity per round, and may make them while flat-footed.
Convincing Lie (10 days) (Ex) When a rogue with this talent lies, she creates fabrications so convincing that others treat them as truth. When a rogue with this talent successfully uses the Bluff skill to convince someone that what she is saying is true, if that individual is que
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Crippling Strike (Ex) Your sneak attacks do 2 points of Strength damage.
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).
Deflect Arrows Deflect an incoming arrow once per round.
Dominate (DC 24) (Ex) As Dominate Person spell, takes standard action.
Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Energy Drain (2 levels) (DC 22) (Ex) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Healing 5 (Ex) You heal damage every round if you have > 1 HP.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Gaseous Form (Su) Assume Gaseous Form at will (as the spell).
Hard to Fool (3/day) (Ex) 1/day roll 2d20 for Sense Motive and take the better result.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Uncanny Dodge (Lv >=16) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 16+.
Leadership (Base Score 21) You attract loyal companions and devoted followers.
Ledge Walker (Ex) You may move along narrow surfaces at full speed using acrobatics at full speed. You are not flat-footed while using Acrobatics to move along narrow surfaces.
Mastermind (Su) The vampire has a mental connection with its enslaved spawn.
Mobility +4 to AC against some attacks of opportunity.
Noble Dead (Su) +2 on all Diplomacy checks, +4 against another undead creature
Ring of Mind ShieldingThis ring is usually of fine workmanship and wrought from heavy gold. The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.

Faint aburation; CL 3rd; Forge Ring, nondetection; Price 8,000 gp.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Shrewd Tactician Flanking is less efficient against you
Sneak Attack +6d6 +6d6 damage if you flank your target or your target is flat-footed.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Trapfinding +6 +6 to find or disable traps.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.
Weapon Training: Blades, Heavy +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades


BASIC DETAILS


Motivations & Goals Davional has a loyalty to his people, The Wandering Nation, that defies all known facts regarding the vampiric undead. His every action is weighed against the good of his people.
Schemes, Plots & Adventure Hooks Davional continously "hires" adventurers to explore deep into the rainforest, seeking new trinkets of arcane power for Malekittal's study.
Boon As manipulative as Davional is, he honors his contracts, and is known to be a generous employer as long as those working for him honor the people living under his protection.