Belial_the_Leveler
2009-06-11, 06:04 PM
OK, this is one of the ancient vampires in my campaign setting that I've been thinking of using as a boss in an epic campaign. What would you use to kill it, barring obvious cheese that would not fly in a normal game or epic spells?
Note: the sheet is long.
Watcher of the North
nephilim savage vampire lord, epic vampire 5 // Monk 2, Warlock 25
Size/Type: Medium Undead (extraplanar, chaos, powerful build)
Hit Dice: 27d12+459+27 (810 hp)
Initiative: +29 (12 dex, +13 divine, improved initiative)
Speed: 80 ft, fly 100 ft (perfect)
Armor Class: 67 (+12 Dex, +22 natural, +10 monk, +13 divine), touch 45, +1 to dodge target
Base Attack/Grapple: +31/+61
Attack: Claw +58 melee (4d6+39 plus 3 negative levels, 15-20/3x)
Space/Reach: 5 ft./5 ft.
Special Attacks: vampire attacks, lvl 2 monk attacks, lvl 25 warlock attacks (see below)
Special Qualities: undead traits, vampire traits, monk traits, warlock traits (see below), divine ancestry
Saves: Fort +44, Ref +55, Will +53 (plus evasion)
Abilities: Str 62, Dex 35, Con Ø, Int 22, Wis 30, Cha 45
Racial Skills: +16 Bluff, Hide, Listen, Move Silently, Sense Motive, Spot, +8 Search, +8 Intimidate, +4 Diplomacy
Feats: Extra Invocation 4x, Supernatural Eldritch Blast, Supernatural The Dead Walk, Ability Focus: Eldritch Blast, Improved Energy Drain
Bonus Feats: Awesome Blow, Greater Awesome Blow, Alertness, Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack, Lightning Reflexes, Iron Will, Leadership, Improved Unarmed Strike, Improved Grapple, Deflect Arrows, Shattering Strike, Cleave
Flaws/Feats: Bloodlust/Thick Skin, Clumsy/Thick Skin, Weak Will/Thick Skin, Inattentive/Thick Skin, Savage/Thick Skin
Epic Feats: Exceptional Deflection, Infinite Deflection, Eldritch Sculptor, Shadowmaster, Lightning Blows 3x
Challenge Rating: 27 gestalt
Treasure: None
Alignment: Chaotic Neutral
Divine Ancestry:
The creature gains a divine bonus to attack, all damage rolls, saves, AC and any other d20 roll or check. The creature has maximum hp, is immune to antimagic and ability damage/drain, its speed doubles and gets +10 resistance to all energy types that stacks. These bonuses replace-and do not stack with-bonuses from items. The creature still benefits from weapon enhancements in the weapons it wields that don't increase attack rolls.
Nephilim Abilities:
Counts as Large for bonuses, Awesome Blow, Greater Awesome Blow.
Spell Resistance 13+HD, Immune to Acid, DR increases by 5 and adds law component.
Vampire Lord Abilities:
The Watcher of the North is an ancient vampire and has the following powers;
Blood Drain: As per normal vampire only the Watcher does 1d4+2 constitution drain.
Energy Drain: The Watcher's claw attacks deal 3 negative levels per attack.
Dread Visage of the Lilim: This ability replaces a vampire lord's normal Dominate ability;
As a swift action, the Watcher may reshape its face into a demonically twisted skeletal visage while its fingers turn into two-foot scythe-like claws. Anyone seeing the Watcher in that form must make a DC 40 will save or cower in terror for 1 minute. A creature that makes the save does not have to save again for 24 hours.
With its empty, demonic gaze, the Watcher can bestow a Greater Curse as an at will standard action to a single target within 100 ft.
The claws deal 4d6 damage and can be used instead of the Watcher's unarmed strikes. This improvement already counts as an Improved Natural Attack and cannot be improved further by taking said feat again.
Dark Lord: The Watcher can bind lesser vampires to itself; if a vampire imbimes the Watcher's blood, it must make a DC 40 will save. Failure means the Watcher can now telepathically communicate with the vampire, read its thoughts or perceive the world through its senses over any distance. In addition, the Watcher may attempt Suggestion and Modify Memory if the target is within line of sight (will DC 40 negates) and may share its Fast Healing, Turn Resistance and Flight with any number of bound vampires within 1 mile.
This ability replaces a vampire lord's wildshaping as a 12th level druid;
Flight: The Watcher has a 100 ft (perfect) fly speed. (doubled for divine ancestry)
Unholy Resilience: The Watcher gets its charisma modifier as a bonus to all saving throws and hp per HD. (improved for epic vampire)
Children of the Grave: As per Children of the Night, only the Watcher calls human zombies instead of wolves, can communicate telepathically and share senses to any distance and the creatures serve until released or destroyed.
Create Spawn: As per vampire only the Watcher always creates true vampires, never vampire spawn.
Banish the Light: The Watcher can diminish all light (including sunlight) down to total darkness within 3 miles. The change happens gradually over 10 minutes and lasts for 24 hours.
The Watcher's at will gaseous form ability appears as a patch of shadow rather than the normal cloud of mist of a vampire's gaseous form.
The Watcher can cast Deeper Darkness at will.
These abilities replace the normal Control Weather, Obscuring Mist and Gaseous Form of a vampire lord.
Damage Reduction: DR 25/silver, magic, good and law (improved for epic vampire, nephilim and feats.
Fast Healing: Fast Healing 13 (improved for epic vampire)
Telekinesis: as the spell, cast by a 12th level caster.
Telepathy: 100 ft telepathy and with any spawn or bound vampire over any distance.
Turn Resistance: +12 turn resistance (improved for epic vampire)
Weaknesses: The Watcher has only one of the normal vampire weaknesses-sunlight-but even that is reduced; the Watcher is not destroyed; it simply takes -4 to ability scores and all checks and may not use its supernatural vampire abilities while it stands in direct sunlight.
The Watcher may hide its vampiric nature, appearing perfectly human. It may cast reflections normally.
Finally, decapitation or destruction of the body is only a temporary inconvenience; the Watcher regenerates with the fall of a new night. The only way to prevent this is to burn the head and body in different fires, concencrate the ashes, bury the ashes of the head in holy ground and scatter the ashes of the rest over a body of salt water. Even then, should the ashes of the head ever be unconcencrated, the Watcher will live once more.
Epic Vampire:
The Watcher has the following supernatural abilities. Saving throws are 10 +1/2 HD + charisma modifier;
Bloodrage: When the Watcher falls below 1/3 HP or when an ally or friend is similarly wounded or slain, the Watcher enters a terrible rage similar to a Barbarian's; its strength bonus to damage doubles and every attack is automatically a shattering strike and a greater mighty blow but the Watcher takes a -4 penalty to attack rolls and loses its dexterity bonus to AC. The Watcher can't die and continues fighting while raging; additional damage beyond being reduced to 0 HP is added as negative HP. Once the bloodrage ends, if the Watcher is still at 0 HP or below, it is forced into gaseous form as normal. The Watcher may neither initiate nor end Bloodrage willingly; once all enemies have been slain, the Watcher attacks the closest living creature, including allies, innocent bystanders and animals. The bloodrage lasts for 1 round/HD of the Watcher (27 rounds) and ends prematurely only if the Watcher harms a trusted friend or family.
In addition to the rage, the watcher gains the Cleave and Shattering Strike feats which it can use normally.
Breath of Beliar: As a standard action, the Watcher can drain the souls of nearby creatures. Any creature within a 60 ft cone is affected by the Watcher's energy drain, gaining a single negative level. Creatures normally immune to energy drain are not immune to Breath of Beliar but they may negate the drain with a DC 40 will save.
Earthmover: The Watcher can use Earthquake, Stony Grasp and Abyssal Rift at will as the spells cast by a 27th level caster.
Celerity: The Watcher has the Lightning Blows feat twice, enabling it to move at half-speed and perform a standard attack at the end of the move as a free action twice per round. By using two uses of this ability, it may perform the move and hit as an immediate action. The number of uses stacks with any instances of the Lightning Blows feat the Watcher may have taken otherwise.
Monk Special Abilities:
Flurry of Blows, Evasion, Wisdom to AC
Warlock Invocations:
Eldritch Spear, Eldritch Cone, Eldritch Glaive, Eldritch Doom
Beshadowed Blast, Noxious Blast, Vitriolic Blast, Utterdark Blast
Darkness, Enervating Shadow, Path of Shadow, Dark Discorporation
See the Unseen, The Dead Walk, Chilling Tentacles, Dark Foresight.
Note: the sheet is long.
Watcher of the North
nephilim savage vampire lord, epic vampire 5 // Monk 2, Warlock 25
Size/Type: Medium Undead (extraplanar, chaos, powerful build)
Hit Dice: 27d12+459+27 (810 hp)
Initiative: +29 (12 dex, +13 divine, improved initiative)
Speed: 80 ft, fly 100 ft (perfect)
Armor Class: 67 (+12 Dex, +22 natural, +10 monk, +13 divine), touch 45, +1 to dodge target
Base Attack/Grapple: +31/+61
Attack: Claw +58 melee (4d6+39 plus 3 negative levels, 15-20/3x)
Space/Reach: 5 ft./5 ft.
Special Attacks: vampire attacks, lvl 2 monk attacks, lvl 25 warlock attacks (see below)
Special Qualities: undead traits, vampire traits, monk traits, warlock traits (see below), divine ancestry
Saves: Fort +44, Ref +55, Will +53 (plus evasion)
Abilities: Str 62, Dex 35, Con Ø, Int 22, Wis 30, Cha 45
Racial Skills: +16 Bluff, Hide, Listen, Move Silently, Sense Motive, Spot, +8 Search, +8 Intimidate, +4 Diplomacy
Feats: Extra Invocation 4x, Supernatural Eldritch Blast, Supernatural The Dead Walk, Ability Focus: Eldritch Blast, Improved Energy Drain
Bonus Feats: Awesome Blow, Greater Awesome Blow, Alertness, Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack, Lightning Reflexes, Iron Will, Leadership, Improved Unarmed Strike, Improved Grapple, Deflect Arrows, Shattering Strike, Cleave
Flaws/Feats: Bloodlust/Thick Skin, Clumsy/Thick Skin, Weak Will/Thick Skin, Inattentive/Thick Skin, Savage/Thick Skin
Epic Feats: Exceptional Deflection, Infinite Deflection, Eldritch Sculptor, Shadowmaster, Lightning Blows 3x
Challenge Rating: 27 gestalt
Treasure: None
Alignment: Chaotic Neutral
Divine Ancestry:
The creature gains a divine bonus to attack, all damage rolls, saves, AC and any other d20 roll or check. The creature has maximum hp, is immune to antimagic and ability damage/drain, its speed doubles and gets +10 resistance to all energy types that stacks. These bonuses replace-and do not stack with-bonuses from items. The creature still benefits from weapon enhancements in the weapons it wields that don't increase attack rolls.
Nephilim Abilities:
Counts as Large for bonuses, Awesome Blow, Greater Awesome Blow.
Spell Resistance 13+HD, Immune to Acid, DR increases by 5 and adds law component.
Vampire Lord Abilities:
The Watcher of the North is an ancient vampire and has the following powers;
Blood Drain: As per normal vampire only the Watcher does 1d4+2 constitution drain.
Energy Drain: The Watcher's claw attacks deal 3 negative levels per attack.
Dread Visage of the Lilim: This ability replaces a vampire lord's normal Dominate ability;
As a swift action, the Watcher may reshape its face into a demonically twisted skeletal visage while its fingers turn into two-foot scythe-like claws. Anyone seeing the Watcher in that form must make a DC 40 will save or cower in terror for 1 minute. A creature that makes the save does not have to save again for 24 hours.
With its empty, demonic gaze, the Watcher can bestow a Greater Curse as an at will standard action to a single target within 100 ft.
The claws deal 4d6 damage and can be used instead of the Watcher's unarmed strikes. This improvement already counts as an Improved Natural Attack and cannot be improved further by taking said feat again.
Dark Lord: The Watcher can bind lesser vampires to itself; if a vampire imbimes the Watcher's blood, it must make a DC 40 will save. Failure means the Watcher can now telepathically communicate with the vampire, read its thoughts or perceive the world through its senses over any distance. In addition, the Watcher may attempt Suggestion and Modify Memory if the target is within line of sight (will DC 40 negates) and may share its Fast Healing, Turn Resistance and Flight with any number of bound vampires within 1 mile.
This ability replaces a vampire lord's wildshaping as a 12th level druid;
Flight: The Watcher has a 100 ft (perfect) fly speed. (doubled for divine ancestry)
Unholy Resilience: The Watcher gets its charisma modifier as a bonus to all saving throws and hp per HD. (improved for epic vampire)
Children of the Grave: As per Children of the Night, only the Watcher calls human zombies instead of wolves, can communicate telepathically and share senses to any distance and the creatures serve until released or destroyed.
Create Spawn: As per vampire only the Watcher always creates true vampires, never vampire spawn.
Banish the Light: The Watcher can diminish all light (including sunlight) down to total darkness within 3 miles. The change happens gradually over 10 minutes and lasts for 24 hours.
The Watcher's at will gaseous form ability appears as a patch of shadow rather than the normal cloud of mist of a vampire's gaseous form.
The Watcher can cast Deeper Darkness at will.
These abilities replace the normal Control Weather, Obscuring Mist and Gaseous Form of a vampire lord.
Damage Reduction: DR 25/silver, magic, good and law (improved for epic vampire, nephilim and feats.
Fast Healing: Fast Healing 13 (improved for epic vampire)
Telekinesis: as the spell, cast by a 12th level caster.
Telepathy: 100 ft telepathy and with any spawn or bound vampire over any distance.
Turn Resistance: +12 turn resistance (improved for epic vampire)
Weaknesses: The Watcher has only one of the normal vampire weaknesses-sunlight-but even that is reduced; the Watcher is not destroyed; it simply takes -4 to ability scores and all checks and may not use its supernatural vampire abilities while it stands in direct sunlight.
The Watcher may hide its vampiric nature, appearing perfectly human. It may cast reflections normally.
Finally, decapitation or destruction of the body is only a temporary inconvenience; the Watcher regenerates with the fall of a new night. The only way to prevent this is to burn the head and body in different fires, concencrate the ashes, bury the ashes of the head in holy ground and scatter the ashes of the rest over a body of salt water. Even then, should the ashes of the head ever be unconcencrated, the Watcher will live once more.
Epic Vampire:
The Watcher has the following supernatural abilities. Saving throws are 10 +1/2 HD + charisma modifier;
Bloodrage: When the Watcher falls below 1/3 HP or when an ally or friend is similarly wounded or slain, the Watcher enters a terrible rage similar to a Barbarian's; its strength bonus to damage doubles and every attack is automatically a shattering strike and a greater mighty blow but the Watcher takes a -4 penalty to attack rolls and loses its dexterity bonus to AC. The Watcher can't die and continues fighting while raging; additional damage beyond being reduced to 0 HP is added as negative HP. Once the bloodrage ends, if the Watcher is still at 0 HP or below, it is forced into gaseous form as normal. The Watcher may neither initiate nor end Bloodrage willingly; once all enemies have been slain, the Watcher attacks the closest living creature, including allies, innocent bystanders and animals. The bloodrage lasts for 1 round/HD of the Watcher (27 rounds) and ends prematurely only if the Watcher harms a trusted friend or family.
In addition to the rage, the watcher gains the Cleave and Shattering Strike feats which it can use normally.
Breath of Beliar: As a standard action, the Watcher can drain the souls of nearby creatures. Any creature within a 60 ft cone is affected by the Watcher's energy drain, gaining a single negative level. Creatures normally immune to energy drain are not immune to Breath of Beliar but they may negate the drain with a DC 40 will save.
Earthmover: The Watcher can use Earthquake, Stony Grasp and Abyssal Rift at will as the spells cast by a 27th level caster.
Celerity: The Watcher has the Lightning Blows feat twice, enabling it to move at half-speed and perform a standard attack at the end of the move as a free action twice per round. By using two uses of this ability, it may perform the move and hit as an immediate action. The number of uses stacks with any instances of the Lightning Blows feat the Watcher may have taken otherwise.
Monk Special Abilities:
Flurry of Blows, Evasion, Wisdom to AC
Warlock Invocations:
Eldritch Spear, Eldritch Cone, Eldritch Glaive, Eldritch Doom
Beshadowed Blast, Noxious Blast, Vitriolic Blast, Utterdark Blast
Darkness, Enervating Shadow, Path of Shadow, Dark Discorporation
See the Unseen, The Dead Walk, Chilling Tentacles, Dark Foresight.