Medium Vampire
5'8", Brown Eyes, Black Hair
Expert 10th Level / Flesh Crafter 5th Level
Hit Dice: 15d12 (98 Hit Points)
Initiative: +7 (+3 Dex + 4 Improved Initiative)
Speed: 30 ft
AC: 19 (+3 Dex, +6 natural armor)
BAB/Grapple: +9/+13
Attack: Rapier +15 (1d6+4) or slam +13 (1d6+4 and intelligence drain)
Full Attack: Rapier +15/+10 (1d6+4) melee or slam +13/+8 (1d6+4 and
intelligence drain) melee
Space/Reach: 5 ft/5ft
Special Attacks: Domination (DC 22); Intelligence Drain; Blood Drain;
Children of the Night; Create Spawn, Spells
Special Qualities: Damage Reduction 10/silver and magic; Turn Resistance; Resistance,
Gaseous Form, Spider Climb, Alternate Form, Fast Healing 5, Craft Construct
(bonus feat), Reaper's Touch, Stitched Flesh Familiar, Brink of Life and Death
Saves: Fort +4, Ref +9, Will +10
Abilities: Str 18, Dex 21, Con -, Int 20, Wis 9, Cha 21
Skills: Bluff +26, Craft (Alchemy) +20, Craft (sewing) +11.5, Gather Information +18, Diplomacy +18,
Forgery +18, Heal +13, Hide +13, Knowledge (Arcana)+18, Knowledge (Spirits) +19, Listen +8,
Move Silently +13, Profession (Doctor) +18, Profession
(Surgeon) +20, Profession (Undertaker) +6, Search +26, Sense Motive +7, Spot +22
Feats: Skill Focus (Alchemy); Skill Focus (Surgeon); Melee Weapon
Proficiency (Rapier), Weapon Finesse, Combat Reflexes, Alertness, Dodge,
Improved Initiative, Lightning Reflexes, Weapon Focus (Rapier), Vile Martial
Strike [Vile], Craft Construct (Bonus)
Climate/Terrain: Lamapacher
Challenge Rating: 16
Treasure: Standard
Alignment: Chaotic Evil
Advancement: by Character class
Dr. Dalby is a vampire who creates Golems. In life, Dr. Dalby was
a renowned alchemist and scientist from Gothic Earth, a Prime Material
World separate from Inzeladun. Dr. Dalby met Frankenstein's Monster
during the two days Victor Frankenstein waited at Strasburgh for Henry
Clerval. The Monster shared Frankenstein's journal with Dalby, and
Dalby, with a precise memory, went from there.
Dr. Dalby, however,
had a much more sinister bend to his mind, however. He created four
monsters to do his bidding, but they all died for one reason or
another. He felt he needed something more. His experiments
became darker and darker, more and more sinister. Finally, he drew
so much power from the Positive Energy Plane that he attracted unwanted
attention. Kherit the
Lich, Pharaoh of Khemt in Inzeladun, Lord of the Codex of the Infinite
Planes, noticed him. Kherit went to Gothic Earth
and introduced himself to Dr. Dalby. He took the Doctor with him
back to Inzeladun and allowed him access to Demi's works on golems, as
well as the notes and journals of Zaius the
Alchemist.
Dr. Dalby made a golem for Kherit and
then Kherit made good his promise to help Dr. Dalby become the most
intelligent man in all the worlds. Kherit turned him into a
vampire. Instead of being a blood drinker, Dr. Dalby drains
intelligence from his victims, gaining their knowledge (although he can
drink blood as well when the mood strikes him). Undead now, Dr.
Dalby was reluctant to return to Gothic Earth. Elves and the
demihuman races fascinated him so much more than humanity. He began
several demihuman golems but Kherit sent him back to Gothic Earth for
unknown reasons. Dr. Dalby wanted very much to return to
Inzeladun.
He finally managed to return to Inzeladun and has taken
up residence in Lamapacher, and has been busy building as many golems as
he can to defend himself. He stole a lot of information from
Kherit, and currently exists in fear that Kherit will come for him.
He has allied himself with a clan of Cloud Giants and is currently working
on giant golems.
Most recently, Dr. Dalby has created two demi
human golems. One is the Seth Thing. The other he calls
Piper Phoenix
I.
Combat
Domination (Su): Dr. Dalby can crush the will of an adversary just by looking into his or her eyes. Anyone the vampire targets must make a Will save (DC 22) or fall instantly under his influence.
Intelligence Drain (Ex): Living critters hit by Dr. Dalby's slam or touch attack suffers a 2 point temporary loss of intelligence. Dr. Dalby, for the next day per point drained, gains access to all the victim's memories and skills.
Blood Drain (Ex): Dr. Dalby can suck blood from a living person by making a successful grapple check. If Dalby pins the foe, he drains blood, inflicting 1d4 points of permanent Constitution drain and a 2 point temporary intelligence drain each round the pin is maintained.
Children of the Night (Su): Dr. Dalby commands the lesser critters of the world and once per day can call forth a pack of 4d8 dire rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a standard action. These critters arrive in 2d6 rounds and serve Doctor Dalby for up to one hour.
Create Spawn (Su): A humanoid or monstrous humanoid slain by Dr. Dalby's intelligence drain attacks rises as a vampire spawn 1d4 days after burial. A humanoid or monstrous humanoid slain by Dr. Dalby's Con drain returns as a vampire spawn if it had 4 HD or fewer, or as a vampire if it had more than 4 HD. Either way, the new vampire or spawn remains enslaved until Dr. Dalby's death.
Damage Reduction (Su): Doctor Dalby's undead body is tough; he has damage resistance of 10/silver and magic
Turn Resistance (Ex): Doctor Dalby has a +4 turn resistance.
Resistance (Ex): Doctor Dalby has cold and electricity resistance of 20.
Gaseous Form (Su): As a standard action, Doctor Dalby can assume gaseous form at will, as the spell cast by a 5th level sorcerer, but can remain gaseous indefinitely and has a fly speed of 20 with perfect maneuverability.
Spider Climb (Ex): Doctor Dalby can climb sheer surfaces as though with a spider climb spell.
Alternate Form (Su): Doctor Dalby can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action.
Fast Healing (Ex): Doctor Dalby heals
5 points of damage each round so long as it has at least 1 hit point. If
reduced to 0 hit points or lower, Doctor Dalby automatically assumes gaseous
form and attempts to escape. He must reach his coffin within 2 hours
or be utterly destroyed.
Craft Construct: Doctor Dalby gains Craft Construct as a bonus feat.
Stitched Flesh Familiar: While other spellcasters summon familiars to do
their bidding, Doctor Dalby formed his own.
Reaper's Touch (Ex): Doctor Dalby has such an intimate knowledge of living things that he can increase the chances of a creature's death while appearing to heal it. When using the Heal skill to treat another creature, he may instead double any hit point or ability damage his patient takes due to conditions from which it already suffers. The Heal DC decreases by 5 whine he uses the skill for this purpose, and the effect lasts for 24 hours. Thus, a creature with fewer than 0 hit points loses 2 hit points per round rather than 1. Furthermore, the affected creature cannot check to stabilize as long as the creature is taking extra damage from this ability. An observer may make a Heal check opposed by Doctor Dalby's Heal check result to notice the latter's sabotage of the patient.
Brink of Life and Death (Ex): Doctor Dalby has the ability to more rapidly pinpoint the critical veins and organs he must destroy to slay a creature. Thus, he may make a coup de grace attack as a standard action. Furthermore, he can extend this ability to his stitched flesh familiar as long as the latter is within range of its empathic link with him.
Spells:
0 level (DC 15): Disrupt Undead, Touch of Fatigue, Daze, Dancing Lights,
Detect Magic
1st level (DC 16): Ray of Enfeeblement, Chill Touch, Animate Rope, Disguise
Self
2nd level (DC 17): Command Undead, Spectral Hand, Ghoul Touch
Sample Golems created by
Dr. Dalby out of former PC's... The
Seth-thing
Hit Dice: 7d10 +35 (80 Hit Points)
Initiative: +5 (Dex)
Speed: 30 ft
AC: 25 (+5 Dex, +10 natural armor)
Attacks: Slam +17/+12 melee
Damage: Slam 2d8+8
Face/Reach: 5 ft by 5 ft/5ft
Special Qualities: Construct, Magic Immunity, Damage Reduction 15/+1, Fast
Healing 1, Poison Immunity, Hyper-Regeneration, Spider Climb, 4th
level Ranger Abilities
Saves: Fort +16, Ref +7, Will +0
Abilities: Str 26, Dex 21, Con 21, Int 13, Wis 2, Cha 9
Skills: Hide +11, Listen +3, Move Silently +12, Wilderness Lore +3, Search
+8
Feats: Combat Reflexes, Power Attack, Cleave, Track
Climate/Terrain: Lamapacher
Challenge Rating: 11
Treasure: Standard
Alignment: Chaotic Evil
Advancement: by Character class
A golem created
by Dr. Dalby. It took Dr. Dalby 12 weeks to prepare and 4 weeks to
assemble the bulk of the body. The craftsmanship was excellent. With
elven eyes, the golem has low-light vision. The heart of a lion pumps its
blood. The torso of an ogre surrounds the heart. Elven arms and
human legs complete the monstrosity, not to mention half-elven hands, feet, and
head. Seth's brain and soul were used to give the monster a spirit.
Although the animating spirit was once a ranger, this unnatural creature cannot
empathize with animals, although the other ranger abilities still belong to it.
The creature must eat flesh once per week or lose a point of constitution
per week.
Combat
The
creature does 3d8 points of damage with its fists. The golem is utterly
immune to poisons and diseases. It takes a magical weapon, a blessed
pitchfork, or any weapon wielded by a druid, to harm this monster.
He is skilled with a sword. Due to its being tricked into existence by a
promise of magic, the creature becomes enraged whenever it encounters
non-druidic magic. Whenever the creature becomes angry, it becomes deadly
violent unless a wisdom check is made. In the presence of Shanagra or
Elah, the creature's wisdom becomes 16. Otherwise it remains at a score of
2.
Fast
Healing (Su) This golem regenerates damage at the rate of one point per
round. Eating flesh also hastens his regenerative powers to three times normal
while he is eating.
Hyper
Regeneration (Su):
When killed, Seth-Thing instantly regenerates back to full power.
Spider Climb (Sp) He can climb sheer surfaces.
Piper Phoenix I
Small Created Flesh Golem 3'10"
Hit Dice: 6d10 + 30 (63 Hit Points)
Initiative: +4 (Dex)
Speed: 30 ft
AC: 26 ( +2 Size, +4 Dex, +10 natural armor)
Attacks: slam +9/+9 melee
Damage: slam 2d6+4
Face/Reach: 5 ft by 5 ft/5ft
Special Qualities: Construct, Magic Immunity, Damage Reduction 15/+1, Fast
Healing 1, Poison Immunity, Hyper-Regeneration, Spider Climb
Saves: Fort +12, Ref +6, Will -1
Abilities: Str 19, Dex 18, Con 21, Int 9, Wis 2, Cha 6
Skills: Heal +3, Move Silently +11, Listen +3, Hide +11, Tumble +11, Balance
+11
Feats: Combat Reflexes, Power Attack, Cleave
Climate/Terrain: Lamapacher
Challenge Rating: 11
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: by Character class
A
golem created by Dr. Dalby. It took Dr. Dalby 10 weeks to prepare and 5
weeks to assemble the bulk of the body. The craftsmanship was excellent.
It is small in size (3'10" tall). With elven eyes, the golem has
low-light vision. The heart of a paladin pumps its blood, which is the
blood of an ogre. The torso of a dwarf surrounds the heart. Halfling
arms and human legs complete the monstrosity, not to mention human child hands,
feet, and Piper's head. Piper's brain and soul were used to give the
monster a spirit. The golem is utterly immune to poisons and diseases.
It takes a magical weapon, his favorite weapon (Shiney Trouble), or a blessed
pitchfork, to harm this monster. This golem regenerates damage and
has the extraordinary power of hyper-regeneration. He can climb sheer
surfaces, heal wounds, or cure diseases. He can also regenerate other
people. But not without cost. Each healing robs the healed of a
point of charisma. Each disease cured causes the one cured to lose a loved
one that very same week. The regeneration power robs the regenerating one
of wisdom and charisma - 1 pt for every 10 regenerated. He is a thief and has
thief skills. Whenever the creature becomes angry, it becomes deadly violent
unless a wisdom check is made. In the presence of another halfling the
creature's wisdom becomes 8. Otherwise it remains at a score of 2.
The creature must eat flesh once per week or lose a point of constitution per
week. Eating flesh also hastens his regenerative powers to three times
normal while he is eating.
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