Upir (Fighter lvl 4)
Challenge Rating: 6
Hit Points: 36 (4HD)
Armor Class: 20, touch 12, flat-footed 13 ( +2 DEX, +3 Armor, +5 Misc )
Saves: Fort +6 Ref +4 Will +1
Weaknesses: Sensitive to light, silver
Base Attack: +4
Melee: Mace +7 (1d6+3, 19-20)
Special Attacks: Life drain; dominate; create spawn;
Sanity Effects: First Encounter 1/2d6, Life Drain
Abilities: STR 16, DEX 14, CON 12, INT 8, WIS 8, CHA 8
Skills: Acrobatics +4, Athletics +5, Awareness +1, Endurance +4, Knowledge -1, Persuasion -1, Spellcraft -, Survival 0, Thievery +4
Talents: Advantage, Expanded Critical, Over-extended Attack, Stunning Strike, Take a Hit
Special Qualities: Damage Reduction 1 (Talent), Fast healing 5, memories of the past; mindless victims; immortal; Spell-like abilities – haste, spider climb, alter self, gaseous form
Armor: Studded Leather
Creating an Upir
+3 to base creature’s CR
Size and Type
The creature’s type changes to undead. Size is unchanged.
Increase all current and all future Hit Dice to d12s.
Same as base creature.
The base creature’s Armor Class improves by +5
An upir retains all attacks of the base creature.
First Encounter 1/2d6, Life Drain
An upir can drain the energy from a victim. It must make a successful Heroic Action to pull the energy from its victim. It is an opposed Will save roll vs CHA ability mod. If the upir is successful, the victim takes 1d8 damage and the upir gains 1d8 health. The victim also must roll a Sanity Check (1/1d6)
A upir can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the upir must use a standard action, and those merely looking at it are not affected. Anyone the upir targets must succeed on a Will based Heroic Action vs Persuasion or fall instantly under the upir’s influence. The victim gets to make a Heroic Action check once per round if under the upir’s influence. After three fails they are under their influence for 24 hours.
An upir can feed upon a victim and through an arcane ritual turn its victim into an upir.
An upir regains 5 HP per round, unless in full sunlight.
Memories of the Past
As an upir drains its victims life, they slowly gain the memories and thoughts of the victim.
If an upir drains enough from its victim, the victim loses all sense of being and becomes a mindless slave of the upir.
An upir is immortal and can not be slain, unless it is taken to zero HP, a wooden stake put through its heart, and its head cut off with a silver weapon. An upir’s corpse can also be brought out into the sunlight which turns it to ash.
At will—haste, spider climb; 1/day alter self, gaseous form
An upir who is brought into the sunlight loses its fast healing ability. Bright light causes the upir to fight at a -2 to hit.
Silver weapons do double damage.