TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS &
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of
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  www.wizards.com/d20.
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com.
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction.
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the
  adventure author or authors.
  Visit the LIVING GREYHAWK website at www.rpga.com.
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at scon40@aol.com.  For
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com.
  GRM8-04
  Witness
  A Dangerous One-Round D&D® LIVING
  GREYHAWKTM
  Gran March Regional Adventure
  Version 0.9.0
  by Joe Masdon
  Artwork by Brett King
  Reviewers: Gran March Triad
  Circle Reviewer: Steven Conforti
  Playtesters: Brayden Glad. Fran Harris, George Harris, Andrew Phillips, Steve Pietrzyk, Scott Weeks
  “Leave a witness.” - Master Vigilant Marax
  To savor his rise in power and prominence, Master Vigilant Marax has demanded witnesses to his
  audacious triumphs. To savor his defeat, others now demand witnesses to his utter failure.  A small,
  select group will be chosen to be either the victims of his final victory, or the mechanisms of his final
  defeat. A dangerous Gran March Regional adventure for APLs 4-16, and Part 7 of the Shattered
  Reflections series.
  Note: This adventure will be of particular interest to those with the Favor of Baron Doulanfon, Knights of
  the Watch, and the Gran March Army. PCs with the Enmity of Baron Doulanfon from GRM7-IN4, By Right
  of Conquest cannot participate in this adventure.
  Resources: Monster Manual III
  
  <Title>
  [Round #]
  Page 2
  
  GRM8-04 Witness
  Page 1
  RPGA® SANCTIONED PLAY
  Most likely you ordered this adventure as part of
  an RPGA even from the RPGA website, or you
  received it from your senior gamemaster. To play
  this adventure as part of the LIVING GREYHAWK
  campaign—a worldwide, ongoing D&D campaign
  set in the GREYHAWK setting—you must sanction it
  as part of an RPGA event. This event could be as
  elaborate as a big convention, or as simple as a
  group of friends meeting at the DM’s house.
  To sanction an RPGA event, you must be at
  least a HERALD-LEVEL gamemaster. The person
  who sanctions the event is called the senior
  gamemaster, and is in charge of making sure the
  event is sanctioned before play, runs smoothly on
  the date sanctioned, and then reported back to the
  RPGA in a timely manner. The person who runs
  the game is called the table Dungeon Master (or
  usually just DM). Sometimes (and almost all the
  time in the cases of home events) the senior
  gamemaster is also the table DM. You don’t have
  to be a HERALD-LEVEL GM to run this adventure if
  you are not the senior GM.
  By sanctioning and reporting this adventure
  you accomplish a couple of things. First it is an
  official game, and you can use the AR to advance
  your LIVING GREYHAWK character. Second player
  and DMs gain rewards for sanctioned RPGA play
  if they are members of the DUNGEONS & DRAGONS
  REWARDS program. Playing this adventure is worth
  two (2) points.
  This adventure retires from RPGA-sanctioned
  play on December 31, 2008.
  To learn more about the LIVING GREYHAWK
  character creation and development, RPGA event
  sanctioning, and DUNGEONS & DRAGONS REWARDS,
  visit the RPGA website at www.rpga.com.
  PLAYERS READ NO
  FARTHER
  If you are planning on playing this adventure, stop
  reading now. The rest of the information in this
  adventure is for the DM only. If you read farther
  than this section, you’ll know too much about its
  challenges, which kills the fun. Also, if you’re
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point
  makes you ineligible to do so.
  PREPARING FOR PLAY
  To get the most out of this adventure, you need
  copies of the following D&D books: Player’s
  Handbook, Dungeon Master’s Guide, and the
  Monster Manual.
  Throughout this adventure, text in bold italics
  provides player information for you to paraphrase
  or read aloud when appropriate. Sidebars contain
  important information for you, including special
  instruction on running the adventure. Information
  on nonplayer characters (NPCs) and monsters
  appear in abbreviated form in the adventure text.
  Full information on NPCs and monsters are given
  in the Appendices.
  Along with this adventure you’ll find a RPGA Table
  Tracking sheet. If you’re playing this adventure as
  part of an RPGA-sanctioned event, complete and
  turn in this sheet to your senior GM directly after
  play. You’ll also find a LIVING GREYHAWK
  Adventure Record (AR).
  LIVING GREYHAWK LEVELS
  OF PLAY
  Because players bring their own characters to
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s
  challenges are proportionate to the modified
  average character level of the PCs participating in
  the adventure. To determine this modified Average
  Party Level (APL) follow the steps below:
  Determine the character level for each of the PCs
  participating in the adventure.
  If PCs bring animals that have been trained for
  combat (most likely dogs trained for war),
  other than those brought by virtue of a class
  ability (such as animal companions, familiars
  paladin’s mounts) or the warhorse of a
  character with the Mounted Combat feat, use
  the sidebar chart to determine the number of
  levels you add to the sum of step one. Add
  each character’s animals separately. A single
  PC may only bring four or fewer animals of
  this type, and animals with different CRs are
  added separately.
  Sum the results of step 1 and 2, and divide by the
  number of characters playing in the adventure.
  Round to the nearest whole number.
  If you are running a table of six PCs, add one to
  that average.
  
  GRM8-04 Witness
  Page 2
  Throughout this adventure, APLs categorize the
  level of challenge the PCs face. APLS are given in
  even-numbered increments. If the APL of your
  group falls on an odd number, ask them before the
  adventure begins whether they would like to play a
  harder or easier adventure. Based on their choice,
  use either the higher or the lower adjacent APL.
  APL also affects the amount of experience
  and gold a PC can gain at the end of the
  adventure. If a player character is three character
  levels or more either higher or lower than the APL
  at which this adventure is being played, that
  character receives only one-half of the experience
  points and gold for the adventure. This simulates
  the fact that either the PC was not challenged as
  much as normal or relied on help by higher-level
  characters to reach the objectives.
  Furthermore, a PC who is four or more levels
  higher than the highest APL supported by the
  adventure may not play the adventure.
  LIVING GREYHAWK adventures are designed for
  APL 2 and higher. Four or five 1st-level characters
  may find the challenge of an APL 2 adventure
  difficult. Suggest the following to these groups to
  help increase their chances of success:
  1. Enlist a sixth player.
  2. Advise characters to buy riding dogs to help
  protect them, and fight for them.
  TIME UNITS AND UPKEEP
  This is a standard one-round Regional adventure,
  set in the Gran March. Characters native to the
  Gran March pay one Time Unit per round, all
  others pay two Time Units per round.
  Adventurer’s Standard Upkeep costs 12 gp
  per Time Unit. Rich Upkeep costs 50 gp per Time
  Unit. Luxury Upkeep costs 100 gp per Time Unit.
  Characters that fail to pay at least Standard
  Upkeep will retain temporary ability damage until
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell
  component pouches and healer’s kits, and may
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this
  adventure.
  A character who does not pay for at least
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the
  character possesses four or more ranks in the
  Survival skill and succeeds at a Survival check
  (DC 20), the character will heal temporary ability
  damage as if he or she paid for Standard Upkeep,
  may refill spell component pouches and healer’s
  kits, and may restock up to 20 arrows or bolts if
  the character has at least four ranks in Craft
  (bowmaking). The player is allowed to Take 10 on
  this roll.
  More information about Lifestyle and Upkeep
  can be found in the “Lifestyle and Upkeep” section
  of Chapter 3 of the LIVING GREYHAWK Campaign
  Sourcebook.
  ADVENTURE BACKGROUND
  In the early part of 593 CY, the top of an ancient
  ziggurat from the time of the Occluded Empire was
  uncovered in the Rushmoors (GRM3-03, Shades
  of the Past). Over the next two years, the Gran
  March army worked to uncover and explore the
  ziggurat, known as Fhar’anod. Those entering the
  ziggurat 
  encountered 
  a 
  worshipper 
  of 
  the
  Whispered One from an ancient time and a
  mezzoloth in his service. They were able to
  uncover a few ancient artifacts that had been
  buried for a millennium (SHE5-01 Sounds of
  Silence). Most of these artifacts were moved to
  The Athenaeum for study. Other matters became
  higher priorities and the study of the old papers,
  writings and pottery was put on hold. Fhar’anod
  was dismantled.
  In early 595 CY, an earthquake shook
  Shiboleth, opening a long-sealed cavern hundreds
  of feet below the surface. Inside the cavern was
  an enormous mithral archway gilded in bronze that
  lead to the Bleak Eternity of Gehenna. The gate,
  dormant for centuries, was reawakened, and the
  residents of Gehenna began exploring this new
  # of Animals
  Mundane
  Animals Effect
  on APL
  1
  2
  3
  4
  1/4 & 1/6
  0
  0
  0
  1
  1/3 & 1/2
  0
  0
  1
  1
  1
  1
  1
  2
  3
  2
  2
  3
  4
  5
  3
  3
  4
  5
  6
  4
  4
  6
  7
  8
  5
  5
  7
  8
  9
  6
  6
  8
  9
  10
  CR of Animal
  7
  7
  9
  10
  11
  
  GRM8-04 Witness
  Page 3
  territory with patient curiosity. The yugoloths
  exploring Gran March in 595CY were not the
  same ones who used the portal millennia ago, and
  knew nothing of their predecessors’ dealings in
  the Sheldomar Valley.
  As the yugoloths of Gehenna began exploring
  upward, the Order of World Travelers and the
  leaders 
  of 
  Syrloch, 
  Gran 
  March’s 
  arcane
  academy, 
  began 
  exploring 
  downward 
  to
  investigate the source of the earthquakes.
  Explorers from Gran March and Gehenna both
  encountered the Outpost, a civilization of reclusive
  vampires from the time of the Occluded Empire,
  hundreds of feet below Shiboleth. The vampires
  vacated, clearing the way for the humans and
  yugoloths to meet. When the two exploring groups
  met, the humans from Shiboleth struck first
  against the yugoloths. The cavern below Shiboleth
  was collapsed, sealing off the mithral gate.
  During the weeks after the collapse, there
  were numerous yugoloth and Outpost vampire
  sightings in Shiboleth. They were seen fighting
  giants who invaded the city (GRM5-IN5, In the
  Eleventh Hour). PCs encountered a vampire
  named Boramante who was leading a few
  vampires that were being pursued by a small
  horde of yugoloths in GRM6-01, All That Is Secret
  and Hidden). An ultroloth named Lurana was seen
  beneath a newly constructed gladiatorial arena
  (GRM6-02, Family Values) in Shiboleth. An
  ultroloth wearing ornate full plate decorated in a
  twisted, demonic similarity to the Knights of the
  Watch broke into the Athenaeum in Hookhill
  (GRM6-07, Athenaeum). This ultroloth proclaimed
  himself Master Vigilant Marax, and claimed that
  the Knights of the Watch were a pale imitation of
  an older, daemonic knighthood named the Knights
  Vigilant. PCs also encountered half-fiend soldiers
  with yugoloth characteristics who claimed to have
  once been humans from Shiboleth.
  In GRM7-06 The Order of Underworld
  Travelers, the PCs descended into the depths of
  Shiboleth and found the remains of the vampiric
  Outpost. They also found evidence that the
  yugoloths were still active beneath the city. PCs
  encountered an ultroloth named Euryale and
  learned that the half-yugoloth soldiers that have
  been encountered with the daemons were not
  lying about having once been human Gran March
  soldiers. Some kidnapped victims (PCs) have
  escaped from the yugoloths before they could be
  fully transformed, but now have a fiendish taint.
  The escapees all recall being aided by a
  mysterious dark figure.
  Four months ago, a horde of yugoloths and
  their minions invaded Shiboleth. A large force of
  fiends created a distraction by attacking Baron
  Doulanfon’s estate in southeastern Shiboleth.
  Other 
  yugoloths 
  created 
  a 
  large 
  hole 
  in
  southwestern Shiboleth and dragged the large
  bronzed mithral gate from beneath the city. They
  also carried a captive solar and numerous fiendish
  and celestial prisoners. They flew southwest,
  toward the Rushmoors. Some of the monsters that
  attacked Baron Doulanfon’s Manor were not
  aware that they were just a distraction, and
  attacked the manor with all their might. The fiends
  were all dressed in tabards that looked like a
  perversion of Gran March heraldry (player
  handout 3), and claimed the city of Shiboleth by
  right of Conquest in the name of New Gran March.
  Many soldiers and civilians were killed, including
  Baron Doulanfon’s personal bodyguard. The
  monsters thought they had killed the Baron, but
  magic kept him alive until he could be healed. The
  Baron has decided to find these fiends and kill
  every last one of them.
  One month after they dragged the mithral gate
  from beneath Shiboleth, Master Vigilant Marax
  was found in Fhar’anod. He had uncovered a
  secret from the Occluded Empire that allowed him
  to transform himself into an outsider form of
  vampire (vampir). He had made a spawn of the
  solar Baradiel and the two of them created the
  beginnings of a vampir army composed of both
  fiendish and celestial outsiders, all in thrall to
  Marax. Though the solar seemed to resist the
  undead urge, he followed his ultroloth master’s
  commands and Marax and Baradiel escaped to an
  unknown location. No sign of the bronzed gate
  was found.
  ADVENTURE SUMMARY
  Introduction
  PCs are summoned to the estate of Baron
  Doulanfon. PCs with meta-org connections will be
  sent on behalf of their organizations. PCs who
  have the Baron’s Favor from previous scenarios
  will be summoned even if they do not have other
  connections. PCs with the Enmity of Baron
  Doulanfon cannot participate in this scenario.
  Another ultroloth, Lurana, has come forth to give
  information 
  to 
  Baron 
  Doulanfon 
  on 
  the
  whereabouts of Marax and Baradiel. Lurana
  indicates that she does not support Marax in his
  madness, and it suits her ambitions to see him fall.
  The Baron does not trust her, but he feels that he
  and the PCs should hear her information. Lurana
  
  GRM8-04 Witness
  Page 4
  was last seen in GRM6-02, Family Values. She
  may also have experiences with PCs who do not
  immediately recognize her as their rescuer from
  GRM7-06, The Order of Underworld Travelers.
  Encounter 1
  PCs can follow Lurana’s information to the site
  of a bullywug village that was attacked the night
  before. There are bullywugs still present in this
  village, and they have been enslaved to dig within
  an ancient ruin during the day. If the PCs enter the
  ruin or wait around until nightfall, they will be
  attacked by daemonic vampirs. PCs will need to
  decide what to do about the bullywug prisoners.
  Encounter 2
  If the PCs confronted he vampirs in the
  bullywug village, Lurana will provide additional
  information that leads to another underground ruin
  in the Rushmoors. This one is where Marax,
  Baradiel and their vampiric thralls have been
  hiding for the last four months. PCs will face other
  vampirs who are showing signs of deterioration.
  Encounter 3
  Exploring the ruins, PCs will find signs of relics
  from ancient Flan civilizations. All of them have
  been broken apart and lay discarded around the
  ruins. They will find desiccated corpses of celestial
  and fiendish vampirs.
  Encounter 4
  PCs will find a decomposing Master Vigilant
  Marax sitting in a throne at the lowest floor of the
  ruin, surrounded by the remains of several
  vampirs. He will be despondent but defiant. At
  lower APLs, his decomposition is so severe that
  he is blind and has lost most of his hit dice and
  powers.
  Encounter 5
  The solar Baradiel is also present, and even
  more decayed than Marax. The PCs can choose
  to attack him or talk to him. His power is greatly
  reduced as well, even at higher APLs.
  Conclusion
  PCs should report the destruction of Master
  Vigilant Marax and the vampirs to Baron
  Doulanfon. Their victory will be hailed by bards
  and scribes throughout Shiboleth and Gran March.
  PCs might deduce that anonymous parties have
  paid the bards and scribes to record the downfall
  of the arrogant and foolhardy Marax.
  PREPARATION FOR PLAY
  PCs with the Enmity of Baron Doulanfon from
  GRM7-IN4, 
  By 
  Right 
  of 
  Conquest 
  cannot
  participate in this adventure.
  Any PC who is a member of the Gran March
  army or is a Knight of the Watch/Dispatch who has
  10 or more ranks in Search or 10 or more ranks in
  Survival with the Track Feat should be given
  Player Handout 1.
  The DM should note which PCs played
  GRM7-06, The Order of Underworld Travelers. In
  this adventure, the PCs will encounter a minor
  NPC from that scenario. The DM should note if
  any PC has the Ire of Baron Doulanfon from that
  scenario
  The DM should note which PCs played
  GRM7-08, Thrall. Any PC who agreed to monitor
  Fhar’anod as noted on that scenario’s AR will be
  known to the Baron and he will treat them more
  genially.
  The DM should note if any PCs have the AR
  item A Dangerous Thing from GRM7-06, The
  Order of Underworld Travelers. These PCs will
  receive special attention from an NPC in the
  introduction and an option to worsen their
  situation.
  PCs who are disguised or using magic that
  block or misdirect detection spells should be told
  that they will be examined at the start of the
  adventure. Any PC who cannot verify their identity
  to the Baron’s bodyguards will not be allowed to
  participate in the adventure, or, at worst, jailed if
  they are wanted in Gran March. Players should be
  warned that their PCs would probably know that
  they will be examined by the Baron’s bodyguards
  and should either not cast spells that block mental
  probing or not participate with those PCs.
  Some of the vampirs in this scenario were
  created in the area of a desecrate spell and
  received benefits from that spell-effect and some
  were not. The stat blocks have been adjusted
  accordingly.
  The DM should make sure the players have their
  spells chosen before the game begins.
  INTRODUCTION
  PCs will be summoned to the estate of Baron
  Doulanfon in southeast Shiboleth. PCs who have
  the Favor of Baron Doulanfon from any previous
  Gran March adventure are summoned directly.
  
  GRM8-04 Witness
  Page 5
  Those who are members of regional and meta-
  regional organizations are sent on behalf of their
  organizations if they do not have the Favor of
  Baron Doulanfon directly. Others were summoned
  based upon their reputation. If a player indicates
  that their PC is not someone whom the Baron
  would summon, they should pick another PC or
  leave the table.
  You have been summoned to appear at
  Baron 
  Doulanfon’s 
  estates 
  in 
  southeast
  Shiboleth. Four months ago, the estates were
  attacked by fiendish soldiers that claimed the
  city in the name of New Gran March. The
  invaders were repelled and the estates have
  been rebuilt. Soldiers and Watchers guard the
  Baron’s home and eye you suspiciously as
  you enter the grounds.
  After the soldiers determine that you are
  who you appear to be, you are taken inside the
  Baron’s manor house.
  Walking among the soldiers, you hear the
  sound of small claws on wood, and a small,
  clumsy puppy rushes out of a room ahead of
  you. The puppy is quickly followed by a young
  girl with long blond hair who is calling the
  name, “Scraps!” after the bouncy puppy. The
  girl is catching the puppy as another child
  enters the hallway. A boy wearing well-made
  leather armor and a short sword is directly on
  the girl’s trail and stands near her as she
  retrieves her yipping puppy. The blond girl
  notices you and turns in your direction, as the
  puppy squirms and yips playfully in her hands.
  The boy is perhaps 10 or 12, with dark blonde
  hair and pronounced Suloise features. A scar
  runs down the length of the left side of his
  face. As the girl notices you, the boy steps
  calmly between you and the girl.
  PCs who played GRM7-06, The Order of
  Underworld Travelers, might recognize the blond
  girl. She was a hostage under the influence of the
  ultroloth Euryale at the time. The girl’s name is
  Gretchen. She is seven years old, and her
  grandfather is a very good friend of Baron
  Doulanfon. If the PCs saved all of the young
  hostages in that scenario, the girl will be friendly
  toward them, though the boy will not allow her to
  approach the PCs. Nor will he allow the PCs to
  approach the girl. She will happily greet any PCs
  she knows and will talk about her puppy, Scraps,
  who keeps going potty everywhere. She will prattle
  happily about how silly her puppy is, and how she
  has to take care of him.
  If any PC has the Ire of Baron Doulanfon from
  GRM7-06, The Order of Underworld Travelers, it
  is because they provoked yugoloths into a fight
  with children present. Gretchen will remember the
  PC, and she will tremble at the sight of them. She
  will have died because of those PCs’ actions, and
  she will be disturbed by their presence. She will
  have been raised from the dead by the Baron. Her
  reaction to the PCs will be noticed by the boy
  protecting her and he will immediately become
  unfriendly toward the PCs.
  The boy protecting Gretchen is Bedivane
  Callawyn Doulanfon of House Lizhal of Keoland.
  He is the grandson of Baron Doulanfon (paternal)
  and King Kimbertos Skotti (maternal). His mother
  is Kialla Skotti, who recently rejected her position
  as a princess of Keoland and also resigned from
  the Knights of Dispatch. Her Dispatcher title at her
  resignation was Persistent Sparrow. Bedivane’s
  father was Watcher Captain Morsbur Doulanfon,
  Most Stalwart Rust Monster, Kialla’s husband who
  was killed at the Battle of Bloody Ridge in CY590.
  Bedivane was five years old when his father died.
  He is now 12 years old and slightly small for his
  age. Bedivane got the scar on his face from
  fighting a half-mezzoloth soldier of New Gran
  March during the assault on the Baron’s estate
  four months ago. The half-fiend thought the boy
  would be an easy kill and was proven wrong.
  Bedivane knows about Gretchen’s experience with
  Euryale, the ultroloth, months ago. He has
  appointed himself Gretchen’s protector and he
  takes the responsibility very seriously. Gretchen
  has spent a lot of her young life at his
  grandfather’s estate, and Gretchen has always
  admired her older “cousin.” PCs with knowledge:
  nobility can recognize Bedivane with a DC15 skill
  check. Knights of the Watch receive a +2 bonus to
  this check. Even at this young age, Bedivane
  projects an air of authority. He is very direct and
  serious. The soldiers refer to him as Master
  Doulanfon (or young Master Doulanfon). While he
  certainly has no authority over them, he is the son
  of a Gran March officer and Watcher who died in
  action and of a princess of Keoland. He is the
  grandson of a king and, most importantly to the
  soldiers at this time, the grandson of the Baron.
  They will treat him accordingly and will see that
  the PCs do as well.
  PCs should notice that these two children
  have the run of the house amid all the soldiers
  who stand guard. This should be a clue that at
  least one of them belongs here, and is probably a
  relative of the noble house in this barony. PCs
  might also note that the soldiers allow the children
  
  GRM8-04 Witness
  Page 6
  to speak to the PCs rather than bypassing them to
  go directly to the Baron.
  If Gretchen died at even one of the PCs’
  previous tables, she will react badly. If any of the
  PCs saved all of the children in the previous
  adventure, and none of them caused her death,
  Gretchen will mention to Bedivane that these are
  the nice people who talked to the black-skinned
  silver-eyed woman in the museum. Bedivane will
  soften the slightest, and thank the PCs for their
  service. He will usher her and her puppy away
  from the adults. As she is being ushered away,
  she will think to ask the PCs:
  “Are you here to talk to the other silver-
  eyed woman?”
  At this, the soldiers will indicate that it is best if
  the PCs speak to the Baron in regards to the other
  silver-eyed woman. Bedivane will usher Gretchen
  away, leaving the adults to continue on to his
  grandfather.
  PCs who treat either child with disrespect will
  be directed back toward civility by the soldiers. In
  the unlikely event that a PC insists on being
  disrespectful or insulting to one of the children, the
  soldiers will remove that PC from the estate,
  removing them from the adventure. The Baron will
  support this eviction, even if the rude PC has
  garnered his favor in the past.
  The Baron will meet the PCs and the soldiers
  in the halls of his manor. He is also flanked by
  soldiers who look very competent.
  The man coming toward you is small and
  wiry with graying hair and a sharp goatee. He
  wears fine leather armor and a functional short
  sword. From the look on his face, he is mad
  about something. The soldiers with him look
  ready to kill and more than up to the task.
  This is Baron Doulanfon. He is not especially
  angry right now; he is always confrontational and
  direct. He will greet each PC who has his favor by
  name and a brief handshake. He will acknowledge
  those representing meta-orgs and will speak
  briefly to those who are here through other means.
  He 
  discusses 
  the 
  situation 
  without 
  much
  preamble.
  “We have made some progress in trying to
  locate Marax and his vampirs.”
  If any of the PCs received Player Handout 1,
  he will direct that PC to inform the rest of the PCs
  what has been learned. If not, he will provide the
  information himself.  The DM should be familiar
  with the information in Player Handout 1 just to be
  sure.
  “For the last four months, we have been
  unable to locate Marax, the solar Baradiel, or
  the mithral gate that was taken from beneath
  the city. We can only follow in their wake and
  guess at their motivations. I have just learned
  that the fiends who took the gate are operating
  independently of Marax and his vampirs. We
  do not believe that they have simply taken the
  gate and left Gran March, but right now your
  focus just shifted to the vampirs.”
  The Baron begins walking as he talks, “I
  received a visitor today. She has been very
  forthcoming with information on Marax. I do
  not trust her. You should be suspicious of her
  every word as well. But right now, I’m willing to
  listen to what she has to say.“  He stops at a
  doorway that leads into a garden courtyard.
  “She is not to be attacked at this time. If you
  cannot contain yourself, remain here.” He
  turns and continues out into the courtyard.
  The Baron’s comment about the informant not
  being attacked does not come across like a
  request. It should be a simply stated command.
  The Baron and his bodyguards walk you
  into the sunny garden courtyard. There are
  another dozen soldiers and Watchers in the
  garden. Many of them are carefully observing
  the open sky and surrounding area. A few are
  closely monitoring a lone figure sitting in one
  of the chairs near a small fish pond. It is a
  small female form, hairless with black skin, an
  elongated head and silvery eyes. She wears
  form-fitting armor of some unusual leather.
  This is Lurana, an ultroloth. PCs who played
  GRM6-02, Family Values might remember having
  met her beneath the fighting arena. She will
  remember any PC who played GRM7-06, The
  Order of Underworld Travelers who received the
  AR item, A Dangerous Thing. Lurana was the
  ultroloth who saved the PCs from the necromantic
  clutches of the arcanaloth Morgraze. She will not
  address these PCs in front of others.
  She will be sociable, but cagey. She is
  confident, but alert and she does not want to be
  trapped. Baron Doulanfon has pledged her
  protection for this meeting. He will not tolerate any
  PCs attacking her. Any PC who attacks Lurana will
  be taken from the estate and will have to
  apologize profusely to the Baron if they wish to
  continue the adventure. He will be most unhappy
  
  GRM8-04 Witness
  Page 7
  at any PC who took it upon himself to violate a
  truce in the Baron’s own home. He would like to
  kill the ultroloth as well; he just knows that she is
  potentially useful at this time. Lurana is not
  detailed in this scenario because, if attacked, she
  will not fight back and the Baron will not allow the
  PCs to harm her. PCs who fight the Baron’s
  soldiers would face the standard penalties for
  breaking laws in Gran March.
  She will pass along the following information:
  • 
  Marax and his vampirs are still hiding
  somewhere in the Rushmoors, as the
  Baron has deduced.
  • 
  Marax has been calling on more and more
  mezzoloths lately. They do not return.
  • 
  She has mezzoloths loyal to her among
  the recent group that reported to Marax.
  • 
  Last night, Marax sent many of his thralls
  to attack another bullywug village.
  • 
  Their mission this time was not to destroy
  everything 
  in 
  sight. 
  The 
  surviving
  bullywugs have been put to work digging
  up some buried relics.
  • 
  She 
  knows 
  that 
  some 
  of 
  Marax’s
  lieutenants are directing the bullywugs.
  She knows that these lieutenants are still
  at the village.
  • 
  She can show the PCs and the Baron
  where the bullywug village is located.
  • 
  If the PCs are willing to investigate the
  bullywug village, she will be in contact
  tomorrow with information on Marax’s
  whereabouts. This, of course, depends on
  her safe departure from the Baron’s
  estate.
  If the PCs question her motives:
  • 
  She profits from Marax’s failure.
  • 
  She is tired of supplying him with muscle
  (the mezzoloths) for little profit.
  • 
  He is clearly insane and should be put
  down.
  Why us?
  • 
  Marax 
  has 
  required 
  homage 
  and
  witnesses to his rise to greatness. (She
  scoffs at this)
  • 
  She 
  requires 
  that 
  his 
  failure 
  have
  witnesses as well, so all know of the death
  of his self-promoted legend.
  • 
  She does not wish to further indulge
  Marax’s delusions of grandeur. She wants
  to have him brought low by the least
  potent weapon necessary (she is referring
  to the PCs).
  • 
  She has offered information in return for
  Baron Doulanfon sending no more in force
  than is needed to bring the insane Marax
  to heel. The PCs are more than adequate
  to the task at this stage, she feels.
  If the PCs are concerned that Marax is very
  powerful and that Baradiel is more than powerful
  enough to destroy all of them, she will wave off
  their concerns. She has bargained with the Baron.
  She wants the PCs to bring down the vampir. She
  considers the matter resolved.
  She is very sincere in both her desire to see
  Marax destroyed, and her belief that the PCs are
  adequate to the task. She legitimately wants
  Marax destroyed and for witnesses to confirm his
  destruction. 
  Lurana will specifically suggest that the PCs
  bring back his armor as proof of his destruction.
  If the PCs agree, she will provide maps that
  will pinpoint the bullywug village.
  Before she departs, PCs with A Dangerous
  Thing from GRM7-06, The Order of Underworld
  Travelers should be given Player Handout 2.
  Baron Doulanfon will want the PCs to leave
  today. He will arrange magical teleportation within
  the hour. He will wait no longer than two hours. He
  will contact them magically soon. He will not
  negotiate with the PCs – in his mind it is simply
  something that is to be done by any right-thinking
  person. Any PC who is thinking about demanding
  payment should be reminded that the Baron’s
  generosity has always been in keeping with the
  services he requires.
  If the PCs think to ask, the Baron is in favor of
  dispatching 
  bullywugs 
  wherever 
  they 
  are
  encountered. They are aggressive monsters that,
  in Gran March at least, have shown a fondness for
  the flesh of human and elven children, so he has
  no hesitation in having them killed. The Baron is
  known to be more pragmatic than charitable (LN).
  
  GRM8-04 Witness
  Page 8
  ENCOUNTER 1:
  BULLYWUGS
  The PCs will be teleported within a mile of the
  bullywug village inside the southern Rushmoors.
  The 
  teleporters 
  have 
  been 
  given 
  specific
  directions to hold their location and await the PCs,
  but not to interfere. The Baron wants to honor his
  agreement with Lurana up to the point where her
  information proves false.
  The DM can create any small collection of
  huts scattered around a central building as the
  bullywug village. The ground is fairly dry around
  the central building, with plenty of tree cover.
  Unlike the previous attacks, there is no sign that
  anyone used powerful magic to destroy this
  village. There are 6 bullywugs chained together
  digging in a muddy pit. The chains are anchored to
  a tree, preventing their escape. They have turned
  up a few shards of pottery, but nothing worthwhile.
  The bullywugs cannot fight the PCs, so if the PCs
  kill them, the DM should assume a quick execution
  unless the PCs wish to argue with each other
  about it. The village looks like 20 – 25 bullywugs
  once lived here. The PCs can find a dozen dead
  bullywug bodies, mostly drained of energy, but
  some killed by weapons and claws.
  There is an ancient ruin at the center of this
  village. There are more relics contained within the
  ruin, and that is where the vampirs have gone
  during the day. One of the bullywug diggers
  speaks a bit of common and can tell the PCs that
  the life-drainers dressed like soldiers have gone
  into the ruins. The PCs can also figure it out for
  themselves by looking around. The vampirs are all
  wearing the heraldry of New Gran March (Player
  Handout 3).  The DM might want to encourage the
  PCs to consider that waiting until nightfall would
  give the vampirs a chance to escape if they chose
  to flee rather than fight. During the day, they
  cannot escape outside the ruins without running
  into sunlight.
  If any PC is wearing a Gran March army
  uniform or the heraldry of the Knights of the
  Watch, the bullywug will tell them that the life-
  drainer soldiers are wearing the same “clothes” as
  the PCs. The heraldry and colors will look the
  same to the bullywugs, and they will assume that
  the uniforms are all the same.
  If the PCs go into the ruin, they will encounter
  the vampirs. If they wait until nightfall, the vampirs
  emerge. The ruins will have a series of twisting
  tunnels and will open into a 20 x 30 crypt where
  the PCs can confront the vampirs if they go in after
  them. The DM can add crypts and altars as
  desired.
  Some of the vampirs in this adventure were
  created inside the area of a desecrate spell. All
  lasting benefits from that creation have already
  been included in their stat blocks.
  The ruin is under the effects of an unhallow
  spell. The unhallow 
  provides 
  the 
  following
  benefits:
  • 
  The magic circle against good effect
  employed is the alternate version that aids
  in binding non-evil creatures and will not
  affect the combats.
  • 
  Each turn undead attempt takes a -4
  penalty.
  • 
  The single spell effect tied to the site is a
  bless that only applies to those who
  worship an evil bullywug deity. It will not
  affect any of the combatants.
  All of the vampirs are dressed like soldiers of New
  Gran March.
  APL 4 (EL 6)
  Aasimar warrior2 vampir (3): hp 21; see
  Appendix 1.
  APL 6 (EL 8)
  Hound Archon vampir (2): hp 69; see
  Appendix 2.
  APL 8 (EL 10)
  Mezzoloth pikeman vampir (2): hp 125; see
  Appendix 3.
  APL 10 (EL 12)
  Mezzoloth pikeman vampir (2): hp 202; see
  Appendix 4.
  APL 12 (EL 14)
  Mezzoloth pikeman vampir (2): hp 243; see
  Appendix 5.
  APL 14 (EL 16)
  Mezzoloth pikeman vampir (2): hp 283; see
  Appendix 6.
  APL 16 (EL 18)
  Mezzoloth pikeman vampir (4): hp 283; see
  Appendix 7.
  
  GRM8-04 Witness
  Page 9
  Tactics: The vampirs will be direct in their
  attack. They will use weapons and energy draining
  claw or slam attacks to their best advantage.
  Those with ranged attacks will use them against
  opponents who avoid melee. If possible, the
  mezzoloths will use dispel magic and cloudkill
  spells.
  Development: Searching the ruins will reveal
  an empty shell of an ancient temple. The vampirs
  found nothing here. There is a half a tablet inside
  the ruins that the vampirs were using to help them
  search the ruins. The PCs should be told that the
  ruins have been thoroughly searched.
  Lurana will be true to her word if the PCs
  confront the vampirs in the bullywug village. Baron
  Doulanfon will be given information on the
  following day that will lead the PCs to Marax’s
  sanctuary with the condition that the PCs alone
  must bring about and bear witness to Marax’s
  downfall.
  PCs will have a day to prepare. The Baron will
  again arrange magical transportation.  He will also
  provide hit point healing and restoration spells
  for any PCs who lost a level to energy drains
  before they move to the next location.
  ENCOUNTER 2: HIDEOUT
  The PCs will be able to approach the second set
  of ruins unopposed. They should be given the
  opportunity to rest if they desire. Baron Doulanfon
  will arrange magical transport to the second ruins
  if needed.
  Moving through the thick, swampy terrain,
  you come to a scum-covered archway. Pieces
  of an ancient building lay crumbled and half-
  submerged in the soft ground. You can see
  that the building is half-flooded and muddy
  inside. Beyond the first room of the ruin, there
  is less flooding, but you can see where mud
  and reeds have been tracked through the ruin.
  You find a stairwell that descends deeper into
  the Rushmoors. The stairwell is dry. A sense
  of malevolence and dread surrounds you from
  below. There is dim, constant light coming
  from below.
  The ruin will detect as evil and magical at this
  point. The lower floor is not flooded, and it will
  radiate conjuration, evocation and universal magic
  if detected. It also radiates evil. The ruin is under
  the effects of unhallow and desecrate spells.
  Descending the stairs, you notice that the
  gray stone is covered in spots by a fine, dry
  dust. You also notice that your gear is no
  longer wet from the swamp. At the foot of the
  stairwell, a room opens up. You can see
  movement within the room.
  The desecrate provides the undead with the
  following benefits:
  • 
  Each turn undead attempt suffers a -6
  profane penalty
  • 
  The undead receive a +2 profane bonus
  to attack rolls, damage rolls and saving
  throws.
  The unhallow provides the following benefits:
  • 
  The magic circle against good effect
  employed is the alternate version that aids
  in binding non-evil creatures and will not
  affect the combats.
  • 
  Each turn undead attempt takes a -4
  penalty. This is an unnamed bonus that
  stacks with the profane bonus from
  desecrate for a total penalty of -10.
  • 
  The single spell effect tied to the site is no
  longer active.
  The vampirs that move to engage the PCs are
  showing the effects of the degenerative condition
  that is afflicting all of Marax’s creations. They have
  begun to rot, and their movements will appear
  clumsy. 
   
  The 
  DM 
  should 
  describe 
  the
  degenerative effects depending on APL. A
  description is provided in the appendix for each
  monster.
  APL 4 (EL 6)
  Degenerated mezzoloth vampir: hp 65; see
  Appendix 1.
  APL 6 (EL 8)
  Degenerated mezzoloth vampir (2): hp 65;
  see Appendix 2.
  APL 8 (EL 10)
  Degenerated vrock vampir (2): hp 95; see
  Appendix 3.
  APL 10 (EL 12)
  Degenerated vrock vampir (4): hp 95; see
  Appendix 4.
  
  GRM8-04 Witness
  Page 10
  APL 12 (EL 14)
  Degenerated Barbed devil vampir (3): hp
  138; see Appendix 5.
  APL 14 (EL 16)
  Degenerated Leonal vampir (3): hp 126; see
  Appendix 6.
  APL 16 (EL 18)
  Degenerated vrock (advanced) vampir (2):
  hp 270; see Appendix 7.
  Tactics: The vampirs will be direct in their
  attack. They will use weapons and energy draining
  claw or slam attacks to their best advantage. Even
  the celestial vampirs will be trying their best to kill
  and drain the PCs. Those with ranged attacks will
  use them against opponents who avoid melee. 
  The energy drain ability of each of these vampirs
  is less potent than usual due to their condition.
  This is detailed in the appropriate appendices.
  Development: 
  When 
  the 
  vampirs 
  are
  defeated, they will go gaseous, and then settle
  back to the floor of the ruin, rematerializing on the
  next round. PCs with knowledge: religion will know
  that this is unusual. The vampirs will not rise
  again, but to truly destroy them, they should be
  exposed to sunlight. The PCs can continue their
  search of the ruins after defeating the vampirs.
  ENCOUNTER 3: REMAINS
  PCs can continue searching the ruin. They will find
  a lot of relics that Marax collected over the last
  year. All of it will be broken and useless. They will
  also find a lot of desiccated vampirs that have
  already 
  succumbed 
  to 
  their 
  degenerative
  condition.
  The rooms in this ruin are oddly bare, but
  the floor is littered with pieces of pottery and
  fragments of parchment. The pottery looks like
  it has been smashed, and it looks like some of
  the urns and bowls were hurled against the
  walls.
  PCs with Knowledge: Local Sheldomar Valley
  meta-region will recognize that the relics look like
  they came from the Occluded Empire on a DC 10
  skill check.
  The first body you find is that of an
  aasimar. His face is pulled gaunt and his limbs
  are contorted and broken. His skin is dry, and
  pasted to his bones like dried leaves. Fangs
  can be seen in the mouth that lays open and
  slack.
  The next unmoving corpse is a giant
  serpent with feathery wings that were probably
  once brilliantly colored. The feathered wings
  are now faded and brittle. Further on, sitting in
  a corner is the lifeless corpse of a mezzoloth
  warrior. Its oversized canine teeth indicate that
  it was one of the undead. Scattered throughout
  the ruin, archons, devils, mezzoloths, and
  some 
  demon 
  corpses 
  all 
  lay 
  in 
  dry,
  decomposed piles. You also find other corpses
  of mezzoloths who look like they had their
  throats ripped out. These corpses do not look
  as dry as the others, but they are no less dead.
  The PCs will find more than a dozen vampirs
  that have succumbed to the degenerative nature
  of their existence. Some of the mezzoloths are just
  victims of Marax and Baradiel’s feeding. They
  attempted to create more new vampirs, but their
  ability to create new spawn has degenerated as
  well, allowing the mezzoloths to resist the call of
  undeath. The PCs can also find lots of ancient
  relics scattered about the ruins that Marax has
  collected over the last four months. It looks like he
  was searching for something among all of the
  collected relics from the Occluded Empire, and
  failed.
  ENCOUNTER 4: MARAX
  PCs will locate a large (60 x 40), vaulted chamber
  and can confront Master Vigilant Marax. He is
  plotting his final move, and is far from beaten,
  despite the tremendous setback his plans have
  suffered. He is degenerating slower than most of
  his thralls, and given time, he could possibly find a
  way to prevent any further decay. He will appear
  to be surprised and angered by the PCs’ invasion
  of his sanctuary.
  You enter a large vaulted chamber. Near
  the far wall, there is an imposing black chair
  fashioned in a spider web design. Slumped in
  the throne is a black-skinned humanoid
  wearing plate armor and a tabard of New Gran
  March. The once silvery eyes are black and
  inert. He is not moving. The room is littered
  with the desiccated corpses of yugoloths
  wearing the tattered heraldry of New Gran
  March.
  At higher APLs, Marax is only slightly
  degenerated, and there will be additional vampirs
  to help him kill the PCs. At APL 4, he has
  
  GRM8-04 Witness
  Page 11
  degenerated so badly that he has not only lost
  most of his power, he has lost his sight as well. If
  the PCs move directly to attack, he will fight back.
  If the PCs approach him slowly to check if he is
  dead as well, he will speak before attacking. If the
  PCs want to gloat in the face of Marax’s failure, he
  will still be full of bravado. It is up to the DM to
  adjudicate Marax’s reaction to the PC’s approach.
  He would prefer to speak before being killed, but
  he has no leverage to force the PCs to endure his
  conversation.
  The following might be pertinent if the PCs talk
  to him:
  • 
  The degeneration of the vampirs began
  two months ago.
  • 
  They are not fully dead, just inert.
  • 
  He will find a way to restore himself and
  all of his thralls. His glorious victory is only
  facing a temporary setback.
  • 
  He already has clues to lead him to the
  knowledge 
  needed 
  to 
  arrest 
  the
  degeneration. No one can stop him.
  If the PCs mention Lurana, he becomes
  angry, and calls her a traitor.
  Even if the PCs do not attack Marax, he
  will rise and attempt to kill them. He will not
  allow them to simply leave him here to
  degenerate. His actions indicate that he still
  feels confident in his ability to kill them. He will
  destroy them for daring to invade his
  sanctuary.
  APL 4 (EL 7)
  Master Vigilant Marax: hp 77; see Appendix
  1.
  APL 6 (EL 9)
  Master 
  Vigilant 
  Marax): 
  hp 
  119; 
  see
  Appendix 2.
  APL 8 (EL 11)
  Master 
  Vigilant 
  Marax): 
  hp 
  161; 
  see
  Appendix 3.
  APL 10 (EL 13)
  Master Vigilant Marax: hp 207; see Appendix
  4.
  APL 12 (EL 15)
  Master Vigilant Marax: hp 243; see Appendix
  5.
  APL 14 (EL 17)
  Master Vigilant Marax: hp 297; see Appendix
  6.
  APL 16 (EL 19)
  Master Vigilant Marax: hp 372; see Appendix
  7.
  Leonal Vampir (2): hp 138; see Appendix 7.
  Tactics: Marax is going to do his best to kill
  one or two PCs. He will haste himself with his
  boots of speed, depending on the APL. At lower
  APLs, Marax’s disloyal minions have stolen more
  of his possessions and fled as he degenerated. At
  APL 4, he is blind and will suffer a 50% miss
  chance on all attacks. If the PCs are known to him
  from previous adventures in the series, he will
  focus on the biggest threats. At APL 4 he will
  spread out his attacks among PCs, not sure where
  the threat is coming from due to blindness. If he
  manages to kill a couple of PCs, his megalomania
  will kick in before he kills the rest. He will begin
  taunting the PCs, and he will use less effective
  attacks to prolong their futility. This should give the
  surviving PCs a chance to kill him in the face of his
  arrogance. If the PCs fail to beat him, he will, as
  always, leave a witness to his greatness. He will
  send the survivors away to tell of his might and
  greatness.
  Development: If the PCs defeat Master
  Vigilant Marax, he will turn gaseous, and then
  return to his inert vampir form. To destroy him
  fully, his body should be exposed to sunlight. PCs
  can discover a poorly hidden secret door behind
  the spider-motif throne.  Marax’s ornate armor can
  be easily claimed once he is beaten.
  ENCOUNTER 5: BARADIEL
  If the PCs open the secret door behind the throne,
  they find a small chamber (20 x20).
  You open the secret door to reveal a small
  chamber filled with thousands of small,
  heatless flames. Sitting on the floor in the
  center of the far wall is a large, winged
  humanoid. The solar’s once-beautiful golden
  skin is ashen gray and covered in dry sores.
  Wilted feathers have fallen from his wings. His
  face is gaunt and the bone of his skull can be
  seen though missing patches of his flesh. He
  hisses in your direction, fangs exposed, and
  waves a clawed hand in your general direction.
  
  GRM8-04 Witness
  Page 12
  Baradiel has lost his mind. He sits in his
  chamber and constantly casts continual flame
  spells, hoping to find his way back to the light.
  With Marax’s death, Baradiel is no longer in thrall
  to the master vampire. He is still an evil vampir,
  but now he can be reasoned with. If he can be
  calmed down, he will regain enough control to
  seek his own destruction before he commits
  additional atrocities. If the PCs attack him, he will
  fight to kill. He needs the PCs help to restrain the
  evil within. If the PCs just stand around and do not
  initiate peacekeeping conversation with Baradiel,
  he will attack them.
  If the PCs attempt to calm the vampir angel,
  he will respond. The DM should not require a
  Diplomacy check; it should be a simple role-
  playing encounter. PCs who would prefer to fight
  the angel have that option as well.
  If the PCs begin to fight, and are forced to
  retreat, Baradiel does not pursue, he returns to his
  insanity and casting his continual flames.
  For PCs who care, Baradiel can relate the
  following:
  • 
  He was captured by the yugoloths at least
  50 human years ago while fighting in the
  Blood Wars.
  • 
  He has been in and out of awareness a
  few times during hose years.
  • 
  He hurts and aches. His body has hurt
  endlessly for all those years. His spirit now
  aches for the divine.
  • 
  Marax took his life, and made him a
  monster. He tried to resist, but Marax was
  just too strong. He eventually gave in to
  the starvation of his spirit.
  • 
  Marax was searching for a way to stop the
  decay. He made Baradiel do many, many
  unspeakable things. 
  • 
  Baradiel is not able to talk about the most
  awful things Marax compelled him to do.
  Marax 
  protected 
  himself 
  from 
  that.
  (Baradiel will not be able to explain this
  further)
  • 
  He followed law and good, not a specific
  deity.
  • 
  He longs for the light. (He means both the
  sun and goodness)
  • 
  He is willing to resurrect any fallen PCs.
  • 
  He will ask that his sword be given to a
  church of light.
  If the PCs talk to Baradiel and help him leave
  the ruins to face the sunlight, they will receive the
  Last Look into the Light item on the AR. The text
  assumes the PCs and Baradiel exit the ruins
  during daylight. The DM should modify it if they
  await the rising sun.
  You walk the angel out of the unhallowed
  ruins and into the sunlight. The vampir
  flinches for a moment and hisses behind an
  arm raised to ward off the burning rays. The
  solar perseveres and turns his eyes toward the
  sun. His skin smolders and begins to crackle.
  The searing pain is obvious as his body burns
  in the sun’s rays, and the ash drifts away on
  the breeze. But the angel stands resolute as
  the vampir flesh is purified by the sun. The
  flesh and bones of the vampir decay into dust
  and crumble. A feeling of relief washes over
  you, floating along with the ash on the wind.
  For PCs who prefer to fight Baradiel:
  APL 4 (EL 7)
  Baradiel (solar vampir): hp 91; see Appendix
  1.
  APL 6 (EL 9)
  Baradiel 
  (solar 
  vampir): 
  hp 
  119; 
  see
  Appendix 2.
  APL 8 (EL 11)
  Baradiel 
  (solar 
  vampir): 
  hp 
  133; 
  see
  Appendix 3.
  APL 10 (EL 13)
  Baradiel 
  (solar 
  vampir): 
  hp 
  168; 
  see
  Appendix 4.
  APL 12 (EL 15)
  Baradiel 
  (solar 
  vampir): 
  hp 
  231; 
  see
  Appendix 5.
  APL 14 (EL 17)
  Baradiel 
  (solar 
  vampir): 
  hp 
  275; 
  see
  Appendix 6.
  APL 16 (EL 19)
  Baradiel 
  (solar 
  vampir): 
  hp 
  363; 
  see
  Appendix 7.
  
  GRM8-04 Witness
  Page 13
  Tactics: Baradiel is struggling to control the
  evil within. With Marax’s death, he can suppress
  the urge to feed on life force if the PCs encourage
  him. If the PCs attack, Baradiel surrenders to the
  evil and responds with force. If the PCs help him,
  he would prefer to walk out into the sunlight or, if it
  is night, to await the rising sun.
  Development: If any PC dies within the ruins
  and the PCs are able to talk Baradiel into walking
  into the sunlight, he will offer to resurrect the dead
  PC. He is still clearly a vampire, and the ruins are
  unhallowed and desecrated to Vecna. PCs may
  want to consider the ramifications of accepting his
  offer. Baradiel can cast resurrect three times. Any
  PC who accepts will receive the Life From the
  Lifeless item on the AR.
  With the defeat of Baradiel, the PCs have
  beaten all of the vampirs. They can move the inert
  corpses into the sun for their complete destruction.
  PCs who help Baradiel overcome the evil within
  rather than attacking him will receive recognition
  on the AR. At APLs 14 and 16, Baradiel’s dancing
  sword will be confiscated by Baron Doulanfon and
  given to a church if the PCs do not think to donate
  it themselves. The Baron will compensate the PCs
  for the donation.  They get partial value of the
  item, but they do not gain access to it on this AR.
  CONCLUSION
  The PCs should return to Shiboleth and report to
  Baron Doulanfon. He will be pleased with the PCs
  actions on behalf of Gran March and reward them
  accordingly. If they bring Marax’s armor, it will be
  displayed at the gates of the Baron’s estate as
  testament to the destruction of Shiboleth’s
  enemies. Citizens will visit the site frequently to
  view the evidence of Marax’s defeat. Even PCs
  who fail to beat the vampirs will still gain his favor.
  He will blame their failure on Lurana for
  underestimating the vampirs, or for outright lying
  to him. If the PCs fail, Baron Doulanfon will have
  an overwhelming force roll into the ruins right
  behind the PCs and rescue them after eliminating
  Marax and Baradiel.
  CONCLUSION: PCS DEFEAT MARAX
  AND BARADIEL
  This is for PCs who defeat Marax and Baradiel (by
  violence or by talking to him).
  The ultroloth Lurana seems to have been
  telling the truth about your ability to destroy
  Master Vigilant Marax and the vampiric angel,
  Baradiel. Had you not confronted and beaten
  Marax, it is possible that he would have found
  a way to overcome whatever problem was
  afflicting his vampirs. The Baron is very
  pleased at your bravery and at your results.
  His gratitude, as always, has valuable benefits.
  He indicates that there is still the matter of
  a bronzed mithral gate somewhere in the
  Rushmoors. He hopes that he can call upon
  you again.
  CONCLUSION: PCS DO NOT DEFEAT
  MARAX AND BARADIEL
  This is for PCs who have trouble at some point in
  the scenario defeating Marax and Baradiel.
  The ultroloth Lurana seems to have
  underestimated the power remaining in the
  vampiric thralls of Master Vigilant Marax and
  the vampiric angel, Baradiel. Because you
  were willing to follow Lurana’s stipulations,
  you learned Marax and Baradiel’s whereabouts
  and the Baron sent a powerful group in after
  you. With your sacrifice, the vampirs were
  located and destroyed. Your bravery in willing
  to face the extremely dangerous situation has
  garnered you the Baron’s favor. His gratitude,
  as always, has valuable benefits.
  He indicates that there is still the matter of
  a bronzed mithral gate somewhere in the
  Rushmoors. He hopes that he can call upon
  you again.
  EPILOGUE
  In all scenarios, Master Vigilant Marax and
  Baradiel will be located and destroyed as long as
  the PCs try to follow Lurana’s stipulations. The
  following will occur no matter who defeats Marax.
  Word of Master Vigilant Marax’s downfall
  speeds across Shiboleth, and all of Gran
  March. Reports of his outrageous triumphs
  and glorious defeat can be heard in many
  taverns across the country. For quite some
  time, the taverns are filled with the tales of the
  fallen Marax and the heroes who brought him
  down. You might almost think that someone
  made it a point to pay the bards and
  storytellers to spread the tale of Marax’s defeat
  at your hands. (And if the PCs brought the armor
  to the Baron:) Marax’s ornate full plate with the
  heraldry of the Knights Vigilant is posted
  outside the baron’s estate and Shiboleth’s
  
  GRM8-04 Witness
  Page 14
  citizens visit the location in a steady stream,
  reassuring themselves of the defeat of the
  daemon who has plagued their homes for the
  last three years.
  PCs who received Lurana’s Invitation (Player
  Handout 2) should inform the DM of their decision
  regarding whether or not to accompany her. The
  DM should make sure the player understands that
  a change in alignment is a possible repercussion
  for anyone who accepts her invitation.
  The End
  EXPERIENCE POINT
  SUMMARY
  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the experience award. Award the total
  value (objectives plus roleplaying) to each
  character.
  Encounter 1
  Defeat the vampirs.
  APL 4: 180 xp.
  APL 6: 240 xp.
  APL 8: 300 xp.
  APL 10: 360 xp.
  APL 12: 420 xp.
  APL 14: 480 xp.
  APL 16: 540 xp.
  Encounter 2
  Defeat the degenerated vampirs.
  APL 4: 180 xp.
  APL 6: 240 xp.
  APL 8: 300 xp.
  APL 10: 360 xp.
  APL 12: 420 xp.
  APL 14: 480 xp.
  APL 16: 540 xp.
  Encounter 4
  Defeat Master Vigilant Marax.
  APL 4: 210 xp.
  APL 6: 270 xp.
  APL 8: 330 xp.
  APL 10: 390 xp.
  APL 12: 450 xp.
  APL 14: 510 xp.
  APL 16: 570 xp.
  Encounter 5
  Defeating Baradiel by combat.
  APL 4: 135 xp.
  APL 6: 180 xp.
  APL 8: 225 xp.
  APL 10: 270 xp.
  APL 12: 315 xp.
  APL 14: 360 xp.
  APL 16: 405 xp.
  Or:
  Talking to Baradiel and helping him control
  the vampir urges
  APL 4: 135 xp.
  APL 6: 180 xp.
  APL 8: 225 xp.
  APL 10: 270 xp.
  APL 12: 315 xp.
  APL 14: 360 xp.
  APL 16: 405 xp.
  .
  Discretionary Roleplaying Award –
  APL 4: 135 xp.
  APL 6: 180 xp.
  APL 8: 225 xp.
  APL 10: 270 xp.
  APL 12: 315 xp.
  APL 14: 360 xp.
  APL 16: 405 xp.
  .
  Total possible experience
  APL 4: 675 xp.
  APL 6: 900 xp.
  APL 8: 1,125 xp.
  APL 10: 1,350 xp.
  APL 12: 1,575 xp.
  APL 14: 1,800 xp.
  APL 16: 2,025 xp.
  TREASURE SUMMARY
  During 
  an 
  adventure, 
  characters 
  encounter
  treasure, usually finding it in the possession of their
  foes. Every encounter that features treasure has a
  “treasure” section within the encounter description,
  giving information about the loot, coins, and magic
  items that make up the encounter’s treasure.
  
  GRM8-04 Witness
  Page 15
  The loot total is the number of gold pieces each
  character gains if the foes are plundered of all their
  earthly possessions. Looting the bodies takes at
  least 10 minutes per every 5 enemies, and if the
  characters cannot take the time to loot the bodies,
  they do not gain this gold. If you feel it is reasonable
  that characters can go back to loot the bodies, and
  those bodies are there (i.e., not carted off by
  dungeon scavengers, removed from the scene by
  the local watch, and so on), characters may return
  to retrieve loot. If the characters do not loot the
  body, the gold piece value for the loot is subtracted
  from the encounter totals given below.
  The coin total is the number of gold pieces each
  character gains if they take the coin available. A
  normal adventuring party can usually gather this
  wealth in a round or so. If for some reason, they
  pass up this treasure, the coin total is subtracted
  from the encounter totals given below.
  Next, the magic items are listed. Magic item
  treasure is the hardest to adjudicate, because they
  are varied and because characters may want to use
  them during the adventure. Many times characters
  must cast identify, analyze dweomer or similar spell
  to determine what the item does and how to
  activate it. Other times they may attempt to use the
  item blindly. If the magic item is consumable (a
  potion, scroll, magic bolts, etc.) and the item is used
  before the end of the adventure, its total is
  subtracted from the adventure totals below.
  Once you have subtracted the value for
  unclaimed treasure from each encounter add it up
  and that is the number of gold pieces a characters
  total and coin value increase at the end of the
  adventure. Write the total in the GP Gained field of
  the adventure certificate. Because this is a Regional
  adventure, characters may spend additional Time
  Units to practice professions or create items
  immediately after the adventure so this total may be
  modified by other circumstances.
  L = Looted gear from enemy; C = Coin, Gems,
  Jewelry, and other valuables; M = Magic Items.
   Encounter 1:
  APL 4: L: 293 gp, C: 0 gp, M: (0 gp).
  APL 6: L: 8 gp, C: 0 gp, M: (0 gp).
  APL 8: L: 3 gp, C: 0 gp, M: +1 longspear (2)
  (384 gp), +1 composite longbow +3 STR
  bonus (2) (450 gp).
  APL 10: L: 3 gp, C: 0 gp, M: +1 longspear (2)
  (384 gp), +1 composite longbow +3 STR
  bonus (2) (450 gp).
  APL 12: L: 3 gp, C: 0 gp, M: +1 longspear (2)
  (384 gp), +1 composite longbow +3 STR
  bonus (2) (450 gp).
  APL 14: L: 3 gp, C: 0 gp, M: +1 longspear (2)
  (384 gp), +1 composite longbow +3 STR
  bonus (2) (450 gp).
  APL 16: L: 7 gp, C: 0 gp, M: +1 longspear (4)
  (768 gp), +1 composite longbow +3 STR
  bonus (4) (900 gp).
   Encounter 2:
  APL 4: L: 2 gp, C: 0 gp, M: +1 longspear (192
  gp), +1 composite longbow +3 STR bonus
  (225 gp).
  APL 6: L: 3 gp, C: 0 gp, M: +1 longspear (2)
  (384 gp), +1 composite longbow +3 STR
  bonus (2) (450 gp).
   Encounter 4:
  APL 4: L: 1 gp, C: 0 gp, M: +3 Mithral Full
  Plate (1,625 gp).
  APL 6: L: 1 gp, C: 0 gp, M: +3 Mithral Full
  Plate (1,625 gp), +4 Cloak of Turn Resistance
  (917 gp).
  APL 8: L: 0 gp, C: 0 gp, M: +3 Mithral Full
  Plate (1,625 gp), +4 Cloak of Turn Resistance
  (917 gp), +3 adamantine longsword (1,001
  gp), +4 Gloves of Dexterity (1,333 gp).
  APL 10: L: 0 gp, C: 0 gp, M: +3 Mithral Full
  Plate (1,625 gp), +4 Cloak of Turn Resistance
  (917 gp), +3 adamantine longsword (1,001
  gp), +4 Gloves of Dexterity (1,333 gp), Ring of
  Freedom of Movement (3,333 gp).
  APL 12: L: 0 gp, C: 0 gp, M: +3 Mithral Full
  Plate (1,625 gp), +4 Cloak of Turn Resistance
  (917 gp), +3 adamantine longsword (1,001
  gp), +4 Gloves of Dexterity (1,333 gp), Ring of
  Freedom of Movement (3,333 gp), +6 Belt of
  Giant Strength (3,000 gp).
  APL 14: L: 0 gp, C: 0 gp, M: +3 Mithral Full
  Plate (1,625 gp), +4 Cloak of Turn Resistance
  (917 gp), +3 adamantine longsword (1,001
  gp), +4 Gloves of Dexterity (1,333 gp), Ring of
  Freedom of Movement (3,333 gp), +6 Belt of
  Giant Strength (3,000 gp), +1 Ring of
  Protection (167 gp), Boots of Speed (1,000
  gp).
  APL 16: L: 0 gp, C: 0 gp, M: +3 Mithral Full
  Plate (1,625 gp), +4 Cloak of Turn Resistance
  
  GRM8-04 Witness
  Page 16
  (917 gp), +3 adamantine longsword (1,001
  gp), +4 Gloves of Dexterity (1,333 gp), Ring of
  Freedom of Movement (3,333 gp), +6 Belt of
  Giant Strength (3,000 gp), +3 Ring of
  Protection (1,500 gp), Boots of Speed (1,000
  gp).
   Encounter 5:
  APL 4: L: 1 gp, C: 0 gp, M: +2 large composite
  longbow +5 STR bonus (742 gp).
  APL 6: L: 1 gp, C: 0 gp, M: +2 large composite
  longbow +5 STR bonus (742 gp), +4 Cloak of
  Turn Resistance (917 gp).
  APL 8: L: 0 gp, C: 0 gp, M: +2 large composite
  longbow +5 STR bonus (742 gp), +4 Cloak of
  Turn Resistance (917 gp).
  APL 10: L: 0 gp, C: 0 gp, M: +2 large
  composite longbow +5 STR bonus (742 gp),
  +4 Cloak of Turn Resistance (917 gp).
  APL 12: L: 0 gp, C: 0 gp, M: +2 large
  composite longbow +5 STR bonus (742 gp),
  +4 Cloak of Turn Resistance (917 gp).
  APL 14: L: 0 gp, C: 0 gp, M: +2 large
  composite longbow +5 STR bonus (742 gp),
  +4 Cloak of Turn Resistance (917 gp), +5
  dancing greatsword (partial) (1,353 gp).
  APL 16: L: 0 gp, C: 0 gp, M: +2 large
  composite longbow +5 STR bonus (742 gp),
  +4 Cloak of Turn Resistance (917 gp), +5
  dancing greatsword (partial) (1,353 gp).
  Total Possible Treasure (Maximum Reward
  Allowed)
  APL 4: L: 297 gp, C: 0 gp, M: 2,784 gp – Total:
  3,081 gp (650 gp).
  APL 6: L: 13 gp, C: 0 gp, M: 5,035 gp – Total:
  5,048 gp (900 gp).
  APL 8: L: 3 gp, C: 0 gp, M: 7,369 gp – Total:
  7,372 gp (1,300 gp).
  APL 10: L: 3 gp, C: 0 gp, M: 10,702 gp – Total:
  10,705 gp (2,300 gp).
  APL 12: L: 3 gp, C: 0 gp, M: 13,702 gp – Total:
  13,705 gp (3,300 gp).
  APL 14: L: 3 gp, C: 0 gp, M: 16,222 gp – Total:
  16,225 gp (6,600 gp).
  APL 16: L: 7 gp, C: 0 gp, M: 18,389 gp – Total:
  18,396 gp (9,900 gp).
  ITEMS FOR THE
  ADVENTURE RECORD
  Military Commendation: For active duty and
  reactivated veteran Gran March player characters:
  You are issued a commendation for valiant actions
  in confronting this growing enemy of Gran March.
  Favor of Baron Doulanfon: This PC has earned
  the favor of Baron Doulanfon. This Favor cancels
  any previous Ire of Baron Doulanfon the PC might
  have from a previous AR. You may use this favor
  to purchase (any access but not for CMI) one of
  the following weapon upgrades at 75% of
  standard cost: fiercebane (undead), fiercebane
  (evil outsiders), divine wrath (MIC), and bane
  (undead). This favor can be used independently or
  combined with unused Favors of Baron Doulanfon
  from other ARs. If the PC combines 2 favors, the
  Baron makes the weapon upgrade available at
  50% of standard cost. If the PC combines 3
  favors, the Baron makes two weapon upgrades
  available at 50% of standard cost.
  Life from the Lifeless: You lose one permanent
  hit point, this cannot be regained. You gain a +1
  profane bonus to saving throws against inflict
  spells.  You detect as, but are not, undead.  Once
  per adventure, you may bestow two negative
  levels to a living creature using an unarmed melee
  attack or any natural attack the PCs might posses,
  and gain 10 temporary hit points in return. You are
  aware that the use of the ability feels evil (and is
  an evil act) and feeding the negative energy might
  have dire consequences in the future. Each use of
  this ability should be noted on this AR and on the
  AR of the game this gift was used.
  Fame: Stories of the PCs victory over Master
  Vigilant 
  Marax 
  have 
  spread 
  through 
  the
  Sheldomar Valley.  Circle two items from the Item
  access for your APL or lower; these items have
  metaregional access.  All items from this AR are
  bought at a 10% discount.  This discount cannot
  be combined with other discounts.  In addition, you
  have a +2 morale bonus to gather information
  checks in the Sheldomar Valley.
  Last Look into the Light: This PC helped the
  angel Baradiel control the vampir within him and
  stood at his side when Baradiel greeted the sun
  for the last time. The PC not only witnessed his
  final death, but helped him achieve it while there
  
  GRM8-04 Witness
  Page 17
  was still a shred of good within him. The slightest
  fragment of good remaining in the angel washed
  over the PC as Baradiel perished forever. That
  tiny, persistent bit of goodness that refused to die
  has infused the PC with a fragment of the angel’s
  power. The PC has gained DR 2/evil.
  Lurana’s Invitation: You accepted the offer of the
  ultroloth Lurana offer: This trip consumes 6 TUs.
  The daemonic lore has given the PC the ability
  add one of these profane bonuses as a swift
  action once per adventure for one minute: +1 to
  BAB; +1 to all saves; +1 to caster level for all
  level-dependent spell effects; +1 to all skill ranks. 
  PC shifts one irrevocable step toward Neutral Evil.
  The PC can choose which ethos (Law/Chaos or
  Good/Evil) to change. If this shift results in an evil
  alignment, the PC becomes and NPC and is
  removed from play.  This change also causes you
  to suffer a -4 penalty to saving throws against
  yugoloths, and doubles your Hellscepter spell
  penalty.  You detect as an evil outsider for
  fiercebane and related effects.
  APL 4:
  Mithril full plate (Adventure, DMG)
  Surcoat of valor [Limit 1]  (Adventure, MIC)
  Third Eye Improvisation [Limit 1] (Adventure,
  MIC)
  Pearl of Power 1st level (Adventure, DMG)
  APL 6: (All of APLs 4 plus the following)
  Pearl of Power 2nd level (Adventure, DMG)
  Third Eye Expose [Limit 1] (Adventure, MIC)
  APL 8: (All of APLs 4-6 plus the following)
  Third Eye Clarity [Limit 1] (Adventure, MIC)
  Pearl of Power 3rd level (Adventure, DMG)
  Boots of Speed (Adventure, DMG)
  APL 10: (All of APLs 4-8 plus the following)
  Ring of freedom of movement [Limit 1]
  (Adventure, DMG)
  Third Eye Gather [Limit 1] (Adventure, MIC)
  Pearl of Power 4th level (Adventure, DMG)
  APL 12: (All of APLs 4-10 plus the following)
  Pearl of Power 5th level (Adventure, DMG)
  Third Eye Concentrate [Limit 1] (Adventure,
  MIC)
  APL 14 & 16: (All of APLs 4-12 plus the following)
  Pearl of Power 6th level (Adventure, DMG)
  Third Eye Aware [Limit 1] (Adventure, MIC)
  
  GRM8-04 Witness
  Page 18
  APPENDIX 1 – APL 4
  ENCOUNTER 1                                        
  D E G E N E R ATE D  AAS I M AR V AM P I R
  CR 3
  Male aasimar warrior 2
  CE medium undead
  Init +6; Senses darkvision 60 ft. Listen +14, Spot +14
  Languages Common, Celestial
  AC 24, touch 12, flat-footed 22
  (+2 Dex, +4 chain shirt, +2 heavy steel shield, +6
  natural)
  hp 21 (2 HD); fast healing 5; DR 10/silver and good
  Resist; acid 5, cold 10, electricity 10, +4 turn resistance
  Fort +3 Ref +4, Will +1
  Weakness holy symbol, mirror, sunlight
  Speed 30 ft.
  Melee longsword +6 (1d8+4) or slam +6 (1d6+4 plus
  energy drain)
  Ranged light crossbow +4 (1d8)
  Space 5 ft.; Reach 5 ft.
  Base Atk +2; Grp +6
  Atk Options Combat Reflexes, blood drain
  Special Actions daylight, dominate, create spawn,
  gaseous form
  Abilities Str 19, Dex 15, Con --, Int 12, Wis 13, Cha 14
  SQ degenerative condition, gaseous form, spider climb,
  unholy toughness, undead traits
  Feats Alertness, Combat Reflexes, Dodge, Improved
  Initiative, Lightning Reflexes
  Skills Bluff +10, Heal +5, Hide +10, Knowledge
  (religion) +2 , Listen +14, Move Silently +10, Ride +3,
  Search +9, Sense Motive +9, Spot +14Possessions
  mithral chain shirt, heavy steel shield, longsword,
  light crossbow, 20 bolts
  Blood Drain (Ex): A vampir can suck blood from a living
  victim with its fangs by making a successful grapple
  check. If it pins the foe, it drains blood, dealing 1d4
  points of Constitution drain each round the pin is
  maintained. On each such successful attack, the
  vampir gains 5 temporary hit points. Any outsider
  without vital bodily fluids is immune to this attack
  form, and is not subject to the vampir’s Create Spawn
  ability.
  Dominate (Su): A vampir can crush an opponent’s will
  just by looking onto his or her eyes. This is similar to
  a gaze attack, except that the vampir must use a
  standard action, and those merely looking at it are not
  affected. Anyone the vampir targets must succeed on
  a Will save or fall instantly under the vampir’s
  influence as though by a dominate monster spell
  (caster level 17th). The ability has a range of 30 feet
  and only affects outsiders.
  Create Spawn (Su): If the vampir drains another
  outsider’s Constitution to 0 or lower using its Blood
  Drain ability, the victim returns as a vampir in 1d4
  days if it had 5 or more HD. If the victim has 4 or less
  HD, it is simply killed. An outsider that wishes to
  resist becoming a vampir can attempt a WILL save
  DC 10 + 1/2 HD + Cha modifier of the vampir that
  drained it. Success indicates that the vampir begins
  to rise in 1d4 days, but crumbles to dust in the same
  round. Frequently, the outsider that resists becoming
  a vampir manages to utter a dozen or fewer words as
  it crumbles to dust. The outsider cannot use any
  spells or spell-like abilities in this round. Good
  outsiders will always try to resist becoming vampirs.
  The new vampir is under the command of the vampir
  that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have
  enslaved spawn totaling no more than twice its own
  Hit Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampirs. A vampir that
  is enslaved may create and enslave spawn of its
  own, so a master vampir can control a number of
  lesser vampirs in this fashion. A vampir may
  voluntarily free an enslaved spawn in order to
  enslave a new spawn, but once freed, a vampir
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampir’s
  slam attack (or any other natural weapon the vampir
  might possess) gain two negative levels. For each
  negative level bestowed, the vampir gains 5
  temporary hit points. A vampir can use its energy
  drain ability once per round. This vampir only drains
  one negative level due to its degenerative condition
  (see below).
  Fast Healing (Ex): A vampir heals 5 points of damage
  each round so long as it has at least 1 hit point. If
  reduced to 0 hit points in combat, it automatically
  assumes gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours or be utterly
  destroyed. (It can travel up to nine miles in 2 hours.)
  Any additional damage dealt to a vampir forced into
  gaseous form has no effect. Once at rest in its coffin,
  a vampir is helpless. It regains 1 hit point after 1 hour,
  then is no longer helpless and resumes healing at the
  rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a vampir
  can assume gaseous form at will as the spell (caster
  level 5th), but it can remain gaseous indefinitely and
  has 
  a 
  fly 
  speed 
  of 
  20 
  feet 
  with 
  perfect
  maneuverability.
  Spider Climb (Ex): A vampir can climb sheer surfaces
  as though with a spider climb spell.
  Degenerative Condition (Ex): This vampir has already
  begun to degenerate. Living creatures only gain half
  the normal negative levels on a successful slam and
  the vampir only receives half normal temporary hit
  points.
  Description An elegant humanoid with shimmering
  black hair and pale skin, the aasimar is fully in the grip
  of the undead urge to feed on living energy. He leers at
  the living with playful, predatory eyes. He wears the
  
  GRM8-04 Witness
  Page 19
  heraldry of New Gran March with the symbol of the
  Knights Vigilant.
  Sources Vampir template detailed in New Rules
  ENCOUNTER 2                                        
  D E G E N E R ATE D  M E Z Z O L O T H  P I KE M AN V AM P I R
  CR 6
  NE Medium Undead
  Init +5; Senses Listen +19, Spot +19
  Languages Abyssal, Draconic, and Infernal, Telepathy
  100ft.
  AC 21, touch 11, flat-footed 20
  (+1 Dex, +10 natural)
  hp 65 (6 HD); fast healing 5; DR 5/silver and good
  Immune acid, poison
  Resist +4 turn resistance, cold 5, fire 5, electricity 5
  Fort +5, Ref +8, Will +5
  Speed 40 ft. (8 squares);
  Melee +1 longspear +12/+7 (1d8+7/ x3) or 2 claws + 16
  (1d4+4 plus energy drain) or slam +10  (1d6+4 plus
  energy drain)Ranged longbow +8/+3  (1d8+4/x3)
  Space 5 ft.; Reach 5 ft. (10 ft with longspear)
  Base Atk +6; Grp +10
  Atk Options Power Attack, Combat Reflexes
  Special Actions Spell-like abilities, summon yugoloth
  Spell-Like Abilities (CL 10th):
  At will – cause fear (DC 13), darkness, desecrate,
  produce flame, see invisibility
  Abilities Str 18, Dex 12, Con - , Int 9, Wis 10, Cha 10
  SQ degenerative condition, gaseous form, scent, spider
  climb, teleport, tongues, unholy toughness, undead
  traits
  Feats Alertness, Combat Reflexes, Dodge, Improved
  Initiative, Lightning Reflexes, Power Attack, Weapon
  Focus (longspear)
  Skills Bluff +8, Hide +18 , Intimidate +9 , Knowledge
  (the planes) +8 , Listen +19, Move Silently +18 ,
  Search +7, Sense Motive +8, Spot +19
  Possessions +1 longspear, +1 composite longbow (+3
  STR), heavy steel shield
  Telepathy 
  (Su): 
  Mezzoloths 
  can 
  communicate
  telepathically with any creature within 100 feet that
  has a language.
  Blood Drain (Ex): A vampir can suck blood from a living
  victim with its fangs by making a successful grapple
  check. If it pins the foe, it drains blood, dealing 1d4
  points of Constitution drain each round the pin is
  maintained. On each such successful attack, the
  vampir gains 5 temporary hit points. Any outsider
  without vital bodily fluids is immune to this attack
  form, and is not subject to the vampir’s Create Spawn
  ability.
  Dominate (Su): A vampir can crush an opponent’s will
  just by looking onto his or her eyes. This is similar to
  a gaze attack, except that the vampir must use a
  standard action, and those merely looking at it are not
  affected. Anyone the vampir targets must succeed on
  a Will save or fall instantly under the vampir’s
  influence as though by a dominate monster spell
  (caster level 17th). The ability has a range of 30 feet
  and only affects outsiders.
  Create Spawn (Su): If the vampir drains another
  outsider’s Constitution to 0 or lower using its Blood
  Drain ability, the victim returns as a vampir in 1d4
  days if it had 5 or more HD. If the victim has 4 or less
  HD, it is simply killed. An outsider that wishes to
  resist becoming a vampir can attempt a WILL save
  DC 10 + 1/2 HD + Cha modifier of the vampir that
  drained it. Success indicates that the vampir begins
  to rise in 1d4 days, but crumbles to dust in the same
  round. Frequently, the outsider that resists becoming
  a vampir manages to utter a dozen or fewer words as
  it crumbles to dust. The outsider cannot use any
  spells or spell-like abilities in this round. Good
  outsiders will always try to resist becoming vampirs.
  The new vampir is under the command of the vampir
  that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have
  enslaved spawn totaling no more than twice its own
  Hit Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampirs. A vampir that
  is enslaved may create and enslave spawn of its
  own, so a master vampir can control a number of
  lesser vampirs in this fashion. A vampir may
  voluntarily free an enslaved spawn in order to
  enslave a new spawn, but once freed, a vampir
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampir’s
  slam attack (or any other natural weapon the vampir
  might possess) gain two negative levels. For each
  negative level bestowed, the vampir gains 5
  temporary hit points. A vampir can use its energy
  drain ability once per round. This vampir only drains
  one negative level due to its degenerative condition
  (see below).
  Fast Healing (Ex): A vampir heals 5 points of damage
  each round so long as it has at least 1 hit point. If
  reduced to 0 hit points in combat, it automatically
  assumes gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours or be utterly
  destroyed. (It can travel up to nine miles in 2 hours.)
  Any additional damage dealt to a vampir forced into
  gaseous form has no effect. Once at rest in its coffin,
  a vampir is helpless. It regains 1 hit point after 1 hour,
  then is no longer helpless and resumes healing at the
  rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a vampir
  can assume gaseous form at will as the spell (caster
  level 5th), but it can remain gaseous indefinitely and
  has 
  a 
  fly 
  speed 
  of 
  20 
  feet 
  with 
  perfect
  maneuverability.
  Spider Climb (Ex): A vampir can climb sheer surfaces
  as though with a spider climb spell.
  Degenerative Condition (Ex): This vampir has already
  begun to degenerate. Living creatures only gain half
  the normal negative levels on a successful slam and
  the vampir only receives half normal temporary hit
  points. It has also lost hit dice, ability score points,
  some natural armor and some of its resistances.
  
  GRM8-04 Witness
  Page 20
  Description This six-limbed insectoid horror stares
  ahead unblinkingly through glowing red eyes. Its thick
  black carapace is oozing pus in places and it moves
  clumsily. It wears the uniform of the New Gran March
  Army with the heraldry of the Knights Vigilant
  prominently featured. It is wielding a longspear in two of
  its claws, and a longbow in the other two.
  MMII page 201.
  ENCOUNTER 4                                        
  M AS TE R V I G I LANT M ARAX
  CR 7
  Male ultroloth (advanced) vampir
  NE Medium undead
  Init +5; Senses Blind, Listen +26, Spot +23
  Languages Common, Abyssal, Infernal, Flan, Celestial
  AC 21, touch 10, flat-footed 21
  (+11 +3 mithral full plate, +2 natural armor, -2 blind)
  hp 77 (14 HD); fast healing 5; DR 5/silver and good
  Immune acid, poison
  Resist cold 5, electricity 5, fire 5, turn resistance +4; SR
  15
  Fort +9, Ref +12, Will +8
  Weakness holy symbol, mirror, sunlight
  Speed 20 ft in mithral full plate (4 squares), base
  movement 30 ft.
  Melee long sword +16/+11/+6  (1d8+2/19-20) or slam
  +16 (1d8+2 plus energy drain)
  Ranged rays – see spell-like abilities
  Space 5 ft.; Reach 5 ft.
  Base Atk +14 Grp +16
  Atk Options Precise Shot, Quicken Spell-like ability
  (scorching ray)
  Special Actions spell-like abilities
  Spell-Like Abilities (CL 14th):
  At will—deeper darkness, desecrate, gaseous form,
  scorching ray (2 rays per casting) (+16 ranged
  touch)
  At will, an ultroloth can use greater teleport (self plus
  50 pounds of objects only) as the spell cast by an
  14th- level sorcerer.
  Abilities Str 14, Dex 12, Con --, Int 18, Wis 8, Cha 5
  SQ degenerative condition, gaseous form, spider climb,
  unholy toughness, undead traits
  Feats Alertness, Armor Proficiency (light), Armor
  Proficiency (medium), Combat Reflexes, Dodge,
  Improved Initiative, Lightning Reflexes, Point Blank
  Shot, 
  Precise 
  Shot, 
  Quicken 
  Spell-like 
  ability
  (scorching ray), Weapon Focus: Spell (ray)
  Skills Bluff +22 , Concentration +14 , Diplomacy +14,
  Hide +26 , Intimidate +12, Knowledge (arcana) +19,
  Knowledge (The Planes) +19, Knowledge (history -
  military) +19, Listen +26, Move Silently +26 , Search
  +25 , Sense Motive +24 , Spellcraft +21, Spot +23 
  Possessions +3 mithral full plate, longsword
  Blood Drain (Ex): A vampir can suck blood from a living
  victim with its fangs by making a successful grapple
  check. If it pins the foe, it drains blood, dealing 1d4
  points of Constitution drain each round the pin is
  maintained. On each such successful attack, the
  vampir gains 5 temporary hit points. Any outsider
  without vital bodily fluids is immune to this attack
  form, and is not subject to the vampir’s Create Spawn
  ability.
  Dominate (Su): A vampir can crush an opponent’s will
  just by looking onto his or her eyes. This is similar to
  a gaze attack, except that the vampir must use a
  standard action, and those merely looking at it are not
  affected. Anyone the vampir targets must succeed on
  a Will save or fall instantly under the vampir’s
  influence as though by a dominate monster spell
  (caster level 17th). The ability has a range of 30 feet
  and only affects outsiders.
  Create Spawn (Su): If the vampir drains another
  outsider’s Constitution to 0 or lower using its Blood
  Drain ability, the victim returns as a vampir in 1d4
  days if it had 5 or more HD. If the victim has 4 or less
  HD, it is simply killed. An outsider that wishes to
  resist becoming a vampir can attempt a WILL save
  DC 10 + 1/2 HD + Cha modifier of the vampir that
  drained it. Success indicates that the vampir begins
  to rise in 1d4 days, but crumbles to dust in the same
  round. Frequently, the outsider that resists becoming
  a vampir manages to utter a dozen or fewer words as
  it crumbles to dust. The outsider cannot use any
  spells or spell-like abilities in this round. Good
  outsiders will always try to resist becoming vampirs.
  The new vampir is under the command of the vampir
  that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have
  enslaved spawn totaling no more than twice its own
  Hit Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampirs. A vampir that
  is enslaved may create and enslave spawn of its
  own, so a master vampir can control a number of
  lesser vampirs in this fashion. A vampir may
  voluntarily free an enslaved spawn in order to
  enslave a new spawn, but once freed, a vampir
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampir’s
  slam attack (or any other natural weapon the vampir
  might possess) gain two negative levels. For each
  negative level bestowed, the vampir gains 5
  temporary hit points. A vampir can use its energy
  drain ability once per round. Marax only drains one
  negative level due to his degenerative condition (see
  below).
  Fast Healing (Ex): A vampir heals 5 points of damage
  each round so long as it has at least 1 hit point. If
  reduced to 0 hit points in combat, it automatically
  assumes gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours or be utterly
  destroyed. (It can travel up to nine miles in 2 hours.)
  Any additional damage dealt to a vampir forced into
  gaseous form has no effect. Once at rest in its coffin,
  a vampir is helpless. It regains 1 hit point after 1 hour,
  then is no longer helpless and resumes healing at the
  rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a vampir
  can assume gaseous form at will as the spell (caster
  level 5th), but it can remain gaseous indefinitely and
  
  GRM8-04 Witness
  Page 21
  has 
  a 
  fly 
  speed 
  of 
  20 
  feet 
  with 
  perfect
  maneuverability.
  Spider Climb (Ex): A vampir can climb sheer surfaces
  as though with a spider climb spell.
  Degenerative Condition (Ex): Marax has begun to
  degenerate. Living creatures only gain half the
  normal negative levels on a successful slam and the
  vampir only receives half normal temporary hit points.
  He has also lost hit dice, abilities and natural armor.
  He is blind and suffers a 50% miss chance on all
  attacks and fails Spot checks. His condition treats his
  low Charisma score as a hit point penalty rather than
  strictly a bonus from unholy toughness.
  Description Marax is dressed in exquisite, ornate
  mithral full plate draped with a skeletal argent owl
  rampant. He is a powerfully built ultroloth, and has solid
  features atypical for his kind. His formerly lustrous black
  skin is an ashen shade of black, and his features have
  taken on a more lupine shape. His smile reveals a pair
  of enlarged canine teeth, testament to the depravity he
  is willing to heap upon even himself in his pursuit of
  power. He tries to mask his blindness by staring off in
  the distance when he speaks. His movements are slow
  and ponderous.
  Sources Vampir template detailed in New Rules
  ENCOUNTER 5                                        
  B ARADI E L
  CR 7
  S O L AR V AM P I R 
  NE Large undead
  Init +4; Senses darkvision 60 ft. low-light vision, Listen
  +35, Spot +35
  Languages Celestial, common, tongues
  AC 15, touch 9, flat-footed 15; Dodge, Mobility
  (-1 size, +0 Dex, +6 natural)
  hp 91 (14 HD); fast healing 5; DR 5/silver and good
  Immune acid, cold, petrification
  Resist; electricity 10 +4 turn resistance SR 18
  Fort +9 Ref +11, Will +17
  Weakness holy symbol, mirror, sunlight
  Speed 50 ft. (10 squares); fly 150 ft. (good)
  Melee longsword, +13/+8/+3  (2d6/19-20) or slam +13 
  (1d8 plus energy drain) Ranged +2 composite
  longbow (+5 str bonus) +13/+8/+3 (2d6+2/x3)
  Space 10 ft.; Reach 10 ft.
  Base Atk +14; Grp +18
  Atk Options Combat Reflexes, blood drain
  Special Actions Spell-like abilities dominate, create
  spawn, gaseous form
  Cleric Spells Prepared (6/8/8/8/8/7/6/6/6/5; save DC
  18 + spell level): (CL 20th):
  9th— miracle, miracle, miracle, miracle, time stop*
  8th— fire storm, (2), mass inflict critical wounds,
  greater spell immunity, symbol of death, unholy
  aura*;
  7th— dictum, ethereal jaunt, mass inflict serious
  wounds (3), screen*
  6th— greater dispel magic, harm (2), mislead*, word
  of recall (2)
  5th— break enchantment, dispel good, plane shift (2),
  symbol of pain, true seeing (2)
  4th— confusion, freedom of movement (2), greater
  magic weapon (2), sending (3)
  3rd— invisibility purge, magic circle against good*,
  magic vestment (2), prayer (2), protection from
  energy, wind wall
  2nd— align weapon, death knell, desecrate (2),
  eagle’s splendor (2), shield other (2)
  1st— bless (2), cause fear, comprehend languages
  (2), divine favor (2), protections from good*
  0— create water, detect magic, guidance (2),
  resistance (2);
  D: Domain spell. Deity: Evil (no deity at this time).
  Domains: Evil, Trickery
  Spell-like abilities (CL 20th):
  At will - aid, animate objects, commune, continual
  flame, dimensional anchor, greater dispel magic, holy
  smite (DC 21), imprisonment (DC 26), invisibility (self
  only), lesser restoration (DC 19), remove curse (DC
  20), remove disease (DC 20), remove fear, resist
  energy, summon monster VII, speak with dead (DC
  13), waves of fatigue (DC 18);
  3/day - blade barrier (DC 23), earthquake (DC 25), heal
  (DC 23), mass charm monster (DC 25), permanency,
  resurrection, waves of exhaustion;
  1/day - greater restoration (DC 24), power word blind,
  power word kill, power word stun, prismatic spray (DC
  24), wish.
  The following abilities are always active on a solar’s
  person, as the spells (caster level 20th): detect evil,
  detect snares and pits, discern lies (DC 14), see
  invisibility, true seeing. They can be dispelled, but the
  solar can reactivate them as a free action.
  Abilities Str 11, Dex 11, Con --, Int 22, Wis 27, Cha 7
  SQ tongues, degenerative condition, gaseous form,
  scent, spider climb, unholy toughness, undead traits
  Feats Alertness, Combat Reflexes, Dodge, Improved
  Initiative, Lightning Reflexes, Mobility, Track
  Skills Bluff +6, Concentration +15, Craft (bowmaking)
  +23, Craft (alchemy) +23, Diplomacy +16, Escape
  Artist +19, Hide +25, Knowledge (arcana) +24,
  Knowledge (The Planes) +24, Knowledge (religion)
  +24Listen +35 , Move Silently +25, Search +31,
  Sense Motive +33, Spellcraft +23,Spot +35, Survival
  +8 (+10 following tracks), Use Rope +6 (+8 binding)
  Possessions longsword, +2 composite longbow (+5
  Str).
  Change Shape (Su): A solar can assume the form of
  any Small or Medium humanoid.
  Blood Drain (Ex): A vampir can suck blood from a living
  victim with its fangs by making a successful grapple
  check. If it pins the foe, it drains blood, dealing 1d4
  points of Constitution drain each round the pin is
  maintained. On each such successful attack, the
  vampir gains 5 temporary hit points. Any outsider
  
  GRM8-04 Witness
  Page 22
  without vital bodily fluids is immune to this attack
  form, and is not subject to the vampir’s Create Spawn
  ability.
  Dominate (Su): A vampir can crush an opponent’s will
  just by looking onto his or her eyes. This is similar to
  a gaze attack, except that the vampir must use a
  standard action, and those merely looking at it are not
  affected. Anyone the vampir targets must succeed on
  a Will save or fall instantly under the vampir’s
  influence as though by a dominate monster spell
  (caster level 17th). The ability has a range of 30 feet
  and only affects outsiders.
  Create Spawn (Su): If the vampir drains another
  outsider’s Constitution to 0 or lower using its Blood
  Drain ability, the victim returns as a vampir in 1d4
  days if it had 5 or more HD. If the victim has 4 or less
  HD, it is simply killed. An outsider that wishes to
  resist becoming a vampir can attempt a WILL save
  DC 10 + 1/2 HD + Cha modifier of the vampir that
  drained it. Success indicates that the vampir begins
  to rise in 1d4 days, but crumbles to dust in the same
  round. Frequently, the outsider that resists becoming
  a vampir manages to utter a dozen or fewer words as
  it crumbles to dust. The outsider cannot use any
  spells or spell-like abilities in this round. Good
  outsiders will always try to resist becoming vampirs.
  The new vampir is under the command of the vampir
  that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have
  enslaved spawn totaling no more than twice its own
  Hit Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampirs. A vampir that
  is enslaved may create and enslave spawn of its
  own, so a master vampir can control a number of
  lesser vampirs in this fashion. A vampir may
  voluntarily free an enslaved spawn in order to
  enslave a new spawn, but once freed, a vampir
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampir’s
  slam attack (or any other natural weapon the vampir
  might possess) gain two negative levels. For each
  negative level bestowed, the vampir gains 5
  temporary hit points. A vampir can use its energy
  drain ability once per round. Baradiel only drains one
  negative level due to his degenerative condition (see
  below).
  Fast Healing (Ex): A vampir heals 5 points of damage
  each round so long as it has at least 1 hit point. If
  reduced to 0 hit points in combat, it automatically
  assumes gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours or be utterly
  destroyed. (It can travel up to nine miles in 2 hours.)
  Any additional damage dealt to a vampir forced into
  gaseous form has no effect. Once at rest in its coffin,
  a vampir is helpless. It regains 1 hit point after 1 hour,
  then is no longer helpless and resumes healing at the
  rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a vampir
  can assume gaseous form at will as the spell (caster
  level 5th), but it can remain gaseous indefinitely and
  has 
  a 
  fly 
  speed 
  of 
  20 
  feet 
  with 
  perfect
  maneuverability.
  Spider Climb (Ex): A vampir can climb sheer surfaces
  as though with a spider climb spell.
  Degenerative Condition (Ex): Baradiel has begun to
  degenerate. Living creatures only gain half the
  normal negative levels on a successful slam and the
  vampir only receives half normal temporary hit points.
  Baradiel has lost hit dice and the ability to cast most
  of the spells and spell-like abilities he once did. His
  casting level remains unchanged. He has also lost
  some of his natural armor. He has lost ability scores
  and his arrows no longer employ the slaying special
  ability. His greatsword has been taken and he no
  longer enchants the rusty blade that replaced it. His
  condition treats his low Charisma score as a hit point
  penalty rather than strictly a bonus from unholy
  toughness.
  Description Baradiel was once remarkably beautiful,
  with long golden hair and a face and form that defined
  human perfection. His flesh is now rotting and his once-
  white wings are now blackened and seeping pus. His
  complexion is pallid. As he opens his mouth to speak,
  you see you see the tips of needle-sharp fangs behind
  his lips. The once beautiful, serene face betrays an
  angry insanity.
  Sources Vampir template detailed in New Rules
  
  GRM8-04 Witness
  Page 23
  APPENDIX 2 – APL 6
  ENCOUNTER 1                                        
  D E G E N E R ATE D  H O U N D  AR C H O N  V AM P I R CR 6
  LE medium undead
  Init +6; Senses darkvision 60 ft. Listen +21, Spot +21
  Languages Common, celestial
  AC 27, touch 12, flat-footed 25
  (+2 Dex, +15 natural)
  hp 69 (6 HD); fast healing 5; DR 10/silver and good
  Immune electricity, petrification
  Resist; +4 turn resistance SR 16
  Fort +5 Ref +9, Will +7
  Weakness holy symbol, mirror, sunlight
  Speed 40 ft. (8 squares)
  Melee greatsword +11/+6  (2d6+7) and bite +6  (1d8+3)
  or slam +11 (1d6+5 plus energy drain)
  Space 5 ft.; Reach 5 ft.
  Base Atk +6; Grp +11
  Atk Options Combat Reflexes, blood drain
  Special Actions Spell-like abilities, change shape,
  dominate, create spawn, gaseous form
  Spell-Like Abilities at will (CL 6th):
  continual flame, aid, detect evil, message
  Abilities Str 21, Dex 14, Con --, Int 12, Wis 15, Cha 16
  SQ gaseous form, scent, spider climb, teleport, tongues,
  unholy toughness, undead traits
  Feats Alertness, Combat Reflexes, Dodge, Improved
  Initiative, Lightning Reflexes, Power Attack, track
  Skills Bluff +11, Concentration +12, Diplomacy +5, Hide
  +19, Jump +18, Listen +21, Move Silently +19,
  Search +14, Sense Motive +19, Spot +21 Survival +0
  (+2 following tracks)
  Possessions Greatsword
  Blood Drain (Ex): A vampir can suck blood from a living
  victim with its fangs by making a successful grapple
  check. If it pins the foe, it drains blood, dealing 1d4
  points of Constitution drain each round the pin is
  maintained. On each such successful attack, the
  vampir gains 5 temporary hit points. Any outsider
  without vital bodily fluids is immune to this attack
  form, and is not subject to the vampir’s Create Spawn
  ability.
  Dominate (Su): A vampir can crush an opponent’s will
  just by looking onto his or her eyes. This is similar to
  a gaze attack, except that the vampir must use a
  standard action, and those merely looking at it are not
  affected. Anyone the vampir targets must succeed on
  a Will save or fall instantly under the vampir’s
  influence as though by a dominate monster spell
  (caster level 17th). The ability has a range of 30 feet
  and only affects outsiders.
  Create Spawn (Su): If the vampir drains another
  outsider’s Constitution to 0 or lower using its Blood
  Drain ability, the victim returns as a vampir in 1d4
  days if it had 5 or more HD. If the victim has 4 or less
  HD, it is simply killed. An outsider that wishes to
  resist becoming a vampir can attempt a WILL save
  DC 10 + 1/2 HD + Cha modifier of the vampir that
  drained it. Success indicates that the vampir begins
  to rise in 1d4 days, but crumbles to dust in the same
  round. Frequently, the outsider that resists becoming
  a vampir manages to utter a dozen or fewer words as
  it crumbles to dust. The outsider cannot use any
  spells or spell-like abilities in this round. Good
  outsiders will always try to resist becoming vampirs.
  The new vampir is under the command of the vampir
  that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have
  enslaved spawn totaling no more than twice its own
  Hit Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampirs. A vampir that
  is enslaved may create and enslave spawn of its
  own, so a master vampir can control a number of
  lesser vampirs in this fashion. A vampir may
  voluntarily free an enslaved spawn in order to
  enslave a new spawn, but once freed, a vampir
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampir’s
  slam attack (or any other natural weapon the vampir
  might possess) gain two negative levels. For each
  negative level bestowed, the vampir gains 5
  temporary hit points. A vampir can use its energy
  drain ability once per round. This vampir only drains
  one negative level due to its degenerative condition
  (see below).
  Fast Healing (Ex): A vampir heals 5 points of damage
  each round so long as it has at least 1 hit point. If
  reduced to 0 hit points in combat, it automatically
  assumes gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours or be utterly
  destroyed. (It can travel up to nine miles in 2 hours.)
  Any additional damage dealt to a vampir forced into
  gaseous form has no effect. Once at rest in its coffin,
  a vampir is helpless. It regains 1 hit point after 1 hour,
  then is no longer helpless and resumes healing at the
  rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a vampir
  can assume gaseous form at will as the spell (caster
  level 5th), but it can remain gaseous indefinitely and
  has 
  a 
  fly 
  speed 
  of 
  20 
  feet 
  with 
  perfect
  maneuverability.
  Spider Climb (Ex): A vampir can climb sheer surfaces
  as though with a spider climb spell.
  Degenerative Condition (Ex): This vampir has already
  begun to degenerate. Living creatures only gain half
  the normal negative levels on a successful slam and
  the vampir only receives half normal temporary hit
  points.
  Description The noble and proud demeanor typical of
  the hound archon has been replaced by a pale,
  emaciated creature with sunken jowls and black eyes.
  The rest of its teeth have shrunk, leaving a pronounced
  pair of fangs in a mouth that the archon tries not to
  open.
  Sources Vampir template detailed in New Rules
  
  GRM8-04 Witness
  Page 24
  ENCOUNTER 2                                        
  D E G E N E R ATE D  M E Z Z O L O T H  P I KE M AN V AM P I R
  CR 6
  NE Medium Undead
  Init +5; Senses Listen +19, Spot +19
  Languages Abyssal, Draconic, and Infernal, Telepathy
  100ft.
  AC 21, touch 11, flat-footed 20
  (+1 Dex, +10 natural)
  hp 65 (6 HD); fast healing 5; DR 5/silver and good
  Immune acid, poison
  Resist +4 turn resistance, cold 5, fire 5, electricity 5
  Fort +5, Ref +8, Will +5
  Speed 40 ft. (8 squares);
  Melee +1 longspear +12/+7 (1d8+7/ x3) or 2 claws + 16
  (1d4+4 plus energy drain) or slam +10  (1d6+4 plus
  energy drain)Ranged longbow +8/+3  (1d8+4/x3)
  Space 5 ft.; Reach 5 ft. (10 ft with longspear)
  Base Atk +6; Grp +10
  Atk Options Power Attack, Combat Reflexes
  Special Actions Spell-like abilities, summon yugoloth
  Spell-Like Abilities (CL 10th):
  At will – cause fear (DC 13), darkness, desecrate,
  produce flame, see invisibility
  Abilities Str 18, Dex 12, Con - , Int 9, Wis 10, Cha 10
  SQ degenerative condition, gaseous form, scent, spider
  climb, teleport, tongues, unholy toughness, undead
  traits
  Feats Alertness, Combat Reflexes, Dodge, Improved
  Initiative, Lightning Reflexes, Power Attack, Weapon
  Focus (longspear)
  Skills Bluff +8, Hide +18 , Intimidate +9 , Knowledge
  (the planes) +8 , Listen +19, Move Silently +18 ,
  Search +7, Sense Motive +8, Spot +19
  Possessions +1 longspear, +1 composite longbow (+3
  STR), heavy steel shield
  Telepathy 
  (Su): 
  Mezzoloths 
  can 
  communicate
  telepathically with any creature within 100 feet that
  has a language.
  Blood Drain (Ex): A vampir can suck blood from a living
  victim with its fangs by making a successful grapple
  check. If it pins the foe, it drains blood, dealing 1d4
  points of Constitution drain each round the pin is
  maintained. On each such successful attack, the
  vampir gains 5 temporary hit points. Any outsider
  without vital bodily fluids is immune to this attack
  form, and is not subject to the vampir’s Create Spawn
  ability.
  Dominate (Su): A vampir can crush an opponent’s will
  just by looking onto his or her eyes. This is similar to
  a gaze attack, except that the vampir must use a
  standard action, and those merely looking at it are not
  affected. Anyone the vampir targets must succeed on
  a Will save or fall instantly under the vampir’s
  influence as though by a dominate monster spell
  (caster level 17th). The ability has a range of 30 feet
  and only affects outsiders.
  Create Spawn (Su): If the vampir drains another
  outsider’s Constitution to 0 or lower using its Blood
  Drain ability, the victim returns as a vampir in 1d4
  days if it had 5 or more HD. If the victim has 4 or less
  HD, it is simply killed. An outsider that wishes to
  resist becoming a vampir can attempt a WILL save
  DC 10 + 1/2 HD + Cha modifier of the vampir that
  drained it. Success indicates that the vampir begins
  to rise in 1d4 days, but crumbles to dust in the same
  round. Frequently, the outsider that resists becoming
  a vampir manages to utter a dozen or fewer words as
  it crumbles to dust. The outsider cannot use any
  spells or spell-like abilities in this round. Good
  outsiders will always try to resist becoming vampirs.
  The new vampir is under the command of the vampir
  that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have
  enslaved spawn totaling no more than twice its own
  Hit Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampirs. A vampir that
  is enslaved may create and enslave spawn of its
  own, so a master vampir can control a number of
  lesser vampirs in this fashion. A vampir may
  voluntarily free an enslaved spawn in order to
  enslave a new spawn, but once freed, a vampir
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampir’s
  slam attack (or any other natural weapon the vampir
  might possess) gain two negative levels. For each
  negative level bestowed, the vampir gains 5
  temporary hit points. A vampir can use its energy
  drain ability once per round. This vampir only drains
  one negative level due to its degenerative condition
  (see below).
  Fast Healing (Ex): A vampir heals 5 points of damage
  each round so long as it has at least 1 hit point. If
  reduced to 0 hit points in combat, it automatically
  assumes gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours or be utterly
  destroyed. (It can travel up to nine miles in 2 hours.)
  Any additional damage dealt to a vampir forced into
  gaseous form has no effect. Once at rest in its coffin,
  a vampir is helpless. It regains 1 hit point after 1 hour,
  then is no longer helpless and resumes healing at the
  rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a vampir
  can assume gaseous form at will as the spell (caster
  level 5th), but it can remain gaseous indefinitely and
  has 
  a 
  fly 
  speed 
  of 
  20 
  feet 
  with 
  perfect
  maneuverability.
  Spider Climb (Ex): A vampir can climb sheer surfaces
  as though with a spider climb spell.
  Degenerative Condition (Ex): This vampir has already
  begun to degenerate. Living creatures only gain half
  the normal negative levels on a successful slam and
  the vampir only receives half normal temporary hit
  points. It has also lost hit dice, ability score points,
  some natural armor and some of its resistances.
  Description This six-limbed insectoid horror stares
  ahead unblinkingly through glowing red eyes. Its thick
  black carapace is oozing pus in places and it moves
  clumsily. It wears the uniform of the New Gran March
  Army with the heraldry of the Knights Vigilant
  prominently featured. It is wielding a longspear in two of
  its claws, and a longbow in the other two.
  
  GRM8-04 Witness
  Page 25
  MMII page 201.
  ENCOUNTER 4                                        
  M AS TE R V I G I LANT M ARAX
  CR 9
  Male ultroloth (advanced) vampir
  NE Medium undead
  Init +5; Senses Listen +29, Spot +26
  Languages Common, Abyssal, Infernal, Flan, Celestial
  AC 24, touch 11, flat-footed 23
  (+1 Dex, +11 +3 mithral full plate, +2 natural)
  hp 119 (14 HD); fast healing 5; DR 5/silver and good
  Immune acid, poison
  Resist cold 5, electricity 5, fire 5, turn resistance +8; SR
  15
  Fort +9, Ref +12, Will +11
  Weakness holy symbol, mirror, sunlight
  Speed 20 ft in mithral full plate (4 squares), base
  movement 30 ft.
  Melee long sword +16/+11/+6  (1d8+2/17-20) or slam
  +16 (1d8+2 plus energy drain)
  Ranged rays – see spell-like abilities
  Space 5 ft.; Reach 5 ft.
  Base Atk +14 Grp +16
  Atk Options Precise Shot, Quicken Spell-like ability
  (scorching ray)
  Special Actions spell-like abilities
  Spell-Like Abilities (CL 14th):
  At will—disguise self (DC11), deeper darkness,
  desecrate, gaseous form, prying eyes, ray of
  exhaustion (+16 ranged touch), scorching ray (2
  rays per casting) (+16 ranged touch), see invisibility
  At will, an ultroloth can use greater teleport (self plus
  50 pounds of objects only) as the spell cast by an
  14th- level sorcerer.
  Abilities Str 14, Dex 12, Con --, Int 18, Wis 14, Cha 10
  SQ degenerative condition, gaseous form, spider climb,
  unholy toughness, undead traits
  Feats Alertness, Armor Proficiency (light), Armor
  Proficiency (medium), Combat Reflexes, Dodge,
  Improved critical (longsword), Improved Initiative,
  Lightning Reflexes, Point Blank Shot, Precise Shot,
  Quicken Spell-like ability (scorching ray), Weapon
  Focus: Spell (ray)
  Skills Bluff +25, Concentration +17, Diplomacy +17 ,
  Hide +26 , Intimidate +15, Knowledge (arcana) +19,
  Knowledge (The Planes) +19, Knowledge (history -
  military) +19, Listen +29, Move Silently +26, Search
  +29, Sense Motive +27, Spellcraft +21, Spot +26
  Possessions +3 mithral full plate, cloak of turn
  resistance +4, longsword
  Blood Drain (Ex): A vampir can suck blood from a living
  victim with its fangs by making a successful grapple
  check. If it pins the foe, it drains blood, dealing 1d4
  points of Constitution drain each round the pin is
  maintained. On each such successful attack, the
  vampir gains 5 temporary hit points. Any outsider
  without vital bodily fluids is immune to this attack
  form, and is not subject to the vampir’s Create Spawn
  ability.
  Dominate (Su): A vampir can crush an opponent’s will
  just by looking onto his or her eyes. This is similar to
  a gaze attack, except that the vampir must use a
  standard action, and those merely looking at it are not
  affected. Anyone the vampir targets must succeed on
  a Will save or fall instantly under the vampir’s
  influence as though by a dominate monster spell
  (caster level 17th). The ability has a range of 30 feet
  and only affects outsiders.
  Create Spawn (Su): If the vampir drains another
  outsider’s Constitution to 0 or lower using its Blood
  Drain ability, the victim returns as a vampir in 1d4
  days if it had 5 or more HD. If the victim has 4 or less
  HD, it is simply killed. An outsider that wishes to
  resist becoming a vampir can attempt a WILL save
  DC 10 + 1/2 HD + Cha modifier of the vampir that
  drained it. Success indicates that the vampir begins
  to rise in 1d4 days, but crumbles to dust in the same
  round. Frequently, the outsider that resists becoming
  a vampir manages to utter a dozen or fewer words as
  it crumbles to dust. The outsider cannot use any
  spells or spell-like abilities in this round. Good
  outsiders will always try to resist becoming vampirs.
  The new vampir is under the command of the vampir
  that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have
  enslaved spawn totaling no more than twice its own
  Hit Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampirs. A vampir that
  is enslaved may create and enslave spawn of its
  own, so a master vampir can control a number of
  lesser vampirs in this fashion. A vampir may
  voluntarily free an enslaved spawn in order to
  enslave a new spawn, but once freed, a vampir
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampir’s
  slam attack (or any other natural weapon the vampir
  might possess) gain two negative levels. For each
  negative level bestowed, the vampir gains 5
  temporary hit points. A vampir can use its energy
  drain ability once per round. Marax only drains one
  negative level due to his degenerative condition (see
  below).
  Fast Healing (Ex): A vampir heals 5 points of damage
  each round so long as it has at least 1 hit point. If
  reduced to 0 hit points in combat, it automatically
  assumes gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours or be utterly
  destroyed. (It can travel up to nine miles in 2 hours.)
  Any additional damage dealt to a vampir forced into
  gaseous form has no effect. Once at rest in its coffin,
  a vampir is helpless. It regains 1 hit point after 1 hour,
  then is no longer helpless and resumes healing at the
  rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a vampir
  can assume gaseous form at will as the spell (caster
  level 5th), but it can remain gaseous indefinitely and
  has 
  a 
  fly 
  speed 
  of 
  20 
  feet 
  with 
  perfect
  maneuverability.
  Spider Climb (Ex): A vampir can climb sheer surfaces
  as though with a spider climb spell.
  
  GRM8-04 Witness
  Page 26
  Degenerative Condition (Ex): Marax has begun to
  degenerate. Living creatures only gain half the
  normal negative levels on a successful slam and the
  vampir only receives half normal temporary hit points.
  He has also lost hit dice, abilities and natural armor.
  Description Marax is dressed in exquisite, ornate
  mithral full plate draped with a skeletal argent owl
  rampant. He is a powerfully built ultroloth, and has solid
  features atypical for his kind. His formerly lustrous black
  skin is an ashen shade of black, and his features have
  taken on a more lupine shape. His smile reveals a pair
  of enlarged canine teeth, testament to the depravity he
  is willing to heap upon even himself in his pursuit of
  power. His movements are slow and ponderous.
  Sources Vampir template detailed in New Rules
  ENCOUNTER 5                                        
  B ARADI E L
  CR 9
  S O L AR V AM P I R 
  NE Large undead
  Init +6; Senses darkvision 60 ft. low-light vision, Listen
  +35, Spot +35
  Languages Celestial, common, tongues
  AC 17, touch 11, flat-footed 15; Dodge, Mobility
  (-1 size, +2 Dex, +6 natural)
  hp 119 (14 HD); fast healing 5; DR 5/silver and good
  Immune acid, cold, petrification
  Resist; electricity 10 +8 turn resistance SR 20
  Fort +9 Ref +14, Will +17
  Weakness holy symbol, mirror, sunlight
  Speed 50 ft. (10 squares); fly 150 ft. (good)
  Melee longsword, +15/+10/+5  (2d6+2/19-20) or slam
  +15  (1d8+2 plus energy drain) Ranged +2
  composite longbow (+5 str bonus) +15/+10/+5
  (2d6+4/x3)
  Space 10 ft.; Reach 10 ft.
  Base Atk +14; Grp +20
  Atk Options Cleave, Power Attack, Combat Reflexes,
  blood drain
  Special Actions Spell-like abilities dominate, create
  spawn, gaseous form
  Cleric Spells Prepared (6/8/8/8/8/7/6/6/6/5; save DC
  18 + spell level): (CL 20th):
  9th— miracle, miracle, miracle, miracle, time stop*
  8th— fire storm, (2), mass inflict critical wounds,
  greater spell immunity, symbol of death, unholy
  aura*;
  7th— dictum, ethereal jaunt, mass inflict serious
  wounds (3), screen*
  6th— greater dispel magic, harm (2), mislead*, word
  of recall (2)
  5th— break enchantment, dispel good, plane shift (2),
  symbol of pain, true seeing (2)
  4th— confusion, freedom of movement (2), greater
  magic weapon (2), sending (3)
  3rd— invisibility purge, magic circle against good*,
  magic vestment (2), prayer (2), protection from
  energy, wind wall
  2nd— align weapon, death knell, desecrate (2),
  eagle’s splendor (2), shield other (2)
  1st— bless (2), cause fear, comprehend languages
  (2), divine favor (2), protections from good*
  0— create water, detect magic, guidance (2),
  resistance (2);
  D: Domain spell. Deity: Evil (no deity at this time).
  Domains: Evil, Trickery
  Spell-like abilities (CL 20th):
  At will - aid, animate objects, commune, continual
  flame, dimensional anchor, greater dispel magic, holy
  smite (DC 21), imprisonment (DC 26), invisibility (self
  only), lesser restoration (DC 19), remove curse (DC
  20), remove disease (DC 20), remove fear, resist
  energy, summon monster VII, speak with dead (DC
  14), waves of fatigue (DC 18);
  3/day - blade barrier (DC 23), earthquake (DC 25), heal
  (DC 23), mass charm monster (DC 25), permanency,
  resurrection, waves of exhaustion;
  1/day - greater restoration (DC 24), power word blind,
  power word kill, power word stun, prismatic spray (DC
  24), wish.
  The following abilities are always active on a solar’s
  person, as the spells (caster level 20th): detect evil,
  detect snares and pits, discern lies (DC 15), see
  invisibility, true seeing. They can be dispelled, but the
  solar can reactivate them as a free action.
  Abilities Str 15, Dex 15, Con --, Int 22, Wis 27, Cha 11
  SQ tongues, degenerative condition, gaseous form,
  scent, spider climb, unholy toughness, undead traits
  Feats Alertness, Cleave, Combat Reflexes, Dodge,
  Improved Initiative, Lightning Reflexes, Mobility,
  Power Attack, Track
  Skills Bluff +9, Concentration +18, Craft (bowmaking)
  +23, Craft (alchemy) +23, Diplomacy +18, Escape
  Artist +19, Hide +27, Knowledge (arcana) +24,
  Knowledge (The Planes) +24, Knowledge (religion)
  +24Listen +35 , Move Silently +27, Search +31,
  Sense Motive +33, Spellcraft +23,Spot +35, Survival
  +8 (+10 following tracks), Use Rope +6 (+8 binding)
  Possessions longsword, +2 composite longbow (+5
  Str), cloak of turn resistance +4.
  Change Shape (Su): A solar can assume the form of
  any Small or Medium humanoid.
  Blood Drain (Ex): A vampir can suck blood from a living
  victim with its fangs by making a successful grapple
  check. If it pins the foe, it drains blood, dealing 1d4
  points of Constitution drain each round the pin is
  maintained. On each such successful attack, the
  vampir gains 5 temporary hit points. Any outsider
  without vital bodily fluids is immune to this attack
  form, and is not subject to the vampir’s Create Spawn
  ability.
  Dominate (Su): A vampir can crush an opponent’s will
  just by looking onto his or her eyes. This is similar to
  a gaze attack, except that the vampir must use a
  standard action, and those merely looking at it are not
  affected. Anyone the vampir targets must succeed on
  a Will save or fall instantly under the vampir’s
  influence as though by a dominate monster spell
  
  GRM8-04 Witness
  Page 27
  (caster level 17th). The ability has a range of 30 feet
  and only affects outsiders.
  Create Spawn (Su): If the vampir drains another
  outsider’s Constitution to 0 or lower using its Blood
  Drain ability, the victim returns as a vampir in 1d4
  days if it had 5 or more HD. If the victim has 4 or less
  HD, it is simply killed. An outsider that wishes to
  resist becoming a vampir can attempt a WILL save
  DC 10 + 1/2 HD + Cha modifier of the vampir that
  drained it. Success indicates that the vampir begins
  to rise in 1d4 days, but crumbles to dust in the same
  round. Frequently, the outsider that resists becoming
  a vampir manages to utter a dozen or fewer words as
  it crumbles to dust. The outsider cannot use any
  spells or spell-like abilities in this round. Good
  outsiders will always try to resist becoming vampirs.
  The new vampir is under the command of the vampir
  that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have
  enslaved spawn totaling no more than twice its own
  Hit Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampirs. A vampir that
  is enslaved may create and enslave spawn of its
  own, so a master vampir can control a number of
  lesser vampirs in this fashion. A vampir may
  voluntarily free an enslaved spawn in order to
  enslave a new spawn, but once freed, a vampir
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampir’s
  slam attack (or any other natural weapon the vampir
  might possess) gain two negative levels. For each
  negative level bestowed, the vampir gains 5
  temporary hit points. A vampir can use its energy
  drain ability once per round. Baradiel only drains one
  negative level due to his degenerative condition (see
  below).
  Fast Healing (Ex): A vampir heals 5 points of damage
  each round so long as it has at least 1 hit point. If
  reduced to 0 hit points in combat, it automatically
  assumes gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours or be utterly
  destroyed. (It can travel up to nine miles in 2 hours.)
  Any additional damage dealt to a vampir forced into
  gaseous form has no effect. Once at rest in its coffin,
  a vampir is helpless. It regains 1 hit point after 1 hour,
  then is no longer helpless and resumes healing at the
  rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a vampir
  can assume gaseous form at will as the spell (caster
  level 5th), but it can remain gaseous indefinitely and
  has 
  a 
  fly 
  speed 
  of 
  20 
  feet 
  with 
  perfect
  maneuverability.
  Spider Climb (Ex): A vampir can climb sheer surfaces
  as though with a spider climb spell.
  Degenerative Condition (Ex): Baradiel has begun to
  degenerate. Living creatures only gain half the
  normal negative levels on a successful slam and the
  vampir only receives half normal temporary hit points.
  Baradiel has lost hit dice and the ability to cast most
  of the spells and spell-like abilities he once did. His
  casting level remains unchanged. He has also lost
  some of his natural armor. He has lost ability scores
  and his arrows no longer employ the slaying special
  ability. His greatsword has been taken and he no
  longer enchants the rusty blade that replaced it.
  Description Baradiel was once remarkably beautiful,
  with long golden hair and a face and form that defined
  human perfection. His flesh is now rotting and his once-
  white wings are now blackened and seeping pus. His
  complexion is pallid. As he opens his mouth to speak,
  you see you see the tips of needle-sharp fangs behind
  his lips. The once beautiful, serene face betrays an
  angry insanity.
  Sources Vampir template detailed in New Rules
  
  GRM8-04 Witness
  Page 28
  APPENDIX 3 – APL 8
  ENCOUNTER 1                                        
  M E Z Z O L O T H  P I KE M AN V AM P I R
  CR 8
  NE Medium Undead
  Init +7; Senses Listen +24, Spot +24
  Languages Abyssal, Draconic, and Infernal, Telepathy
  100ft.
  AC 27, touch 13, flat-footed 24
  (+3 Dex, +14 natural)
  hp 125 (10 HD);fast healing 5; DR 10/silver and good
  Immune acid, poison
  Resist +4 turn resistance, cold 10, fire 10, electricity 10;
  SR 22
  Fort +7, Ref +12, Will +8
  Speed 40 ft. (8 squares);
  Melee +1 longspear +18/+13 (1d8+10/19-20 x3) or 2
  claws + 16 (1d4+6 plus energy drain) or slam +16 
  (1d6+6 plus energy drain)Ranged longbow +14/+9 
  (1d8+4/x3)
  Space 5 ft.; Reach 5 ft. (10 ft with longspear)
  Base Atk +10; Grp +16
  Atk Options Power Attack, Combat Reflexes
  Special Actions Spell-like abilities, summon yugoloth
  Spell-Like Abilities (CL 10th):
  At will – cause fear (DC 13), darkness, desecrate,
  produce flame, see invisibility; 2/day –cloudkill (DC
  17), dispel magic (+10 dispel check)
  Abilities Str 22, Dex 16, Con - , Int 9, Wis 12, Cha 16
  SQ gaseous form, scent, spider climb, teleport, tongues,
  unholy toughness, undead traits
  Feats Alertness, Combat Reflexes, Dodge, Improved
  Critical (longspear), Improved Initiative, Lightning
  Reflexes, Power Attack, Weapon Focus (longspear)
  Skills Bluff +11 , Hide +24 , Intimidate +16 , Knowledge
  (the planes) +12 , Listen +24 , Move Silently +23 ,
  Search +7, Sense Motive +9, Spot +24
  Possessions +1 longspear, +1 composite longbow (+3
  STR), heavy steel shield
  Telepathy 
  (Su): 
  Mezzoloths 
  can 
  communicate
  telepathically with any creature within 100 feet that
  has a language.
  Blood Drain (Ex): A vampir can suck blood from a living
  victim with its fangs by making a successful grapple
  check. If it pins the foe, it drains blood, dealing 1d4
  points of Constitution drain each round the pin is
  maintained. On each such successful attack, the
  vampir gains 5 temporary hit points. Any outsider
  without vital bodily fluids is immune to this attack
  form, and is not subject to the vampir’s Create Spawn
  ability.
  Dominate (Su): A vampir can crush an opponent’s will
  just by looking onto his or her eyes. This is similar to
  a gaze attack, except that the vampir must use a
  standard action, and those merely looking at it are not
  affected. Anyone the vampir targets must succeed on
  a Will save or fall instantly under the vampir’s
  influence as though by a dominate monster spell
  (caster level 17th). The ability has a range of 30 feet
  and only affects outsiders.
  Create Spawn (Su): If the vampir drains another
  outsider’s Constitution to 0 or lower using its Blood
  Drain ability, the victim returns as a vampir in 1d4
  days if it had 5 or more HD. If the victim has 4 or less
  HD, it is simply killed. An outsider that wishes to
  resist becoming a vampir can attempt a WILL save
  DC 10 + 1/2 HD + Cha modifier of the vampir that
  drained it. Success indicates that the vampir begins
  to rise in 1d4 days, but crumbles to dust in the same
  round. Frequently, the outsider that resists becoming
  a vampir manages to utter a dozen or fewer words as
  it crumbles to dust. The outsider cannot use any
  spells or spell-like abilities in this round. Good
  outsiders will always try to resist becoming vampirs.
  The new vampir is under the command of the vampir
  that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have
  enslaved spawn totaling no more than twice its own
  Hit Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampirs. A vampir that
  is enslaved may create and enslave spawn of its
  own, so a master vampir can control a number of
  lesser vampirs in this fashion. A vampir may
  voluntarily free an enslaved spawn in order to
  enslave a new spawn, but once freed, a vampir
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampir’s
  slam attack (or any other natural weapon the vampir
  might possess) gain two negative levels. For each
  negative level bestowed, the vampir gains 5
  temporary hit points. A vampir can use its energy
  drain ability once per round.
  Fast Healing (Ex): A vampir heals 5 points of damage
  each round so long as it has at least 1 hit point. If
  reduced to 0 hit points in combat, it automatically
  assumes gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours or be utterly
  destroyed. (It can travel up to nine miles in 2 hours.)
  Any additional damage dealt to a vampir forced into
  gaseous form has no effect. Once at rest in its coffin,
  a vampir is helpless. It regains 1 hit point after 1 hour,
  then is no longer helpless and resumes healing at the
  rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a vampir
  can assume gaseous form at will as the spell (caster
  level 5th), but it can remain gaseous indefinitely and
  has 
  a 
  fly 
  speed 
  of 
  20 
  feet 
  with 
  perfect
  maneuverability.
  Spider Climb (Ex): A vampir can climb sheer surfaces
  as though with a spider climb spell.
  Description This six-limbed insectoid horror stares
  ahead unblinkingly through glowing red eyes. It wears
  the uniform of the New Gran March Army with the
  heraldry of the Knights Vigilant prominently featured. It is
  wielding a longspear in two of its claws, and a longbow
  in the other two.
  MMII page 201.
  
  GRM8-04 Witness
  Page 29
  ENCOUNTER 2                                        
  D E G E N E R ATE D  V R O C K  V AM P I R
  CR 8
  CE large undead
  Init +6; Senses darkvision 60 ft., see in darkness,
  Listen +33, Spot +33
  Languages Infernal, telepathy 100 ft.
  AC 23, touch 11, flat-footed 21
  (-1 size, +2 Dex, +12 natural)
  hp 95 (10 HD); fast healing 5; DR 5/silver and good
  Immune electricity, poison
  Resist; acid 5, cold 5, fire 5; +4 turn resistance SR 17
  Fort +6 Ref +10, Will +8
  Weakness holy symbol, mirror, sunlight
  Speed 30 ft. (6 squares); fly 50 ft. (average)
  Melee 2 claws +14  (2d6+5 and energy drain) and bite
  +12  and 2 talons +12  (1d6+2) or slam +14 (1d8+5
  plus energy drain)
  Space 10 ft.; Reach 10 ft.
  Base Atk +10; Grp +19
  Atk Options Cleave, Combat Reflexes, Power Attack,
  blood drain
  Special Actions Dance of ruin, spell-like abilities,
  spores, dominate, create spawn, gaseous form
  Spell-Like Abilities at will (CL 12th):
  Mirror image, telekinesis (DC 19), greater teleport
  (self plus 50 lbs of objects only). 1/day - heroism
  Abilities Str 21, Dex 15, Con --, Int 16, Wis 14, Cha 12
  SQ degenerative condition, gaseous form, spider climb,
  unholy toughness, undead traits
  Feats Alertness, Cleave, Combat Reflexes, Dodge,
  Great Fortitude, Improved Critical (chain), Improved
  Initiative, Lightning Reflexes, Multiattack, Power
  Attack
  Skills Bluff +9, Concentration +14, Diplomacy +3, Hide
  +19, Intimidate +14, Knowledge (arcana) +16, Listen
  +33, Move Silently +23 , Search +24, Sense Motive
  +22, Spellcraft +16, Spot +33, Survival +3 (+5
  following tracks
  Possessions none
  Dance of Ruin (Su): To use this ability, a group of at
  least three vrocks must join hands in a circle, dancing
  wildly and chanting. At the end of 3 rounds of dancing, a
  wave of crackling energy flashes outward in a 100-foot
  radius. All creatures except for demons within the radius
  take 20d6 points of damage (Reflex DC 19 half).
  Stunning, paralyzing, or slaying one of the vrocks stops
  the dance. The save DC is Charisma-based.
  Spores (Ex): A vrock can release masses of spores
  from its body once every 3 rounds as a free action. The
  spores automatically deal 1d8 points of damage to all
  creatures adjacent to the vrock. They then penetrate the
  skin and grow, dealing an additional 1d4 points of
  damage each round for 10 rounds. At the end of this
  time, the victim is covered with a tangle of viny growths.
  (The vines are harmless and wither away in 1d4 days.)
  A delay poison spell stops the spores’ growth for its
  duration. Bless, neutralize poison, or remove disease
  kills the spores, as does sprinkling the victim with a vial
  of holy water.
   Blood Drain (Ex): A vampir can suck blood from a
  living victim with its fangs by making a successful
  grapple check. If it pins the foe, it drains blood,
  dealing 1d4 points of Constitution drain each round
  the pin is maintained. On each such successful
  attack, the vampir gains 5 temporary hit points. Any
  outsider without vital bodily fluids is immune to this
  attack form, and is not subject to the vampir’s Create
  Spawn ability.
  Dominate (Su): A vampir can crush an opponent’s will
  just by looking onto his or her eyes. This is similar to
  a gaze attack, except that the vampir must use a
  standard action, and those merely looking at it are not
  affected. Anyone the vampir targets must succeed on
  a Will save or fall instantly under the vampir’s
  influence as though by a dominate monster spell
  (caster level 17th). The ability has a range of 30 feet
  and only affects outsiders.
  Create Spawn (Su): If the vampir drains another
  outsider’s Constitution to 0 or lower using its Blood
  Drain ability, the victim returns as a vampir in 1d4
  days if it had 5 or more HD. If the victim has 4 or less
  HD, it is simply killed. An outsider that wishes to
  resist becoming a vampir can attempt a WILL save
  DC 10 + 1/2 HD + Cha modifier of the vampir that
  drained it. Success indicates that the vampir begins
  to rise in 1d4 days, but crumbles to dust in the same
  round. Frequently, the outsider that resists becoming
  a vampir manages to utter a dozen or fewer words as
  it crumbles to dust. The outsider cannot use any
  spells or spell-like abilities in this round. Good
  outsiders will always try to resist becoming vampirs.
  The new vampir is under the command of the vampir
  that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have
  enslaved spawn totaling no more than twice its own
  Hit Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampirs. A vampir that
  is enslaved may create and enslave spawn of its
  own, so a master vampir can control a number of
  lesser vampirs in this fashion. A vampir may
  voluntarily free an enslaved spawn in order to
  enslave a new spawn, but once freed, a vampir
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampir’s
  slam attack (or any other natural weapon the vampir
  might possess) gain two negative levels. For each
  negative level bestowed, the vampir gains 5
  temporary hit points. A vampir can use its energy
  drain ability once per round. This vampir only drains
  one negative level due to its degenerative condition
  (see below).
  Fast Healing (Ex): A vampir heals 5 points of damage
  each round so long as it has at least 1 hit point. If
  reduced to 0 hit points in combat, it automatically
  assumes gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours or be utterly
  destroyed. (It can travel up to nine miles in 2 hours.)
  Any additional damage dealt to a vampir forced into
  gaseous form has no effect. Once at rest in its coffin,
  
  GRM8-04 Witness
  Page 30
  a vampir is helpless. It regains 1 hit point after 1 hour,
  then is no longer helpless and resumes healing at the
  rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a vampir
  can assume gaseous form at will as the spell (caster
  level 5th), but it can remain gaseous indefinitely and
  has 
  a 
  fly 
  speed 
  of 
  20 
  feet 
  with 
  perfect
  maneuverability.
  Spider Climb (Ex): A vampir can climb sheer surfaces
  as though with a spider climb spell.
  Degenerative Condition (Ex): This vampir has already
  begun to degenerate. Living creatures only gain half
  the normal negative levels on a successful slam and
  the vampir only receives half normal temporary hit
  points. It has lost ability score points, some natural
  armor, its stunning screech ability and some of its
  resistances.
  Description A large vulture-headed creature with heavy
  wings and enormous claws. Its predatory gaze picks
  through the living, searching for the right victim to
  consume. It has begun to waste into dried feathers. Its
  skin looks yellowed and stuck to the bone beneath. It
  wears a tabard of New Gran March.
  Sources Vampir template detailed in New Rules
  ENCOUNTER 4                                        
  M AS TE R V I G I LANT M ARAX
  CR 11
  Male ultroloth (advanced) vampir
  NE Medium undead
  Init +9; Senses Listen +29, Spot +26
  Languages Common, Abyssal, Infernal, Flan, Celestial
  AC 28, touch 13, flat-footed 25
  (+3 Dex, +11 +3 mithral full plate, +4 natural)
  hp 161 (14 HD); fast healing 5; DR 10/silver and good
  Immune acid, poison
  Resist cold 10, electricity 10, fire 10, turn resistance +8;
  SR 17
  Fort +9, Ref +14, Will +10
  Weakness holy symbol, mirror, sunlight
  Speed 20 ft in mithral full plate (4 squares), base
  movement 30 ft.
  Melee long sword +19/+14/+9 (1d8+5/17-20) or slam
  +16 (1d8+2 plus energy drain)
  Ranged rays – see spell-like abilities
  Space 5 ft.; Reach 5 ft.
  Base Atk +14 Grp +16
  Atk Options Precise Shot, Quicken Spell-like ability
  (scorching ray)
  Special Actions spell-like abilities
  Spell-Like Abilities (CL 14th):
  At will—disguise self (DC14), deeper darkness,
  desecrate, fear (DC 17), gaseous form, invisibility,
  prying eyes, ray of enfeeblement (+20 ranged
  touch), ray of exhaustion (+20 ranged touch),
  scorching ray (+20 ranged touch), scrying, see
  invisibility, suggestion (DC 16)
  At will, an ultroloth can use greater teleport (self plus
  50 pounds of objects only) as the spell cast by an
  20th- level sorcerer.
  Abilities Str 14, Dex 20, Con --, Int 18, Wis 14, Cha 16
  SQ degenerative condition, gaseous form, spider climb,
  unholy toughness, undead traits
  Feats Alertness, Armor Proficiency (light), Armor
  Proficiency (medium), Combat Reflexes, Dodge,
  Improved critical (longsword), Improved Initiative,
  Lightning Reflexes, Point Blank Shot, Precise Shot,
  Quicken Spell-like ability (scorching ray), Weapon
  Focus: Spell (ray)
  Skills Bluff +28, Concentration +20, Diplomacy +20,
  Hide +30, Intimidate +18, Knowledge (arcana) +19,
  Knowledge (The Planes) +19, Knowledge (history -
  military) +19, Listen +29, Move Silently +30, Search
  +29, Sense Motive +29, Spellcraft +21, Spot +26
  Possessions +3 adamantine longsword, +3 mithral full
  plate, gloves of dexterity +4, cloak of turn resistance
  +4
  Blood Drain (Ex): A vampir can suck blood from a living
  victim with its fangs by making a successful grapple
  check. If it pins the foe, it drains blood, dealing 1d4
  points of Constitution drain each round the pin is
  maintained. On each such successful attack, the
  vampir gains 5 temporary hit points. Any outsider
  without vital bodily fluids is immune to this attack
  form, and is not subject to the vampir’s Create Spawn
  ability.
  Dominate (Su): A vampir can crush an opponent’s will
  just by looking onto his or her eyes. This is similar to
  a gaze attack, except that the vampir must use a
  standard action, and those merely looking at it are not
  affected. Anyone the vampir targets must succeed on
  a Will save or fall instantly under the vampir’s
  influence as though by a dominate monster spell
  (caster level 17th). The ability has a range of 30 feet
  and only affects outsiders.
  Create Spawn (Su): If the vampir drains another
  outsider’s Constitution to 0 or lower using its Blood
  Drain ability, the victim returns as a vampir in 1d4
  days if it had 5 or more HD. If the victim has 4 or less
  HD, it is simply killed. An outsider that wishes to
  resist becoming a vampir can attempt a WILL save
  DC 10 + 1/2 HD + Cha modifier of the vampir that
  drained it. Success indicates that the vampir begins
  to rise in 1d4 days, but crumbles to dust in the same
  round. Frequently, the outsider that resists becoming
  a vampir manages to utter a dozen or fewer words as
  it crumbles to dust. The outsider cannot use any
  spells or spell-like abilities in this round. Good
  outsiders will always try to resist becoming vampirs.
  The new vampir is under the command of the vampir
  that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have
  enslaved spawn totaling no more than twice its own
  Hit Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampirs. A vampir that
  is enslaved may create and enslave spawn of its
  own, so a master vampir can control a number of
  lesser vampirs in this fashion. A vampir may
  voluntarily free an enslaved spawn in order to
  enslave a new spawn, but once freed, a vampir
  cannot be enslaved again.
  
  GRM8-04 Witness
  Page 31
  Energy Drain (Su): Living creatures hit by a vampir’s
  slam attack (or any other natural weapon the vampir
  might possess) gain two negative levels. For each
  negative level bestowed, the vampir gains 5
  temporary hit points. A vampir can use its energy
  drain ability once per round. Marax only drains one
  negative level due to his degenerative condition (see
  below).
  Fast Healing (Ex): A vampir heals 5 points of damage
  each round so long as it has at least 1 hit point. If
  reduced to 0 hit points in combat, it automatically
  assumes gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours or be utterly
  destroyed. (It can travel up to nine miles in 2 hours.)
  Any additional damage dealt to a vampir forced into
  gaseous form has no effect. Once at rest in its coffin,
  a vampir is helpless. It regains 1 hit point after 1 hour,
  then is no longer helpless and resumes healing at the
  rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a vampir
  can assume gaseous form at will as the spell (caster
  level 5th), but it can remain gaseous indefinitely and
  has 
  a 
  fly 
  speed 
  of 
  20 
  feet 
  with 
  perfect
  maneuverability.
  Spider Climb (Ex): A vampir can climb sheer surfaces
  as though with a spider climb spell.
  Degenerative Condition (Ex): Marax has begun to
  degenerate. Living creatures only gain half the
  normal negative levels on a successful slam and the
  vampir only receives half normal temporary hit points.
  He has also lost hit dice, abilities and natural armor.
  Description Marax is dressed in exquisite, ornate
  mithral full plate draped with a skeletal argent owl
  rampant. He is a powerfully built ultroloth, and has solid
  features atypical for his kind. His formerly lustrous black
  skin is an ashen shade of black, and his features have
  taken on a more lupine shape. His smile reveals a pair
  of enlarged canine teeth, testament to the depravity he
  is willing to heap upon even himself in his pursuit of
  power. His movements are slow and ponderous.
  Sources Vampir template detailed in New Rules
  ENCOUNTER 5                                        
  B ARADI E L
  CR 11
  S O L AR V AM P I R 
  NE Large undead
  Init +9; Senses darkvision 60 ft. low-light vision, Listen
  +35, Spot +35
  Languages Celestial, common, tongues
  AC 24, touch 14, flat-footed 19; Dodge, Mobility
  (-1 size, +5 Dex, +10 natural)
  hp 133 (14 HD); fast healing 5; DR 10/silver and good
  Immune acid, cold, petrification
  Resist; electricity 10 +8 turn resistance SR 24
  Fort +9 Ref +16, Will +17
  Weakness holy symbol, mirror, sunlight
  Speed 50 ft. (10 squares); fly 150 ft. (good)
  Melee greatsword, +19/+14/+9  (3d6+9/19-20) or slam
  +19  (1d8+6 plus energy drain) Ranged +2
  composite longbow (+5 str bonus) +20/+15/+10
  (2d6+7/x3)
  Space 10 ft.; Reach 10 ft.
  Base Atk +14; Grp +24
  Atk Options Cleave, Power Attack, Combat Reflexes,
  blood drain
  Special Actions Spell-like abilities dominate, create
  spawn, gaseous form
  Cleric Spells Prepared (6/8/8/8/8/7/6/6/6/5; save DC
  18 + spell level): (CL 20th):
  9th— miracle, miracle, miracle, miracle, time stop*
  8th— fire storm, (2), mass inflict critical wounds,
  greater spell immunity, symbol of death, unholy
  aura*;
  7th— dictum, ethereal jaunt, mass inflict serious
  wounds (3), screen*
  6th— greater dispel magic, harm (2), mislead*, word
  of recall (2)
  5th— break enchantment, dispel good, plane shift (2),
  symbol of pain, true seeing (2)
  4th— confusion, freedom of movement (2), greater
  magic weapon (2), sending (3)
  3rd— invisibility purge, magic circle against good*,
  magic vestment (2), prayer (2), protection from
  energy, wind wall
  2nd— align weapon, death knell, desecrate (2),
  eagle’s splendor (2), shield other (2)
  1st— bless (2), cause fear, comprehend languages
  (2), divine favor (2), protections from good*
  0— create water, detect magic, guidance (2),
  resistance (2);
  D: Domain spell. Deity: Evil (no deity at this time).
  Domains: Evil, Trickery
  Spell-like abilities (CL 20th):
  At will - aid, animate objects, commune, continual
  flame, dimensional anchor, greater dispel magic, holy
  smite (DC 21), imprisonment (DC 26), invisibility (self
  only), lesser restoration (DC 19), remove curse (DC
  20), remove disease (DC 20), remove fear, resist
  energy, summon monster VII, speak with dead (DC
  14), waves of fatigue (DC 18);
  3/day - blade barrier (DC 23), earthquake (DC 25), heal
  (DC 23), mass charm monster (DC 25), permanency,
  resurrection, waves of exhaustion;
  1/day - greater restoration (DC 24), power word blind,
  power word kill, power word stun, prismatic spray (DC
  24), wish.
  The following abilities are always active on a solar’s
  person, as the spells (caster level 20th): detect evil,
  detect snares and pits, discern lies (DC 15), see
  invisibility, true seeing. They can be dispelled, but the
  solar can reactivate them as a free action.
  Abilities Str 23, Dex 18, Con --, Int 22, Wis 27, Cha 13
  SQ tongues, degenerative condition, gaseous form,
  scent, spider climb, unholy toughness, undead traits
  Feats Alertness, Cleave, Combat Reflexes, Dodge,
  Improved Initiative, Lightning Reflexes, Mobility,
  Power Attack, Track
  
  GRM8-04 Witness
  Page 32
  Skills Bluff +9, Concentration +18, Craft (bowmaking)
  +23, Craft (alchemy) +23, Diplomacy +18, Escape
  Artist +20, Hide +30, Knowledge (arcana) +24,
  Knowledge (The Planes) +24, Knowledge (religion)
  +24Listen +35 , Move Silently +30, Search +31,
  Sense Motive +33, Spellcraft +23,Spot +35, Survival
  +8 (+10 following tracks), Use Rope +6 (+8 binding)
  Possessions +2 composite longbow (+5 Str), cloak of
  turn resistance +4.
  Change Shape (Su): A solar can assume the form of
  any Small or Medium humanoid.
  Blood Drain (Ex): A vampir can suck blood from a living
  victim with its fangs by making a successful grapple
  check. If it pins the foe, it drains blood, dealing 1d4
  points of Constitution drain each round the pin is
  maintained. On each such successful attack, the
  vampir gains 5 temporary hit points. Any outsider
  without vital bodily fluids is immune to this attack
  form, and is not subject to the vampir’s Create Spawn
  ability.
  Dominate (Su): A vampir can crush an opponent’s will
  just by looking onto his or her eyes. This is similar to
  a gaze attack, except that the vampir must use a
  standard action, and those merely looking at it are not
  affected. Anyone the vampir targets must succeed on
  a Will save or fall instantly under the vampir’s
  influence as though by a dominate monster spell
  (caster level 17th). The ability has a range of 30 feet
  and only affects outsiders.
  Create Spawn (Su): If the vampir drains another
  outsider’s Constitution to 0 or lower using its Blood
  Drain ability, the victim returns as a vampir in 1d4
  days if it had 5 or more HD. If the victim has 4 or less
  HD, it is simply killed. An outsider that wishes to
  resist becoming a vampir can attempt a WILL save
  DC 10 + 1/2 HD + Cha modifier of the vampir that
  drained it. Success indicates that the vampir begins
  to rise in 1d4 days, but crumbles to dust in the same
  round. Frequently, the outsider that resists becoming
  a vampir manages to utter a dozen or fewer words as
  it crumbles to dust. The outsider cannot use any
  spells or spell-like abilities in this round. Good
  outsiders will always try to resist becoming vampirs.
  The new vampir is under the command of the vampir
  that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have
  enslaved spawn totaling no more than twice its own
  Hit Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampirs. A vampir that
  is enslaved may create and enslave spawn of its
  own, so a master vampir can control a number of
  lesser vampirs in this fashion. A vampir may
  voluntarily free an enslaved spawn in order to
  enslave a new spawn, but once freed, a vampir
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampir’s
  slam attack (or any other natural weapon the vampir
  might possess) gain two negative levels. For each
  negative level bestowed, the vampir gains 5
  temporary hit points. A vampir can use its energy
  drain ability once per round. Baradiel only drains one
  negative level due to his degenerative condition (see
  below).
  Fast Healing (Ex): A vampir heals 5 points of damage
  each round so long as it has at least 1 hit point. If
  reduced to 0 hit points in combat, it automatically
  assumes gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours or be utterly
  destroyed. (It can travel up to nine miles in 2 hours.)
  Any additional damage dealt to a vampir forced into
  gaseous form has no effect. Once at rest in its coffin,
  a vampir is helpless. It regains 1 hit point after 1 hour,
  then is no longer helpless and resumes healing at the
  rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a vampir
  can assume gaseous form at will as the spell (caster
  level 5th), but it can remain gaseous indefinitely and
  has 
  a 
  fly 
  speed 
  of 
  20 
  feet 
  with 
  perfect
  maneuverability.
  Spider Climb (Ex): A vampir can climb sheer surfaces
  as though with a spider climb spell.
  Degenerative Condition (Ex): Baradiel has begun to
  degenerate. Living creatures only gain half the
  normal negative levels on a successful slam and the
  vampir only receives half normal temporary hit points.
  Baradiel has lost hit dice and the ability to cast most
  of the spells and spell-like abilities he once did. His
  casting level remains unchanged. He has also lost
  some of his natural armor. He has lost ability scores
  and his arrows no longer employ the slaying special
  ability. His greatsword has been taken and he no
  longer enchants the rusty blade that replaced it.
  Description Baradiel was once remarkably beautiful,
  with long golden hair and a face and form that defined
  human perfection. His flesh is now rotting and his once-
  white wings are now blackened and seeping pus. His
  complexion is pallid. As he opens his mouth to speak,
  you see you see the tips of needle-sharp fangs behind
  his lips. The once beautiful, serene face betrays an
  angry insanity.
  Sources Vampir template detailed in New Rules
  
  GRM8-04 Witness
  Page 33
   APPENDIX 4 – APL 10
  ENCOUNTER 1                                        
  M E Z Z O L O T H  P I KE M AN V AM P I R
  CR 10
  NE Medium Undead
  Init +7; Senses Listen +29, Spot +29
  Languages Abyssal, Draconic, and Infernal, Telepathy
  100ft.
  AC 27, touch 13, flat-footed 24
  (+3 Dex, +14 natural)
  hp 202 (15 HD);fast healing 5; DR 10/silver and good
  Immune acid, poison
  Resist +4 turn resistance, cold 10, fire 10, electricity 10;
  SR 22
  Fort +9, Ref +14, Will +10
  Speed 40 ft. (8 squares);
  Melee +1 longspear +23/+18/+13  (1d8+10/19-20 x3) or
  2 claws + 21 (1d4+6 plus energy drain) or slam +21 
  (1d6+6 
  plus 
  energy 
  drain)Ranged 
  longbow
  +19/+14/+9  (1d8+4/x3)
  Space 5 ft.; Reach 5 ft. (10 ft with longspear)
  Base Atk +15; Grp +21
  Atk Options Power Attack, Combat Reflexes
  Special Actions Spell-like abilities, summon yugoloth
  Spell-Like Abilities (CL 10th):
  At will – cause fear (DC 13), darkness, desecrate,
  produce flame, see invisibility; 2/day –cloudkill (DC
  17), dispel magic (+10 dispel check)
  Abilities Str 22, Dex 16, Con - , Int 10, Wis 12, Cha 18
  SQ Summon yugoloth
  Feats Alertness, Combat Reflexes, Dodge, Improved
  Critical (longspear), Improved Initiative, Improved
  Toughness, 
  Lightning 
  Reflexes, 
  Power 
  Attack,
  Weapon Focus (longspear)
  Skills Bluff +12 , Hide +29 , Intimidate +22 , Knowledge
  (the planes) +18 , Listen +29 , Move Silently +29 ,
  Search +8, Sense Motive +9, Spot +29
  Possessions +1 longspear, +1 composite longbow (+3
  STR), heavy steel shield
  Telepathy 
  (Su): 
  Mezzoloths 
  can 
  communicate
  telepathically with any creature within 100 feet that
  has a language.
  Blood Drain (Ex): A vampir can suck blood from a living
  victim with its fangs by making a successful grapple
  check. If it pins the foe, it drains blood, dealing 1d4
  points of Constitution drain each round the pin is
  maintained. On each such successful attack, the
  vampir gains 5 temporary hit points. Any outsider
  without vital bodily fluids is immune to this attack
  form, and is not subject to the vampir’s Create Spawn
  ability.
  Dominate (Su): A vampir can crush an opponent’s will
  just by looking onto his or her eyes. This is similar to
  a gaze attack, except that the vampir must use a
  standard action, and those merely looking at it are not
  affected. Anyone the vampir targets must succeed on
  a Will save or fall instantly under the vampir’s
  influence as though by a dominate monster spell
  (caster level 17th). The ability has a range of 30 feet
  and only affects outsiders.
  Create Spawn (Su): If the vampir drains another
  outsider’s Constitution to 0 or lower using its Blood
  Drain ability, the victim returns as a vampir in 1d4
  days if it had 5 or more HD. If the victim has 4 or less
  HD, it is simply killed. An outsider that wishes to
  resist becoming a vampir can attempt a WILL save
  DC 10 + 1/2 HD + Cha modifier of the vampir that
  drained it. Success indicates that the vampir begins
  to rise in 1d4 days, but crumbles to dust in the same
  round. Frequently, the outsider that resists becoming
  a vampir manages to utter a dozen or fewer words as
  it crumbles to dust. The outsider cannot use any
  spells or spell-like abilities in this round. Good
  outsiders will always try to resist becoming vampirs.
  The new vampir is under the command of the vampir
  that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have
  enslaved spawn totaling no more than twice its own
  Hit Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampirs. A vampir that
  is enslaved may create and enslave spawn of its
  own, so a master vampir can control a number of
  lesser vampirs in this fashion. A vampir may
  voluntarily free an enslaved spawn in order to
  enslave a new spawn, but once freed, a vampir
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampir’s
  slam attack (or any other natural weapon the vampir
  might possess) gain two negative levels. For each
  negative level bestowed, the vampir gains 5
  temporary hit points. A vampir can use its energy
  drain ability once per round.
  Fast Healing (Ex): A vampir heals 5 points of damage
  each round so long as it has at least 1 hit point. If
  reduced to 0 hit points in combat, it automatically
  assumes gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours or be utterly
  destroyed. (It can travel up to nine miles in 2 hours.)
  Any additional damage dealt to a vampir forced into
  gaseous form has no effect. Once at rest in its coffin,
  a vampir is helpless. It regains 1 hit point after 1 hour,
  then is no longer helpless and resumes healing at the
  rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a vampir
  can assume gaseous form at will as the spell (caster
  level 5th), but it can remain gaseous indefinitely and
  has 
  a 
  fly 
  speed 
  of 
  20 
  feet 
  with 
  perfect
  maneuverability.
  Spider Climb (Ex): A vampir can climb sheer surfaces
  as though with a spider climb spell.
  
  GRM8-04 Witness
  Page 34
  Description This six-limbed insectoid horror stares
  ahead unblinkingly through glowing red eyes. It wears
  the uniform of the New Gran March Army with the
  heraldry of the Knights Vigilant prominently featured. It is
  wielding a longspear in two of its claws, and a longbow
  in the other two.
  MMII page 201.
  ENCOUNTER 2                                        
  D E G E N E R ATE D  V R O C K  V AM P I R
  CR 8
  CE large undead
  Init +6; Senses darkvision 60 ft., see in darkness,
  Listen +33, Spot +33
  Languages Infernal, telepathy 100 ft.
  AC 23, touch 11, flat-footed 21
  (-1 size, +2 Dex, +12 natural)
  hp 95 (10 HD); fast healing 5; DR 5/silver and good
  Immune electricity, poison
  Resist; acid 5, cold 5, fire 5; +4 turn resistance SR 17
  Fort +6 Ref +10, Will +8
  Weakness holy symbol, mirror, sunlight
  Speed 30 ft. (6 squares); fly 50 ft. (average)
  Melee 2 claws +14  (2d6+5 and energy drain) and bite
  +12  and 2 talons +12  (1d6+2) or slam +14 (1d8+5
  plus energy drain)
  Space 10 ft.; Reach 10 ft.
  Base Atk +10; Grp +19
  Atk Options Cleave, Combat Reflexes, Power Attack,
  blood drain
  Special Actions Dance of ruin, spell-like abilities,
  spores, dominate, create spawn, gaseous form
  Spell-Like Abilities at will (CL 12th):
  Mirror image, telekinesis (DC 19), greater teleport
  (self plus 50 lbs of objects only). 1/day - heroism
  Abilities Str 21, Dex 15, Con --, Int 16, Wis 14, Cha 12
  SQ degenerative condition, gaseous form, spider climb,
  unholy toughness, undead traits
  Feats Alertness, Cleave, Combat Reflexes, Dodge,
  Great Fortitude, Improved Critical (chain), Improved
  Initiative, Lightning Reflexes, Multiattack, Power
  Attack
  Skills Bluff +9, Concentration +14, Diplomacy +3, Hide
  +19, Intimidate +14, Knowledge (arcana) +16, Listen
  +33, Move Silently +23 , Search +24, Sense Motive
  +22, Spellcraft +16, Spot +33, Survival +3 (+5
  following tracks
  Possessions none
  Dance of Ruin (Su): To use this ability, a group of at
  least three vrocks must join hands in a circle, dancing
  wildly and chanting. At the end of 3 rounds of dancing, a
  wave of crackling energy flashes outward in a 100-foot
  radius. All creatures except for demons within the radius
  take 20d6 points of damage (Reflex DC 19 half).
  Stunning, paralyzing, or slaying one of the vrocks stops
  the dance. The save DC is Charisma-based.
  Spores (Ex): A vrock can release masses of spores
  from its body once every 3 rounds as a free action. The
  spores automatically deal 1d8 points of damage to all
  creatures adjacent to the vrock. They then penetrate the
  skin and grow, dealing an additional 1d4 points of
  damage each round for 10 rounds. At the end of this
  time, the victim is covered with a tangle of viny growths.
  (The vines are harmless and wither away in 1d4 days.)
  A delay poison spell stops the spores’ growth for its
  duration. Bless, neutralize poison, or remove disease
  kills the spores, as does sprinkling the victim with a vial
  of holy water.
   Blood Drain (Ex): A vampir can suck blood from a
  living victim with its fangs by making a successful
  grapple check. If it pins the foe, it drains blood,
  dealing 1d4 points of Constitution drain each round
  the pin is maintained. On each such successful
  attack, the vampir gains 5 temporary hit points. Any
  outsider without vital bodily fluids is immune to this
  attack form, and is not subject to the vampir’s Create
  Spawn ability.
  Dominate (Su): A vampir can crush an opponent’s will
  just by looking onto his or her eyes. This is similar to
  a gaze attack, except that the vampir must use a
  standard action, and those merely looking at it are not
  affected. Anyone the vampir targets must succeed on
  a Will save or fall instantly under the vampir’s
  influence as though by a dominate monster spell
  (caster level 17th). The ability has a range of 30 feet
  and only affects outsiders.
  Create Spawn (Su): If the vampir drains another
  outsider’s Constitution to 0 or lower using its Blood
  Drain ability, the victim returns as a vampir in 1d4
  days if it had 5 or more HD. If the victim has 4 or less
  HD, it is simply killed. An outsider that wishes to
  resist becoming a vampir can attempt a WILL save
  DC 10 + 1/2 HD + Cha modifier of the vampir that
  drained it. Success indicates that the vampir begins
  to rise in 1d4 days, but crumbles to dust in the same
  round. Frequently, the outsider that resists becoming
  a vampir manages to utter a dozen or fewer words as
  it crumbles to dust. The outsider cannot use any
  spells or spell-like abilities in this round. Good
  outsiders will always try to resist becoming vampirs.
  The new vampir is under the command of the vampir
  that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have
  enslaved spawn totaling no more than twice its own
  Hit Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampirs. A vampir that
  is enslaved may create and enslave spawn of its
  own, so a master vampir can control a number of
  lesser vampirs in this fashion. A vampir may
  voluntarily free an enslaved spawn in order to
  enslave a new spawn, but once freed, a vampir
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampir’s
  slam attack (or any other natural weapon the vampir
  might possess) gain two negative levels. For each
  negative level bestowed, the vampir gains 5
  temporary hit points. A vampir can use its energy
  drain ability once per round. This vampir only drains
  one negative level due to its degenerative condition
  (see below).
  
  GRM8-04 Witness
  Page 35
  Fast Healing (Ex): A vampir heals 5 points of damage
  each round so long as it has at least 1 hit point. If
  reduced to 0 hit points in combat, it automatically
  assumes gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours or be utterly
  destroyed. (It can travel up to nine miles in 2 hours.)
  Any additional damage dealt to a vampir forced into
  gaseous form has no effect. Once at rest in its coffin,
  a vampir is helpless. It regains 1 hit point after 1 hour,
  then is no longer helpless and resumes healing at the
  rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a vampir
  can assume gaseous form at will as the spell (caster
  level 5th), but it can remain gaseous indefinitely and
  has 
  a 
  fly 
  speed 
  of 
  20 
  feet 
  with 
  perfect
  maneuverability.
  Spider Climb (Ex): A vampir can climb sheer surfaces
  as though with a spider climb spell.
  Degenerative Condition (Ex): This vampir has already
  begun to degenerate. Living creatures only gain half
  the normal negative levels on a successful slam and
  the vampir only receives half normal temporary hit
  points. It has lost ability score points, some natural
  armor, its stunning screech ability and some of its
  resistances.
  Description A large vulture-headed creature with heavy
  wings and enormous claws. Its predatory gaze picks
  through the living, searching for the right victim to
  consume. It has begun to waste into dried feathers. Its
  skin looks yellowed and stuck to the bone beneath. It
  wears a tabard of New Gran March.
  Sources Vampir template detailed in New Rules
  ENCOUNTER 4                                        
  M AS TE R V I G I LANT M ARAX
  CR 13
  Male ultroloth (advanced) vampir
  NE Medium undead
  Init +9; Senses Listen +32, Spot +30
  Languages Common, Abyssal, Infernal, Flan, Celestial
  AC 32, touch 13, flat-footed 29
  (+3 Dex, +11 +3 mithral full plate, +8 natural)
  hp 207 (18 HD); fast healing 5; DR 10/silver and good
  Immune acid, poison
  Resist cold 10, electricity 10, fire 10, turn resistance +8;
  SR 19
  Fort +11, Ref +18, Will +13
  Weakness holy symbol, mirror, sunlight
  Speed 20 ft in mithral full plate (4 squares), base
  movement 30 ft.
  Melee long sword +23/+18/+13/+8 (1d8+5/17-20) or
  slam +20 (1d8+2 plus energy drain)
  Ranged rays – see spell-like abilities
  Space 5 ft.; Reach 5 ft.
  Base Atk +18 Grp +20
  Atk Options Precise Shot, Quicken Spell-like ability
  (scorching ray)
  Special Actions Hypnotic gaze, spell-like abilities
  Spell-Like Abilities (CL 18th):
  At will—disguise self (DC14), deeper darkness,
  desecrate, fear (DC 17), gaseous form, invisibility,
  prying eyes, ray of enfeeblement (+24 ranged
  touch), ray of exhaustion (+24 ranged touch),
  scorching ray (+24 ranged touch), scrying, see
  invisibility, suggestion (DC 16), wall of fire; 3/day--
  binding (DC 21), enervation (+24 ranged touch),
  geas/quest (DC 19), mass suggestion (DC 19).
  Caster level 18th.
  At will, an ultroloth can use greater teleport (self plus
  50 pounds of objects only) as the spell cast by an
  20th- level sorcerer.
  Abilities Str 14, Dex 20, Con --, Int 18, Wis 14, Cha 16
  SQ degenerative condition, gaseous form, spider climb,
  unholy toughness, undead traits
  Feats Alertness, Armor Proficiency (light), Armor
  Proficiency (medium), Combat Reflexes, Dodge,
  Improved critical (longsword), Improved Initiative,
  Lightning Reflexes, Point Blank Shot, Power Attack,
  Precise Shot, Quicken Spell-like ability (scorching
  ray), Weapon Focus: Spell (ray)
  Skills Bluff +29, Concentration +24 , Diplomacy +20,
  Hide +32, Intimidate +22, Knowledge (arcana) +23,
  Knowledge (The Planes) +23, Knowledge (history -
  military) +23, Listen +32, Move Silently +33, Search
  +30 , Sense Motive +29, Spellcraft +25, Spot +30
  Possessions +3 adamantine longsword, +3 mithral full
  plate, gloves of dexterity +4, ring of freedom of
  movement, cloak of turn resistance +4
  Master Vigilant Marax has the following spell effects
  active when he encounters the PCs:
  8th – mind blank, greater spell immunity (feeblemind,
  holy word, baleful polymorph)
  5th – true seeing
  Hypnotic Gaze (Su): Hypnotic pattern as cast by a
  20th-level sorcerer, no HD limit, 30 feet, will DC 24
  negates. The save DC is Charisma-based.
  Blood Drain (Ex): A vampir can suck blood from a living
  victim with its fangs by making a successful grapple
  check. If it pins the foe, it drains blood, dealing 1d4
  points of Constitution drain each round the pin is
  maintained. On each such successful attack, the
  vampir gains 5 temporary hit points. Any outsider
  without vital bodily fluids is immune to this attack
  form, and is not subject to the vampir’s Create Spawn
  ability.
  Dominate (Su): A vampir can crush an opponent’s will
  just by looking onto his or her eyes. This is similar to
  a gaze attack, except that the vampir must use a
  standard action, and those merely looking at it are not
  affected. Anyone the vampir targets must succeed on
  a Will save or fall instantly under the vampir’s
  influence as though by a dominate monster spell
  (caster level 17th). The ability has a range of 30 feet
  and only affects outsiders.
  Create Spawn (Su): If the vampir drains another
  outsider’s Constitution to 0 or lower using its Blood
  Drain ability, the victim returns as a vampir in 1d4
  days if it had 5 or more HD. If the victim has 4 or less
  HD, it is simply killed. An outsider that wishes to
  
  GRM8-04 Witness
  Page 36
  resist becoming a vampir can attempt a WILL save
  DC 10 + 1/2 HD + Cha modifier of the vampir that
  drained it. Success indicates that the vampir begins
  to rise in 1d4 days, but crumbles to dust in the same
  round. Frequently, the outsider that resists becoming
  a vampir manages to utter a dozen or fewer words as
  it crumbles to dust. The outsider cannot use any
  spells or spell-like abilities in this round. Good
  outsiders will always try to resist becoming vampirs.
  The new vampir is under the command of the vampir
  that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have
  enslaved spawn totaling no more than twice its own
  Hit Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampirs. A vampir that
  is enslaved may create and enslave spawn of its
  own, so a master vampir can control a number of
  lesser vampirs in this fashion. A vampir may
  voluntarily free an enslaved spawn in order to
  enslave a new spawn, but once freed, a vampir
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampir’s
  slam attack (or any other natural weapon the vampir
  might possess) gain two negative levels. For each
  negative level bestowed, the vampir gains 5
  temporary hit points. A vampir can use its energy
  drain ability once per round. Marax only drains one
  negative level due to his degenerative condition (see
  below).
  Fast Healing (Ex): A vampir heals 5 points of damage
  each round so long as it has at least 1 hit point. If
  reduced to 0 hit points in combat, it automatically
  assumes gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours or be utterly
  destroyed. (It can travel up to nine miles in 2 hours.)
  Any additional damage dealt to a vampir forced into
  gaseous form has no effect. Once at rest in its coffin,
  a vampir is helpless. It regains 1 hit point after 1 hour,
  then is no longer helpless and resumes healing at the
  rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a vampir
  can assume gaseous form at will as the spell (caster
  level 5th), but it can remain gaseous indefinitely and
  has 
  a 
  fly 
  speed 
  of 
  20 
  feet 
  with 
  perfect
  maneuverability.
  Spider Climb (Ex): A vampir can climb sheer surfaces
  as though with a spider climb spell.
  Degenerative Condition (Ex): Marax has begun to
  degenerate. Living creatures only gain half the
  normal negative levels on a successful slam and the
  vampir only receives half normal temporary hit points.
  He has also lost hit dice and natural armor.
  Description Marax is dressed in exquisite, ornate
  mithral full plate draped with a skeletal argent owl
  rampant. He is a powerfully built ultroloth, and has solid
  features atypical for his kind. His formerly lustrous black
  skin is an ashen shade of black, and his features have
  taken on a more lupine shape. His smile reveals a pair
  of enlarged canine teeth, testament to the depravity he
  is willing to heap upon even himself in his pursuit of
  power. His movements are slow and ponderous.
  Sources Vampir template detailed in New Rules
  ENCOUNTER 5                                        
  B ARADI E L
  CR 13
  S O L AR V AM P I R 
  NE Large undead
  Init +11; Senses darkvision 60 ft. low-light vision, Listen
  +37, Spot +37
  Languages Celestial, common, tongues
  AC 28, touch 16, flat-footed 25; Dodge, Mobility
  (-1 size, +7 Dex, +12 natural)
  hp 168 (16 HD); fast healing 5; DR 10/silver and good
  Immune acid, cold, petrification
  Resist; electricity 10 +8 turn resistance SR 26
  Fort +10 Ref +19, Will +18
  Weakness holy symbol, mirror, sunlight
  Speed 50 ft. (10 squares); fly 150 ft. (good)
  Melee greatsword, +23/+18/+13/+8  (3d6+12/19-20) or
  slam +23  (1d8+8 plus energy drain) Ranged +2
  composite longbow (+5 str bonus) +24/+19/+14/+9
  (2d6+7/x3)
  Space 10 ft.; Reach 10 ft.
  Base Atk +16; Grp +28
  Atk Options Cleave, Great Cleave, Power Attack,
  Combat Reflexes, blood drain
  Special Actions Spell-like abilities dominate, create
  spawn, gaseous form
  Cleric Spells Prepared (6/8/8/8/8/7/6/6/6/5; save DC
  18 + spell level): (CL 20th):
  9th— miracle, miracle, miracle, miracle, time stop*
  8th— fire storm, (2), mass inflict critical wounds,
  greater spell immunity, symbol of death, unholy
  aura*;
  7th— dictum, ethereal jaunt, mass inflict serious
  wounds (3), screen*
  6th— greater dispel magic, harm (2), mislead*, word
  of recall (2)
  5th— break enchantment, dispel good, plane shift (2),
  symbol of pain, true seeing (2)
  4th— confusion, freedom of movement (2), greater
  magic weapon (2), sending (3)
  3rd— invisibility purge, magic circle against good*,
  magic vestment (2), prayer (2), protection from
  energy, wind wall
  2nd— align weapon, death knell, desecrate (2),
  eagle’s splendor (2), shield other (2)
  1st— bless (2), cause fear, comprehend languages
  (2), divine favor (2), protections from good*
  0— create water, detect magic, guidance (2),
  resistance (2);
  D: Domain spell. Deity: Evil (no deity at this time).
  Domains: Evil, Trickery
  Spell-like abilities (CL 20th):
  At will - aid, animate objects, commune, continual
  flame, dimensional anchor, greater dispel magic, holy
  smite (DC 21), imprisonment (DC 26), invisibility (self
  only), lesser restoration (DC 19), remove curse (DC
  
  GRM8-04 Witness
  Page 37
  20), remove disease (DC 20), remove fear, resist
  energy, summon monster VII, speak with dead (DC
  15), waves of fatigue (DC 18);
  3/day - blade barrier (DC 23), earthquake (DC 25), heal
  (DC 23), mass charm monster (DC 25), permanency,
  resurrection, waves of exhaustion;
  1/day - greater restoration (DC 24), power word blind,
  power word kill, power word stun, prismatic spray (DC
  24), wish.
  The following abilities are always active on a solar’s
  person, as the spells (caster level 20th): detect evil,
  detect snares and pits, discern lies (DC 16), see
  invisibility, true seeing. They can be dispelled, but the
  solar can reactivate them as a free action.
  Abilities Str 27, Dex 24, Con --, Int 22, Wis 27, Cha 15
  SQ tongues, degenerative condition, gaseous form,
  scent, spider climb, unholy toughness, undead traits
  Feats Alertness, Cleave, Combat Reflexes, Dodge,
  Great Cleave, Improved Initiative, Lightning Reflexes,
  Mobility, Power Attack, Track
  Skills Bluff +10, Concentration +21, Craft (bowmaking)
  +25, Craft (alchemy) +25, Diplomacy +21, Escape
  Artist +26, Hide +34, Knowledge (arcana) +26,
  Knowledge (The Planes) +26, Knowledge (religion)
  +26Listen +37 , Move Silently +34, Search +33,
  Sense Motive +35, Spellcraft +25,Spot +37, Survival
  +8 (+10 following tracks), Use Rope +6 (+8 binding)
  Possessions +2 composite longbow (+5 Str), cloak of
  turn resistance +4.
  Change Shape (Su): A solar can assume the form of
  any Small or Medium humanoid.
  Blood Drain (Ex): A vampir can suck blood from a living
  victim with its fangs by making a successful grapple
  check. If it pins the foe, it drains blood, dealing 1d4
  points of Constitution drain each round the pin is
  maintained. On each such successful attack, the
  vampir gains 5 temporary hit points. Any outsider
  without vital bodily fluids is immune to this attack
  form, and is not subject to the vampir’s Create Spawn
  ability.
  Dominate (Su): A vampir can crush an opponent’s will
  just by looking onto his or her eyes. This is similar to
  a gaze attack, except that the vampir must use a
  standard action, and those merely looking at it are not
  affected. Anyone the vampir targets must succeed on
  a Will save or fall instantly under the vampir’s
  influence as though by a dominate monster spell
  (caster level 17th). The ability has a range of 30 feet
  and only affects outsiders.
  Create Spawn (Su): If the vampir drains another
  outsider’s Constitution to 0 or lower using its Blood
  Drain ability, the victim returns as a vampir in 1d4
  days if it had 5 or more HD. If the victim has 4 or less
  HD, it is simply killed. An outsider that wishes to
  resist becoming a vampir can attempt a WILL save
  DC 10 + 1/2 HD + Cha modifier of the vampir that
  drained it. Success indicates that the vampir begins
  to rise in 1d4 days, but crumbles to dust in the same
  round. Frequently, the outsider that resists becoming
  a vampir manages to utter a dozen or fewer words as
  it crumbles to dust. The outsider cannot use any
  spells or spell-like abilities in this round. Good
  outsiders will always try to resist becoming vampirs.
  The new vampir is under the command of the vampir
  that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have
  enslaved spawn totaling no more than twice its own
  Hit Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampirs. A vampir that
  is enslaved may create and enslave spawn of its
  own, so a master vampir can control a number of
  lesser vampirs in this fashion. A vampir may
  voluntarily free an enslaved spawn in order to
  enslave a new spawn, but once freed, a vampir
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampir’s
  slam attack (or any other natural weapon the vampir
  might possess) gain two negative levels. For each
  negative level bestowed, the vampir gains 5
  temporary hit points. A vampir can use its energy
  drain ability once per round. Baradiel only drains one
  negative level due to his degenerative condition (see
  below).
  Fast Healing (Ex): A vampir heals 5 points of damage
  each round so long as it has at least 1 hit point. If
  reduced to 0 hit points in combat, it automatically
  assumes gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours or be utterly
  destroyed. (It can travel up to nine miles in 2 hours.)
  Any additional damage dealt to a vampir forced into
  gaseous form has no effect. Once at rest in its coffin,
  a vampir is helpless. It regains 1 hit point after 1 hour,
  then is no longer helpless and resumes healing at the
  rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a vampir
  can assume gaseous form at will as the spell (caster
  level 5th), but it can remain gaseous indefinitely and
  has 
  a 
  fly 
  speed 
  of 
  20 
  feet 
  with 
  perfect
  maneuverability.
  Spider Climb (Ex): A vampir can climb sheer surfaces
  as though with a spider climb spell.
  Degenerative Condition (Ex): Baradiel has begun to
  degenerate. Living creatures only gain half the
  normal negative levels on a successful slam and the
  vampir only receives half normal temporary hit points.
  Baradiel has lost hit dice and the ability to cast most
  of the spells and spell-like abilities he once did. His
  casting level remains unchanged. He has also lost
  some of his natural armor. He has lost ability scores
  and his arrows no longer employ the slaying special
  ability. His greatsword has been taken and he no
  longer enchants the rusty blade that replaced it.
  Description Baradiel was once remarkably beautiful,
  with long golden hair and a face and form that defined
  human perfection. His flesh is now rotting and his once-
  white wings are now blackened and seeping pus. His
  complexion is pallid. As he opens his mouth to speak,
  you see you see the tips of needle-sharp fangs behind
  his lips. The once beautiful, serene face betrays an
  angry insanity.
  Sources Vampir template detailed in New Rules
  
  GRM8-04 Witness
  Page 38
  APPENDIX 5 – APL 12
  ENCOUNTER 1                                        
  M E Z Z O L O T H  P I KE M AN V AM P I R
  CR 12
  NE Medium Undead
  Init +7; Senses Listen +32, Spot +32
  Languages Abyssal, Draconic, and Infernal, Telepathy
  100ft.
  AC 27, touch 13, flat-footed 24
  (+3 Dex, +14 natural)
  hp 243 (18 HD);fast healing 5; DR 10/silver and good
  Immune acid, poison
  Resist +4 turn resistance, cold 10, fire 10, electricity 10;
  SR 22
  Fort +11, Ref +16, Will +12
  Speed 40 ft. (8 squares);
  Melee +1 longspear +26/+21/+16/+11  (1d8+10/19-20
  x3) or 2 claws + 24 (1d4+6 plus energy drain) or slam
  +24  (1d6+6 plus energy drain)Ranged longbow
  +22/+17/+12/+7  (1d8+4/x3)
  Space 5 ft.; Reach 5 ft. (10 ft with longspear)
  Base Atk +18; Grp +24
  Atk Options Power Attack, Combat Reflexes
  Special Actions Spell-like abilities, summon yugoloth
  Spell-Like Abilities (CL 10th):
  At will – cause fear (DC 13), darkness, desecrate,
  produce flame, see invisibility; 2/day –cloudkill (DC
  17), dispel magic (+10 dispel check)
  Abilities Str 22, Dex 16, Con - , Int 10, Wis 12, Cha 18
  SQ Summon yugoloth
  Feats Alertness, Combat Reflexes, Dodge, Improved
  Critical (longspear), Improved Initiative, Improved
  Toughness, Iron Will, Lightning Reflexes, Power
  Attack, Weapon Focus (longspear)
  Skills Bluff +12 , Hide +32 , Intimidate +25 , Knowledge
  (the planes) +21 , Listen +32 , Move Silently +32 ,
  Search +8 , Sense Motive +9 , Spot +32
  Possessions +1 longspear, +1 composite longbow (+3
  STR), heavy steel shield
  Telepathy 
  (Su): 
  Mezzoloths 
  can 
  communicate
  telepathically with any creature within 100 feet that
  has a language.
  Blood Drain (Ex): A vampir can suck blood from a living
  victim with its fangs by making a successful grapple
  check. If it pins the foe, it drains blood, dealing 1d4
  points of Constitution drain each round the pin is
  maintained. On each such successful attack, the
  vampir gains 5 temporary hit points. Any outsider
  without vital bodily fluids is immune to this attack
  form, and is not subject to the vampir’s Create Spawn
  ability.
  Dominate (Su): A vampir can crush an opponent’s will
  just by looking onto his or her eyes. This is similar to
  a gaze attack, except that the vampir must use a
  standard action, and those merely looking at it are not
  affected. Anyone the vampir targets must succeed on
  a Will save or fall instantly under the vampir’s
  influence as though by a dominate monster spell
  (caster level 17th). The ability has a range of 30 feet
  and only affects outsiders.
  Create Spawn (Su): If the vampir drains another
  outsider’s Constitution to 0 or lower using its Blood
  Drain ability, the victim returns as a vampir in 1d4
  days if it had 5 or more HD. If the victim has 4 or less
  HD, it is simply killed. An outsider that wishes to
  resist becoming a vampir can attempt a WILL save
  DC 10 + 1/2 HD + Cha modifier of the vampir that
  drained it. Success indicates that the vampir begins
  to rise in 1d4 days, but crumbles to dust in the same
  round. Frequently, the outsider that resists becoming
  a vampir manages to utter a dozen or fewer words as
  it crumbles to dust. The outsider cannot use any
  spells or spell-like abilities in this round. Good
  outsiders will always try to resist becoming vampirs.
  The new vampir is under the command of the vampir
  that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have
  enslaved spawn totaling no more than twice its own
  Hit Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampirs. A vampir that
  is enslaved may create and enslave spawn of its
  own, so a master vampir can control a number of
  lesser vampirs in this fashion. A vampir may
  voluntarily free an enslaved spawn in order to
  enslave a new spawn, but once freed, a vampir
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampir’s
  slam attack (or any other natural weapon the vampir
  might possess) gain two negative levels. For each
  negative level bestowed, the vampir gains 5
  temporary hit points. A vampir can use its energy
  drain ability once per round.
  Fast Healing (Ex): A vampir heals 5 points of damage
  each round so long as it has at least 1 hit point. If
  reduced to 0 hit points in combat, it automatically
  assumes gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours or be utterly
  destroyed. (It can travel up to nine miles in 2 hours.)
  Any additional damage dealt to a vampir forced into
  gaseous form has no effect. Once at rest in its coffin,
  a vampir is helpless. It regains 1 hit point after 1 hour,
  then is no longer helpless and resumes healing at the
  rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a vampir
  can assume gaseous form at will as the spell (caster
  level 5th), but it can remain gaseous indefinitely and
  has 
  a 
  fly 
  speed 
  of 
  20 
  feet 
  with 
  perfect
  maneuverability.
  Spider Climb (Ex): A vampir can climb sheer surfaces
  as though with a spider climb spell.
  Description This six-limbed insectoid horror stares
  ahead unblinkingly through glowing red eyes. It wears
  the uniform of the New Gran March Army with the
  heraldry of the Knights Vigilant prominently featured. It is
  wielding a longspear in two of its claws, and a longbow
  in the other two.
  MMII page 201.
  
  GRM8-04 Witness
  Page 39
  ENCOUNTER 2                                        
  D E G E N E R ATE D  B AR B E D  D E V I L  V AM P I R
  CR 11
  LE medium undead
  Init +12; Senses darkvision 60 ft., see in darkness,
  Listen +27, Spot +27
  Languages Infernal, telepathy 100 ft.
  AC 29, touch 16, flat-footed 23
  (+6 Dex, +13 natural)
  hp 138 (12 HD); fast healing 5; DR 5/silver and good
  Immune fire, poison
  Resist; acid 5, cold 5; +4 turn resistance SR 23
  Fort +8 Ref +16, Will +12
  Weakness holy symbol, mirror, sunlight
  Speed 30 ft. (6 squares);
  Melee 2 claws +18  (2d8+6 plus fear plus energy drain)
  or slam +18 (1d6+6 plus energy drain)
  Space 5 ft.; Reach 5 ft.
  Base Atk +12; Grp +18
  Atk Options Cleave, Combat Reflexes, Power Attack,
  blood drain
  Special Actions Fear, improved grab, impale 3d8+12,
  spell-like abilities, dominate, create spawn, gaseous
  form
  Spell-Like Abilities at will (CL 12th):
  greater teleport (self plus 50 lbs of objects only), hold
  person, (DC 17), major image (DC18), scorching
  ray (2 rays only),. 1/day – order’s wrath, (DC 19),
  unholy blight (DC 19).
  Abilities Str 23, Dex 23, Con --, Int 14, Wis 14, Cha 16
  SQ degenerative condition, gaseous form, spider climb,
  unholy toughness, undead traits
  Feats Alertness, Cleave, Combat Reflexes, Dodge,
  Improved Grapple, Improved Initiative, Iron Will,
  Lightning Reflexes, Power Attack
  Skills Bluff +11, Concentration +20, Diplomacy +7, Hide
  +31, Intimidate +20, Knowledge (The Planes) +17,
  Listen +27 , Move Silently +29, Search +25, Sense
  Motive +25, Spot +27, Survival +3 (+5 following
  tracks
  Possessions none
  Fear (Su): A creature hit by a barbed devil must
  succeed on a DC 14 Will save or be affected as
  though by fear (caster level 9th). Whether or not the
  save is successful, that creature cannot be affected
  by that same barbed devil’s fear ability for 24 hours.
  The save DC is Charisma-based.
  Impale (Ex): A barbed devil deals 3d8+12 points of
  piercing damage to a grabbed opponent with a
  successful grapple check.
  Improved Grab (Ex): To use this ability, a barbed devil
  must hit with a claw attack. It can then attempt to
  start a grapple as a free action without provoking an
  attack of opportunity. If it wins the grapple check, it
  establishes a hold and can impale the opponent on
  its barbed body.
  Barbed Defense (Su): Any creature striking a barbed
  devil with handheld weapons or natural weapons
  takes 1d8+6 points of piercing and slashing damage
  from the devil’s barbs. Note that weapons with
  exceptional reach, such as longspears, do not
  endanger their users in this way.
  Blood Drain (Ex): A vampir can suck blood from a living
  victim with its fangs by making a successful grapple
  check. If it pins the foe, it drains blood, dealing 1d4
  points of Constitution drain each round the pin is
  maintained. On each such successful attack, the
  vampir gains 5 temporary hit points. Any outsider
  without vital bodily fluids is immune to this attack
  form, and is not subject to the vampir’s Create Spawn
  ability.
  Dominate (Su): A vampir can crush an opponent’s will
  just by looking onto his or her eyes. This is similar to
  a gaze attack, except that the vampir must use a
  standard action, and those merely looking at it are not
  affected. Anyone the vampir targets must succeed on
  a Will save or fall instantly under the vampir’s
  influence as though by a dominate monster spell
  (caster level 17th). The ability has a range of 30 feet
  and only affects outsiders.
  Create Spawn (Su): If the vampir drains another
  outsider’s Constitution to 0 or lower using its Blood
  Drain ability, the victim returns as a vampir in 1d4
  days if it had 5 or more HD. If the victim has 4 or less
  HD, it is simply killed. An outsider that wishes to
  resist becoming a vampir can attempt a WILL save
  DC 10 + 1/2 HD + Cha modifier of the vampir that
  drained it. Success indicates that the vampir begins
  to rise in 1d4 days, but crumbles to dust in the same
  round. Frequently, the outsider that resists becoming
  a vampir manages to utter a dozen or fewer words as
  it crumbles to dust. The outsider cannot use any
  spells or spell-like abilities in this round. Good
  outsiders will always try to resist becoming vampirs.
  The new vampir is under the command of the vampir
  that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have
  enslaved spawn totaling no more than twice its own
  Hit Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampirs. A vampir that
  is enslaved may create and enslave spawn of its
  own, so a master vampir can control a number of
  lesser vampirs in this fashion. A vampir may
  voluntarily free an enslaved spawn in order to
  enslave a new spawn, but once freed, a vampir
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampir’s
  slam attack (or any other natural weapon the vampir
  might possess) gain two negative levels. For each
  negative level bestowed, the vampir gains 5
  temporary hit points. A vampir can use its energy
  drain ability once per round. This vampir only drains
  one negative level due to its degenerative condition
  (see below).
  Fast Healing (Ex): A vampir heals 5 points of damage
  each round so long as it has at least 1 hit point. If
  reduced to 0 hit points in combat, it automatically
  assumes gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours or be utterly
  destroyed. (It can travel up to nine miles in 2 hours.)
  
  GRM8-04 Witness
  Page 40
  Any additional damage dealt to a vampir forced into
  gaseous form has no effect. Once at rest in its coffin,
  a vampir is helpless. It regains 1 hit point after 1 hour,
  then is no longer helpless and resumes healing at the
  rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a vampir
  can assume gaseous form at will as the spell (caster
  level 5th), but it can remain gaseous indefinitely and
  has 
  a 
  fly 
  speed 
  of 
  20 
  feet 
  with 
  perfect
  maneuverability.
  Spider Climb (Ex): A vampir can climb sheer surfaces
  as though with a spider climb spell.
  Degenerative Condition (Ex): This vampir has already
  begun to degenerate. Living creatures only gain half
  the normal negative levels on a successful slam and
  the vampir only receives half normal temporary hit
  points. It has also lost ability score points, some
  natural armor and some of its resistances.
  Description A towering brute of a fiend, seven feet tall
  and over 300 lbs. Long barbs protrude from its
  blackened flesh. It eyes the living with overt hunger,
  clicking its barbed spines together as it licks its dry
  tongue across a pair of over-large fangs too big for its
  mouth. Its barbed flesh is sagging on its frame, showing
  where muscle has withered away to dust. A shredded
  tabard of New Gran March hangs in strips across its
  spiked body.
  Sources Vampir template detailed in New Rules
  ENCOUNTER 4                                        
  M AS TE R V I G I LANT M ARAX
  CR 15
  Male ultroloth (advanced) vampir
  NE Medium undead
  Init +11; Senses Listen +33, Spot +31
  Languages Common, Abyssal, Infernal, Flan, Celestial
  AC 32, touch 13, flat-footed 29
  (+3 Dex, +11 +3 mithral full plate, +8 natural)
  hp 243 (18 HD); fast healing 5; DR 10/silver and good
  Immune acid, poison
  Resist cold 10, electricity 10, fire 10, turn resistance +8;
  SR 21
  Fort +11, Ref +20, Will +14
  Weakness holy symbol, mirror, sunlight
  Speed 20 ft in mithral full plate (4 squares), base
  movement 30 ft.
  Melee long sword +29/24/19/14 (1d8+11/17-20) or slam
  +26 (1d8+8 plus energy drain)
  Ranged rays – see spell-like abilities
  Space 5 ft.; Reach 5 ft.
  Base Atk +18 Grp +26
  Atk Options Precise Shot, Quicken Spell-like ability
  (scorching ray)
  Special Actions Hypnotic gaze, spell-like abilities
  Spell-Like Abilities (CL 18th):
  At will—disguise self (DC16), deeper darkness,
  desecrate, fear (DC 19), gaseous form, invisibility,
  prying eyes, ray of enfeeblement (+26 ranged
  touch), ray of exhaustion (+26 ranged touch),
  scorching ray (+26 ranged touch), scrying, see
  invisibility, suggestion (DC 18), wall of fire; 3/day--
  binding (DC 23), enervation (+26 ranged touch),
  geas/quest (DC 21), mass suggestion (DC 21); 1/
  day--symbol of death (DC 23). Caster level 18th.
  At will, an ultroloth can use greater teleport (self plus
  50 pounds of objects only) as the spell cast by an
  20th- level sorcerer.
  Abilities Str 26, Dex 24, Con --, Int 18, Wis 16, Cha 20
  SQ degenerative condition, gaseous form, spider climb,
  unholy toughness, undead traits
  Feats Alertness, Armor Proficiency (light), Armor
  Proficiency (medium), Combat Reflexes, Dodge,
  Improved critical (longsword), Improved Initiative,
  Lightning Reflexes, Point Blank Shot, Power Attack,
  Precise Shot, Quicken Spell-like ability (scorching
  ray), Weapon Focus: Spell (ray)
  Skills Bluff +31, Concentration +28, Diplomacy +22,
  Hide +34, Intimidate +24, Knowledge (arcana) +23,
  Knowledge (The Planes) +23, Knowledge (history -
  military) +23, Listen +33, Move Silently +35, Search
  +30, Sense Motive +30, Spellcraft +25, Spot +31
  Possessions +3 adamantine longsword, +3 mithral full
  plate, belt of giant strength +6, gloves of dexterity +4,
  ring of freedom of movement, cloak of turn resistance
  +4
  Master Vigilant Marax has the following spell effects
  active when he encounters the PCs:
  8th – mind blank, greater spell immunity (feeblemind,
  holy word, baleful polymorph)
  5th – true seeing
  Hypnotic Gaze (Su): Hypnotic pattern as cast by a
  20th-level sorcerer, no HD limit, 30 feet, will DC 24
  negates. The save DC is Charisma-based.
  Blood Drain (Ex): A vampir can suck blood from a living
  victim with its fangs by making a successful grapple
  check. If it pins the foe, it drains blood, dealing 1d4
  points of Constitution drain each round the pin is
  maintained. On each such successful attack, the
  vampir gains 5 temporary hit points. Any outsider
  without vital bodily fluids is immune to this attack
  form, and is not subject to the vampir’s Create Spawn
  ability.
  Dominate (Su): A vampir can crush an opponent’s will
  just by looking onto his or her eyes. This is similar to
  a gaze attack, except that the vampir must use a
  standard action, and those merely looking at it are not
  affected. Anyone the vampir targets must succeed on
  a Will save or fall instantly under the vampir’s
  influence as though by a dominate monster spell
  (caster level 17th). The ability has a range of 30 feet
  and only affects outsiders.
  Create Spawn (Su): If the vampir drains another
  outsider’s Constitution to 0 or lower using its Blood
  Drain ability, the victim returns as a vampir in 1d4
  days if it had 5 or more HD. If the victim has 4 or less
  HD, it is simply killed. An outsider that wishes to
  resist becoming a vampir can attempt a WILL save
  DC 10 + 1/2 HD + Cha modifier of the vampir that
  drained it. Success indicates that the vampir begins
  to rise in 1d4 days, but crumbles to dust in the same
  
  GRM8-04 Witness
  Page 41
  round. Frequently, the outsider that resists becoming
  a vampir manages to utter a dozen or fewer words as
  it crumbles to dust. The outsider cannot use any
  spells or spell-like abilities in this round. Good
  outsiders will always try to resist becoming vampirs.
  The new vampir is under the command of the vampir
  that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have
  enslaved spawn totaling no more than twice its own
  Hit Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampirs. A vampir that
  is enslaved may create and enslave spawn of its
  own, so a master vampir can control a number of
  lesser vampirs in this fashion. A vampir may
  voluntarily free an enslaved spawn in order to
  enslave a new spawn, but once freed, a vampir
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampir’s
  slam attack (or any other natural weapon the vampir
  might possess) gain two negative levels. For each
  negative level bestowed, the vampir gains 5
  temporary hit points. A vampir can use its energy
  drain ability once per round. Marax only drains one
  negative level due to his degenerative condition (see
  below).
  Fast Healing (Ex): A vampir heals 5 points of damage
  each round so long as it has at least 1 hit point. If
  reduced to 0 hit points in combat, it automatically
  assumes gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours or be utterly
  destroyed. (It can travel up to nine miles in 2 hours.)
  Any additional damage dealt to a vampir forced into
  gaseous form has no effect. Once at rest in its coffin,
  a vampir is helpless. It regains 1 hit point after 1 hour,
  then is no longer helpless and resumes healing at the
  rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a vampir
  can assume gaseous form at will as the spell (caster
  level 5th), but it can remain gaseous indefinitely and
  has 
  a 
  fly 
  speed 
  of 
  20 
  feet 
  with 
  perfect
  maneuverability.
  Spider Climb (Ex): A vampir can climb sheer surfaces
  as though with a spider climb spell.
  Degenerative Condition (Ex): Marax has begun to
  degenerate. Living creatures only gain half the
  normal negative levels on a successful slam and the
  vampir only receives half normal temporary hit points.
  He has also lost hit dice and natural armor.
  Description Marax is dressed in exquisite, ornate
  mithral full plate draped with a skeletal argent owl
  rampant. He is a powerfully built ultroloth, and has solid
  features atypical for his kind. His formerly lustrous black
  skin is an ashen shade of black, and his features have
  taken on a more lupine shape. His smile reveals a pair
  of enlarged canine teeth, testament to the depravity he
  is willing to heap upon even himself in his pursuit of
  power. His movements are slow and ponderous.
  Sources Vampir template detailed in New Rules
  ENCOUNTER 5                                        
  B ARADI E L
  CR 15
  S O L AR V AM P I R 
  NE Large undead
  Init +11; Senses darkvision 60 ft. low-light vision, Listen
  +43, Spot +43
  Languages Celestial, common, tongues
  AC 32, touch 16, flat-footed 25; Dodge, Mobility
  (-1 size, +7 Dex, +16 natural)
  hp 231 (22 HD); fast healing 5; DR 10/silver and good
  Immune acid, cold, petrification
  Resist; electricity 10 +8 turn resistance SR 28
  Fort +13 Ref +22, Will +21
  Weakness holy symbol, mirror, sunlight
  Speed 50 ft. (10 squares); fly 150 ft. (good)
  Melee greatsword, +29/+24/+19/+14  (3d6+12/19-20) or
  slam +29  (1d8+8 plus energy drain) Ranged +2
  composite longbow (+5 str bonus) +30/+25/+20/+15
  (2d6+7/x3)
  Space 10 ft.; Reach 10 ft.
  Base Atk +22; Grp +34
  Atk Options Cleave, Great Cleave, Improved Sunder,
  Power Attack, Combat Reflexes, blood drain
  Special Actions Spell-like abilities, dominate, create
  spawn, gaseous form
  Cleric Spells Prepared (6/8/8/8/8/7/6/6/6/5; save DC
  18 + spell level): (CL 20th):
  9th— miracle, miracle, miracle, miracle, time stop*
  8th— fire storm, (2), mass inflict critical wounds,
  greater spell immunity, symbol of death, unholy
  aura*;
  7th— dictum, ethereal jaunt, mass inflict serious
  wounds (3), screen*
  6th— greater dispel magic, harm (2), mislead*, word
  of recall (2)
  5th— break enchantment, dispel good, plane shift (2),
  symbol of pain, true seeing (2)
  4th— confusion, freedom of movement (2), greater
  magic weapon (2), sending (3)
  3rd— invisibility purge, magic circle against good*,
  magic vestment (2), prayer (2), protection from
  energy, wind wall
  2nd— align weapon, death knell, desecrate (2),
  eagle’s splendor (2), shield other (2)
  1st— bless (2), cause fear, comprehend languages
  (2), divine favor (2), protections from good*
  0— create water, detect magic, guidance (2),
  resistance (2);
  D: Domain spell. Deity: Evil (no deity at this time).
  Domains: Evil, Trickery
  Spell-like abilities (CL 20th):
  At will - aid, animate objects, commune, continual
  flame, dimensional anchor, greater dispel magic, holy
  smite (DC 21), imprisonment (DC 26), invisibility (self
  only), lesser restoration (DC 19), remove curse (DC
  20), remove disease (DC 20), remove fear, resist
  energy, summon monster VII, speak with dead (DC
  15), waves of fatigue (DC 18);
  
  GRM8-04 Witness
  Page 42
  3/day - blade barrier (DC 23), earthquake (DC 25), heal
  (DC 23), mass charm monster (DC 25), permanency,
  resurrection, waves of exhaustion;
  1/day - greater restoration (DC 24), power word blind,
  power word kill, power word stun, prismatic spray (DC
  24), wish.
  The following abilities are always active on a solar’s
  person, as the spells (caster level 20th): detect evil,
  detect snares and pits, discern lies (DC 16), see
  invisibility, true seeing. They can be dispelled, but the
  solar can reactivate them as a free action.
  Abilities Str 27, Dex 24, Con --, Int 22, Wis 27, Cha 15
  SQ tongues, degenerative condition, gaseous form,
  scent, spider climb, unholy toughness, undead traits
  Feats Alertness, Cleave, Combat Reflexes, Dodge,
  Great Cleave, Improved Initiative, Improved Sunder,
  Lightning Reflexes, Mobility, Power Attack, Track
  Skills Bluff +10, Concentration +27, Craft (bowmaking)
  +31, Craft (alchemy) +31, Diplomacy +27, Escape
  Artist +32, Hide +40, Knowledge (arcana) +31,
  Knowledge (The Planes) +31, Knowledge (religion)
  +31Listen +43 , Move Silently +40, Search +39,
  Sense Motive +41, Spellcraft +31,Spot +43, Survival
  +8 (+10 following tracks), Use Rope +6 (+8 binding)
  Possessions +2 composite longbow (+5 Str), cloak of
  turn resistance +4.
  Change Shape (Su): A solar can assume the form of
  any Small or Medium humanoid.
  Blood Drain (Ex): A vampir can suck blood from a living
  victim with its fangs by making a successful grapple
  check. If it pins the foe, it drains blood, dealing 1d4
  points of Constitution drain each round the pin is
  maintained. On each such successful attack, the
  vampir gains 5 temporary hit points. Any outsider
  without vital bodily fluids is immune to this attack
  form, and is not subject to the vampir’s Create Spawn
  ability.
  Dominate (Su): A vampir can crush an opponent’s will
  just by looking onto his or her eyes. This is similar to
  a gaze attack, except that the vampir must use a
  standard action, and those merely looking at it are not
  affected. Anyone the vampir targets must succeed on
  a Will save or fall instantly under the vampir’s
  influence as though by a dominate monster spell
  (caster level 17th). The ability has a range of 30 feet
  and only affects outsiders.
  Create Spawn (Su): If the vampir drains another
  outsider’s Constitution to 0 or lower using its Blood
  Drain ability, the victim returns as a vampir in 1d4
  days if it had 5 or more HD. If the victim has 4 or less
  HD, it is simply killed. An outsider that wishes to
  resist becoming a vampir can attempt a WILL save
  DC 10 + 1/2 HD + Cha modifier of the vampir that
  drained it. Success indicates that the vampir begins
  to rise in 1d4 days, but crumbles to dust in the same
  round. Frequently, the outsider that resists becoming
  a vampir manages to utter a dozen or fewer words as
  it crumbles to dust. The outsider cannot use any
  spells or spell-like abilities in this round. Good
  outsiders will always try to resist becoming vampirs.
  The new vampir is under the command of the vampir
  that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have
  enslaved spawn totaling no more than twice its own
  Hit Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampirs. A vampir that
  is enslaved may create and enslave spawn of its
  own, so a master vampir can control a number of
  lesser vampirs in this fashion. A vampir may
  voluntarily free an enslaved spawn in order to
  enslave a new spawn, but once freed, a vampir
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampir’s
  slam attack (or any other natural weapon the vampir
  might possess) gain two negative levels. For each
  negative level bestowed, the vampir gains 5
  temporary hit points. A vampir can use its energy
  drain ability once per round. Baradiel only drains one
  negative level due to his degenerative condition (see
  below).
  Fast Healing (Ex): A vampir heals 5 points of damage
  each round so long as it has at least 1 hit point. If
  reduced to 0 hit points in combat, it automatically
  assumes gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours or be utterly
  destroyed. (It can travel up to nine miles in 2 hours.)
  Any additional damage dealt to a vampir forced into
  gaseous form has no effect. Once at rest in its coffin,
  a vampir is helpless. It regains 1 hit point after 1 hour,
  then is no longer helpless and resumes healing at the
  rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a vampir
  can assume gaseous form at will as the spell (caster
  level 5th), but it can remain gaseous indefinitely and
  has 
  a 
  fly 
  speed 
  of 
  20 
  feet 
  with 
  perfect
  maneuverability.
  Spider Climb (Ex): A vampir can climb sheer surfaces
  as though with a spider climb spell.
  Degenerative Condition (Ex): Baradiel has begun to
  degenerate. Living creatures only gain half the
  normal negative levels on a successful slam and the
  vampir only receives half normal temporary hit points.
  Baradiel has also lost the ability to cast most of the
  spells and spell-like abilities he once did. He has also
  lost some of his natural armor. He has lost ability
  scores and his arrows no longer employ the slaying
  special ability. His greatsword has been taken and he
  no longer enchants the rusty blade that replaced it.
  Description Baradiel was once remarkably beautiful,
  with long golden hair and a face and form that defined
  human perfection. His flesh is now rotting and his once-
  white wings are now blackened and seeping pus. His
  complexion is pallid. As he opens his mouth to speak,
  you see you see the tips of needle-sharp fangs behind
  his lips. The once beautiful, serene face betrays an
  angry insanity.
  Sources Vampir template detailed in New Rules
  
  GRM8-04 Witness
  Page 43
  APPENDIX 6 – APL 14
  ENCOUNTER 1                                        
  M E Z Z O L O T H  P I KE M AN V AM P I R
  CR 14
  NE Large Undead
  Init +6; Senses Listen +35, Spot +35
  Languages Abyssal, Draconic, and Infernal, Telepathy
  100ft.
  AC 27, touch 11, flat-footed 25
  (-1 size, +2 Dex, +16 natural)
  hp 283 (21 HD);fast healing 5; DR 10/silver and good
  Immune acid, poison
  Resist +4 turn resistance, cold 10, fire 10, electricity 10;
  SR 22
  Fort +12, Ref +16, Will +13
  Speed 40 ft. (8 squares);
  Melee +1 longspear +33/+28/+23/+18  (1d8+17/19-20
  x3) or 2 claws + 31 (1d4+11 plus energy drain) or
  slam +24  (1d6+11 plus energy drain)Ranged
  longbow +22/+17/+12/+7  (1d8+4/x3)
  Space 10 ft.; Reach 10 ft. (15 ft with longspear)
  Base Atk +21; Grp +35
  Atk Options Power Attack, Combat Reflexes
  Special Actions Spell-like abilities, summon yugoloth
  Spell-Like Abilities (CL 10th):
  At will – cause fear (DC 13), darkness, desecrate,
  produce flame, see invisibility; 2/day –cloudkill (DC
  17), dispel magic (+10 dispel check)
  Abilities Str 32, Dex 14, Con - , Int 10, Wis 12, Cha 18
  SQ Summon yugoloth
  Feats Alertness, Combat Reflexes, Dodge, Improved
  Critical (longspear), Improved Initiative, Improved
  Toughness, 
  Lightning 
  Reflexes, 
  Power 
  Attack,
  Weapon Focus (longspear)
  Skills Bluff +12 , Hide +30 , Intimidate +28 , Knowledge
  (the planes) +24 , Listen +35 , Move Silently +34 ,
  Search +8 , Sense Motive +9 , Spot +35
  Possessions +1 longspear, +1 composite longbow (+3
  STR), heavy steel shield
  Telepathy 
  (Su): 
  Mezzoloths 
  can 
  communicate
  telepathically with any creature within 100 feet that
  has a language.
  Blood Drain (Ex): A vampir can suck blood from a living
  victim with its fangs by making a successful grapple
  check. If it pins the foe, it drains blood, dealing 1d4
  points of Constitution drain each round the pin is
  maintained. On each such successful attack, the
  vampir gains 5 temporary hit points. Any outsider
  without vital bodily fluids is immune to this attack
  form, and is not subject to the vampir’s Create Spawn
  ability.
  Dominate (Su): A vampir can crush an opponent’s will
  just by looking onto his or her eyes. This is similar to
  a gaze attack, except that the vampir must use a
  standard action, and those merely looking at it are not
  affected. Anyone the vampir targets must succeed on
  a Will save or fall instantly under the vampir’s
  influence as though by a dominate monster spell
  (caster level 17th). The ability has a range of 30 feet
  and only affects outsiders.
  Create Spawn (Su): If the vampir drains another
  outsider’s Constitution to 0 or lower using its Blood
  Drain ability, the victim returns as a vampir in 1d4
  days if it had 5 or more HD. If the victim has 4 or less
  HD, it is simply killed. An outsider that wishes to
  resist becoming a vampir can attempt a WILL save
  DC 10 + 1/2 HD + Cha modifier of the vampir that
  drained it. Success indicates that the vampir begins
  to rise in 1d4 days, but crumbles to dust in the same
  round. Frequently, the outsider that resists becoming
  a vampir manages to utter a dozen or fewer words as
  it crumbles to dust. The outsider cannot use any
  spells or spell-like abilities in this round. Good
  outsiders will always try to resist becoming vampirs.
  The new vampir is under the command of the vampir
  that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have
  enslaved spawn totaling no more than twice its own
  Hit Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampirs. A vampir that
  is enslaved may create and enslave spawn of its
  own, so a master vampir can control a number of
  lesser vampirs in this fashion. A vampir may
  voluntarily free an enslaved spawn in order to
  enslave a new spawn, but once freed, a vampir
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampir’s
  slam attack (or any other natural weapon the vampir
  might possess) gain two negative levels. For each
  negative level bestowed, the vampir gains 5
  temporary hit points. A vampir can use its energy
  drain ability once per round.
  Fast Healing (Ex): A vampir heals 5 points of damage
  each round so long as it has at least 1 hit point. If
  reduced to 0 hit points in combat, it automatically
  assumes gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours or be utterly
  destroyed. (It can travel up to nine miles in 2 hours.)
  Any additional damage dealt to a vampir forced into
  gaseous form has no effect. Once at rest in its coffin,
  a vampir is helpless. It regains 1 hit point after 1 hour,
  then is no longer helpless and resumes healing at the
  rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a vampir
  can assume gaseous form at will as the spell (caster
  level 5th), but it can remain gaseous indefinitely and
  has 
  a 
  fly 
  speed 
  of 
  20 
  feet 
  with 
  perfect
  maneuverability.
  Spider Climb (Ex): A vampir can climb sheer surfaces
  as though with a spider climb spell.
  Description This six-limbed insectoid horror stares
  ahead unblinkingly through glowing red eyes. It wears
  the uniform of the New Gran March Army with the
  heraldry of the Knights Vigilant prominently featured. It is
  wielding a longspear in two of its claws, and a longbow
  in the other two.
  MMII page 201.
  
  GRM8-04 Witness
  Page 44
  ENCOUNTER 3                                        
  D E G E N E R ATE D  L E O N AL  V AM P I R 
  CR 13
  NE Medium undead
  Init +9; Senses darkvision 60 ft. low-light vision, Listen
  +21, Spot +21
  Languages Celestial, speak with animals.
  AC 29, touch 13, flat-footed 26; Dodge, Mobility
  (+3 Dex, +16 natural)
  hp 126 (12 HD); fast healing 5; DR 5/silver and good
  Immune electricity, petrification
  Resist; cold 10, sonic 10, +4 turn resistance SR 28
  Fort +8 Ref +13, Will +10
  Weakness holy symbol, mirror, sunlight
  Speed 60 ft. (12 squares); Spring Attack
  Melee 2 claws +20  (1d6+8 plus energy drain) and bite
  +15  (1d8+4) or slam +20 (1d6+8 plus energy drain)
  Space 5 ft.; Reach 5 ft.
  Base Atk +12; Grp +20
  Atk Options Combat Reflexes, blood drain
  Special Actions Roar, pounce, improved grab, rake
  1d6+8, spell-like abilities, dominate, create spawn,
  gaseous form
  Spell-like abilities (CL 10th):
  At will: detect thoughts, fireball (DC hold monster
  (DC 17), wall of force; 3/day – cure critical wounds
  (DC 16), neutralize poison, remove disease; 1/day –
  heal (DC 18).
  Abilities Str 27, Dex 17, Con --, Int 16, Wis 14, Cha 15
  SQ degenerative condition, gaseous form, scent, spider
  climb, unholy toughness, undead traits
  Feats Ability Focus (roar), Alertness, Combat Reflexes,
  Dodge, Improved Initiative, Lightning Reflexes,
  Mobility, Spring Attack, Track
  Skills Balance +24, Bluff +12, Concentration +10,
  Diplomacy +5, Hide +32, Intimidate +19, Jump
  +38Knowledge (the planes) +18  Listen +28, Move
  Silently +32, Search +11, Sense Motive +26,Spot
  +28, Survival +18
  Possessions none
  Roar (Su): A leonal can roar up to three times per day.
  Each roar releases a blast in a 60-foot cone that
  duplicates the effects of a holy word spell and deals
  an extra 2d6 points of sonic damage (Fortitude DC 21
  negates). The save DC is Charisma-based.
  Pounce (Ex): If a leonal charges a foe, it can make a
  full attack, including two rake attacks.
  Improved Grab (Ex): To use this ability, a leonal must
  hit with its bite attack. It can then attempt to start a
  grapple as a free action without provoking an attack
  of opportunity. If it wins the grapple check, it
  establishes a hold and can rake.
  Rake (Ex): Attack bonus +20 melee, damage 1d6+11.
  Speak with Animals (Su): This ability works like speak
  with animals (caster level 8th) but is a free action and
  does not require sound.
  Blood Drain (Ex): A vampir can suck blood from a living
  victim with its fangs by making a successful grapple
  check. If it pins the foe, it drains blood, dealing 1d4
  points of Constitution drain each round the pin is
  maintained. On each such successful attack, the
  vampir gains 5 temporary hit points. Any outsider
  without vital bodily fluids is immune to this attack
  form, and is not subject to the vampir’s Create Spawn
  ability.
  Dominate (Su): A vampir can crush an opponent’s will
  just by looking onto his or her eyes. This is similar to
  a gaze attack, except that the vampir must use a
  standard action, and those merely looking at it are not
  affected. Anyone the vampir targets must succeed on
  a Will save or fall instantly under the vampir’s
  influence as though by a dominate monster spell
  (caster level 17th). The ability has a range of 30 feet
  and only affects outsiders.
  Create Spawn (Su): If the vampir drains another
  outsider’s Constitution to 0 or lower using its Blood
  Drain ability, the victim returns as a vampir in 1d4
  days if it had 5 or more HD. If the victim has 4 or less
  HD, it is simply killed. An outsider that wishes to
  resist becoming a vampir can attempt a WILL save
  DC 10 + 1/2 HD + Cha modifier of the vampir that
  drained it. Success indicates that the vampir begins
  to rise in 1d4 days, but crumbles to dust in the same
  round. Frequently, the outsider that resists becoming
  a vampir manages to utter a dozen or fewer words as
  it crumbles to dust. The outsider cannot use any
  spells or spell-like abilities in this round. Good
  outsiders will always try to resist becoming vampirs.
  The new vampir is under the command of the vampir
  that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have
  enslaved spawn totaling no more than twice its own
  Hit Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampirs. A vampir that
  is enslaved may create and enslave spawn of its
  own, so a master vampir can control a number of
  lesser vampirs in this fashion. A vampir may
  voluntarily free an enslaved spawn in order to
  enslave a new spawn, but once freed, a vampir
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampir’s
  slam attack (or any other natural weapon the vampir
  might possess) gain two negative levels. For each
  negative level bestowed, the vampir gains 5
  temporary hit points. A vampir can use its energy
  drain ability once per round. This vampir only drains
  one negative level due to its degenerative condition
  (see below).
  Fast Healing (Ex): A vampir heals 5 points of damage
  each round so long as it has at least 1 hit point. If
  reduced to 0 hit points in combat, it automatically
  assumes gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours or be utterly
  destroyed. (It can travel up to nine miles in 2 hours.)
  Any additional damage dealt to a vampir forced into
  gaseous form has no effect. Once at rest in its coffin,
  a vampir is helpless. It regains 1 hit point after 1 hour,
  then is no longer helpless and resumes healing at the
  rate of 5 hit points per round.
  
  GRM8-04 Witness
  Page 45
  Gaseous Form (Su): As a standard action, a vampir
  can assume gaseous form at will as the spell (caster
  level 5th), but it can remain gaseous indefinitely and
  has 
  a 
  fly 
  speed 
  of 
  20 
  feet 
  with 
  perfect
  maneuverability.
  Spider Climb (Ex): A vampir can climb sheer surfaces
  as though with a spider climb spell.
  Degenerative Condition (Ex): This vampir has already
  begun to degenerate. Living creatures only gain half
  the normal negative levels on a successful slam and
  the vampir only receives half normal temporary hit
  points.
  Description A powerful, lion-headed humanoid with
  thick, rippling muscles. It is covered in heavy golden fur.
  Its once regal demeanor is slowly being replaced by a
  more animalistic, predatory pose. The once warm,
  golden fur is now as cold as the grave. Fur falls from the
  vampir as it moves, withering to dust. It looks like the
  once powerful body is desiccating before your eyes. It
  wears the tabard of New Gran March with the symbol of
  the Knights Vigilant prominently featured.
  Sources Vampir template detailed in New Rules
  ENCOUNTER 4                                        
  M AS TE R V I G I LANT M ARAX
  CR 17
  Male ultroloth (advanced) vampir
  NE Medium undead
  Init +11; Senses true seeing, Listen +33, Spot +35
  Languages Common, Abyssal, Infernal, Flan, Celestial
  AC 39 (41), touch 15, flat-footed 36 (38)
  (+3 Dex, +11 +3 (+5) mithral full plate, +1 deflection,
  +14 natural)
  hp 297 (22 HD); fast healing 5; DR 10/silver and good
  Immune acid, poison
  Resist cold 10, electricity 10, fire 10, turn resistance +8;
  SR 25
  Fort +13, Ref +22, Will +16
  Weakness holy symbol, mirror, sunlight
  Speed 20 ft in mithral full plate (4 squares), base
  movement 30 ft.
  Melee long sword +34/29/24/19 (+36/+31/+26/+21 w/
  greater magic weapon)  (1d8+11 (+13)/17-20) or
  slam +30 (1d8+8 plus energy drain)
  Ranged rays – see spell-like abilities
  Space 5 ft.; Reach 5 ft.
  Base Atk +22; Grp +30
  Atk Options Precise Shot, Quicken Spell-like ability
  (scorching ray)
  Special Actions Hypnotic gaze, spell-like abilities
  Spell-Like Abilities (CL 20th):
  At will—disguise self (DC16), deeper darkness,
  desecrate, fear (DC 19), gaseous form, invisibility,
  prying eyes, ray of enfeeblement (+30 ranged
  touch), ray of exhaustion (+30 ranged touch),
  scorching ray (+30 ranged touch), scrying, see
  invisibility, suggestion (DC 18), wall of fire; 3/day--
  binding (DC 23), enervation (+30 ranged touch),
  geas/quest (DC 21), mass suggestion (DC 21); 1/
  day--symbol of death (DC 23). Caster level 20th.
  At will, an ultroloth can use greater teleport (self plus
  50 pounds of objects only) as the spell cast by an
  20th- level sorcerer.
  Abilities Str 26, Dex 24, Con --, Int 18, Wis 17, Cha 20
  SQ degenerative condition, gaseous form, spider climb,
  unholy toughness, undead traits
  Feats Alertness, Armor Proficiency (light), Armor
  Proficiency (medium), Combat Reflexes, Dodge,
  Improved critical (longsword), Improved Initiative,
  Lightning Reflexes, Point Blank Shot, Power Attack,
  Precise Shot, Quicken Spell-like ability (scorching
  ray), Weapon Focus (longsword), Weapon Focus:
  Spell (ray)
  Skills Bluff +35, Concentration +28, Diplomacy +22,
  Hide +38, Intimidate +28, Knowledge (arcana) +27,
  Knowledge (The Planes) +27, Knowledge (history -
  military) +27, Listen +33, Move Silently +35, Search
  +34, Sense Motive +34, Spellcraft +29, Spot +35
  Possessions +3 adamantine longsword, +3 mithral full
  plate, belt of giant strength +6, gloves of dexterity +4,
  ring of freedom of movement, +1 ring of protection,
  cloak of turn resistance +4., boots of speed
  Master Vigilant Marax has the following spell effects
  active when he encounters the PCs:
  8th – mind blank, greater spell immunity (feeblemind,
  holy word, baleful polymorph)
  5th – true seeing
  4th - greater magic weapon +5 (add +2 to his long sword
  attack and damage rolls)
  3rd – magic vestment +5 (add +2 to his armor class and
  flat-footed armor class)
  Hypnotic Gaze (Su): Hypnotic pattern as cast by a
  20th-level sorcerer, no HD limit, 30 feet, will DC 24
  negates. The save DC is Charisma-based.
  Blood Drain (Ex): A vampir can suck blood from a living
  victim with its fangs by making a successful grapple
  check. If it pins the foe, it drains blood, dealing 1d4
  points of Constitution drain each round the pin is
  maintained. On each such successful attack, the
  vampir gains 5 temporary hit points. Any outsider
  without vital bodily fluids is immune to this attack
  form, and is not subject to the vampir’s Create Spawn
  ability.
  Dominate (Su): A vampir can crush an opponent’s will
  just by looking onto his or her eyes. This is similar to
  a gaze attack, except that the vampir must use a
  standard action, and those merely looking at it are not
  affected. Anyone the vampir targets must succeed on
  a Will save or fall instantly under the vampir’s
  influence as though by a dominate monster spell
  (caster level 17th). The ability has a range of 30 feet
  and only affects outsiders.
  Create Spawn (Su): If the vampir drains another
  outsider’s Constitution to 0 or lower using its Blood
  Drain ability, the victim returns as a vampir in 1d4
  days if it had 5 or more HD. If the victim has 4 or less
  HD, it is simply killed. An outsider that wishes to
  resist becoming a vampir can attempt a WILL save
  DC 10 + 1/2 HD + Cha modifier of the vampir that
  drained it. Success indicates that the vampir begins
  
  GRM8-04 Witness
  Page 46
  to rise in 1d4 days, but crumbles to dust in the same
  round. Frequently, the outsider that resists becoming
  a vampir manages to utter a dozen or fewer words as
  it crumbles to dust. The outsider cannot use any
  spells or spell-like abilities in this round. Good
  outsiders will always try to resist becoming vampirs.
  The new vampir is under the command of the vampir
  that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have
  enslaved spawn totaling no more than twice its own
  Hit Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampirs. A vampir that
  is enslaved may create and enslave spawn of its
  own, so a master vampir can control a number of
  lesser vampirs in this fashion. A vampir may
  voluntarily free an enslaved spawn in order to
  enslave a new spawn, but once freed, a vampir
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampir’s
  slam attack (or any other natural weapon the vampir
  might possess) gain two negative levels. For each
  negative level bestowed, the vampir gains 5
  temporary hit points. A vampir can use its energy
  drain ability once per round. Marax only drains one
  negative level due to his degenerative condition (see
  below).
  Fast Healing (Ex): A vampir heals 5 points of damage
  each round so long as it has at least 1 hit point. If
  reduced to 0 hit points in combat, it automatically
  assumes gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours or be utterly
  destroyed. (It can travel up to nine miles in 2 hours.)
  Any additional damage dealt to a vampir forced into
  gaseous form has no effect. Once at rest in its coffin,
  a vampir is helpless. It regains 1 hit point after 1 hour,
  then is no longer helpless and resumes healing at the
  rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a vampir
  can assume gaseous form at will as the spell (caster
  level 5th), but it can remain gaseous indefinitely and
  has 
  a 
  fly 
  speed 
  of 
  20 
  feet 
  with 
  perfect
  maneuverability.
  Spider Climb (Ex): A vampir can climb sheer surfaces
  as though with a spider climb spell.
  Degenerative Condition (Ex): Marax has begun to
  degenerate. Living creatures only gain half the
  normal negative levels on a successful slam and the
  vampir only receives half normal temporary hit points.
  He has also lost hit dice.
  Description Marax is dressed in exquisite, ornate
  mithral full plate draped with a skeletal argent owl
  rampant. He is a powerfully built ultroloth, and has solid
  features atypical for his kind. His formerly lustrous black
  skin is an ashen shade of black, and his features have
  taken on a more lupine shape. His smile reveals a pair
  of enlarged canine teeth, testament to the depravity he
  is willing to heap upon even himself in his pursuit of
  power. His movements are slow and ponderous.
  Sources Vampir template detailed in New Rules
  ENCOUNTER 5                                        
  B ARADI E L
  CR 17
  S O L AR V AM P I R 
  NE Large undead
  Init +11; Senses darkvision 60 ft. low-light vision, Listen
  +43, Spot +43
  Languages Celestial, common, tongues
  AC 32, touch 16, flat-footed 25; Dodge, Mobility
  (-1 size, +7 Dex, +16 natural)
  hp 275 (22 HD); fast healing 5; DR 10/silver and good
  Immune acid, cold, petrification
  Resist; electricity 10 +8 turn resistance SR 30
  Fort +13 Ref +22, Will +21
  Weakness holy symbol, mirror, sunlight
  Speed 50 ft. (10 squares); fly 150 ft. (good)
  Melee +5 dancing greatsword, +34/+29/+24/+19 
  (3d6+17/19-20) or slam +29  (1d8+8 plus energy
  drain) Ranged +2 composite longbow (+5 str bonus)
  +30/+25/+20/+15 (2d6+7/x3)
  Space 10 ft.; Reach 10 ft.
  Base Atk +22; Grp +34
  Atk Options Cleave, Great Cleave, Improved Sunder,
  Power Attack, Combat Reflexes, blood drain
  Special Actions Spell-like abilities, dominate, create
  spawn, gaseous form
  Cleric Spells Prepared (6/8/8/8/8/7/6/6/6/5; save DC
  18 + spell level): (CL 20th):
  9th— miracle, miracle, miracle, miracle, time stop*
  8th— fire storm, (2), mass inflict critical wounds,
  greater spell immunity, symbol of death, unholy
  aura*;
  7th— dictum, ethereal jaunt, mass inflict serious
  wounds (3), screen*
  6th— greater dispel magic, harm (2), mislead*, word
  of recall (2)
  5th— break enchantment, dispel good, plane shift (2),
  symbol of pain, true seeing (2)
  4th— confusion, freedom of movement (2), greater
  magic weapon (2), sending (3)
  3rd— invisibility purge, magic circle against good*,
  magic vestment (2), prayer (2), protection from
  energy, wind wall
  2nd— align weapon, death knell, desecrate (2),
  eagle’s splendor (2), shield other (2)
  1st— bless (2), cause fear, comprehend languages
  (2), divine favor (2), protections from good*
  0— create water, detect magic, guidance (2),
  resistance (2);
  D: Domain spell. Deity: Evil (no deity at this time).
  Domains: Evil, Trickery
  Spell-like abilities (CL 20th):
  At will - aid, animate objects, commune, continual
  flame, dimensional anchor, greater dispel magic, holy
  smite (DC 21), imprisonment (DC 26), invisibility (self
  only), lesser restoration (DC 19), remove curse (DC
  20), remove disease (DC 20), remove fear, resist
  energy, summon monster VII, speak with dead (DC
  17), waves of fatigue (DC 18);
  
  GRM8-04 Witness
  Page 47
  3/day - blade barrier (DC 23), earthquake (DC 25), heal
  (DC 23), mass charm monster (DC 25), permanency,
  resurrection, waves of exhaustion;
  1/day - greater restoration (DC 24), power word blind,
  power word kill, power word stun, prismatic spray (DC
  24), wish.
  The following abilities are always active on a solar’s
  person, as the spells (caster level 20th): detect evil,
  detect snares and pits, discern lies (DC 18), see
  invisibility, true seeing. They can be dispelled, but the
  solar can reactivate them as a free action.
  Abilities Str 27, Dex 24, Con --, Int 22, Wis 27, Cha 19
  SQ tongues, degenerative condition, gaseous form,
  scent, spider climb, unholy toughness, undead traits
  Feats Alertness, Cleave, Combat Reflexes, Dodge,
  Great Cleave, Improved Initiative, Improved Sunder,
  Lightning Reflexes, Mobility, Power Attack, Track
  Skills Bluff +12, Concentration +29, Craft (bowmaking)
  +31, Craft (alchemy) +31, Diplomacy +29, Escape
  Artist +32, Hide +40, Knowledge (arcana) +31,
  Knowledge (The Planes) +31, Knowledge (religion)
  +31Listen +43 , Move Silently +40, Search +39,
  Sense Motive +41, Spellcraft +31,Spot +43, Survival
  +8 (+10 following tracks), Use Rope +6 (+8 binding)
  Possessions +5 dancing greatsword, +2 composite
  longbow (+5 Str), cloak of turn resistance +4.
  Change Shape (Su): A solar can assume the form of
  any Small or Medium humanoid.
  Blood Drain (Ex): A vampir can suck blood from a living
  victim with its fangs by making a successful grapple
  check. If it pins the foe, it drains blood, dealing 1d4
  points of Constitution drain each round the pin is
  maintained. On each such successful attack, the
  vampir gains 5 temporary hit points. Any outsider
  without vital bodily fluids is immune to this attack
  form, and is not subject to the vampir’s Create Spawn
  ability.
  Dominate (Su): A vampir can crush an opponent’s will
  just by looking onto his or her eyes. This is similar to
  a gaze attack, except that the vampir must use a
  standard action, and those merely looking at it are not
  affected. Anyone the vampir targets must succeed on
  a Will save or fall instantly under the vampir’s
  influence as though by a dominate monster spell
  (caster level 17th). The ability has a range of 30 feet
  and only affects outsiders.
  Create Spawn (Su): If the vampir drains another
  outsider’s Constitution to 0 or lower using its Blood
  Drain ability, the victim returns as a vampir in 1d4
  days if it had 5 or more HD. If the victim has 4 or less
  HD, it is simply killed. An outsider that wishes to
  resist becoming a vampir can attempt a WILL save
  DC 10 + 1/2 HD + Cha modifier of the vampir that
  drained it. Success indicates that the vampir begins
  to rise in 1d4 days, but crumbles to dust in the same
  round. Frequently, the outsider that resists becoming
  a vampir manages to utter a dozen or fewer words as
  it crumbles to dust. The outsider cannot use any
  spells or spell-like abilities in this round. Good
  outsiders will always try to resist becoming vampirs.
  The new vampir is under the command of the vampir
  that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have
  enslaved spawn totaling no more than twice its own
  Hit Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampirs. A vampir that
  is enslaved may create and enslave spawn of its
  own, so a master vampir can control a number of
  lesser vampirs in this fashion. A vampir may
  voluntarily free an enslaved spawn in order to
  enslave a new spawn, but once freed, a vampir
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampir’s
  slam attack (or any other natural weapon the vampir
  might possess) gain two negative levels. For each
  negative level bestowed, the vampir gains 5
  temporary hit points. A vampir can use its energy
  drain ability once per round. Baradiel only drains one
  negative level due to his degenerative condition (see
  below).
  Fast Healing (Ex): A vampir heals 5 points of damage
  each round so long as it has at least 1 hit point. If
  reduced to 0 hit points in combat, it automatically
  assumes gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours or be utterly
  destroyed. (It can travel up to nine miles in 2 hours.)
  Any additional damage dealt to a vampir forced into
  gaseous form has no effect. Once at rest in its coffin,
  a vampir is helpless. It regains 1 hit point after 1 hour,
  then is no longer helpless and resumes healing at the
  rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a vampir
  can assume gaseous form at will as the spell (caster
  level 5th), but it can remain gaseous indefinitely and
  has 
  a 
  fly 
  speed 
  of 
  20 
  feet 
  with 
  perfect
  maneuverability.
  Spider Climb (Ex): A vampir can climb sheer surfaces
  as though with a spider climb spell.
  Degenerative Condition (Ex): Baradiel has begun to
  degenerate. Living creatures only gain half the
  normal negative levels on a successful slam and the
  vampir only receives half normal temporary hit points.
  Baradiel has also lost the ability to cast most of the
  spells and spell-like abilities he once did. He has also
  lost some of his natural armor. He has lost ability
  scores and his arrows no longer employ the slaying
  special ability.
  Description Baradiel was once remarkably beautiful,
  with long golden hair and a face and form that defined
  human perfection. His flesh is now rotting and his once-
  white wings are now blackened and seeping pus. His
  complexion is pallid. As he opens his mouth to speak,
  you see you see the tips of needle-sharp fangs behind
  his lips. The once beautiful, serene face betrays an
  angry insanity.
  Sources Vampir template detailed in New Rules
  
  GRM8-04 Witness
  Page 48
  APPENDIX 7 – APL 16
  ENCOUNTER 1                                        
  M E Z Z O L O T H  P I KE M AN V AM P I R
  CR 14
  NE Large Undead
  Init +6; Senses Listen +35, Spot +35
  Languages Abyssal, Draconic, and Infernal, Telepathy
  100ft.
  AC 27, touch 11, flat-footed 25
  (-1 size, +2 Dex, +16 natural)
  hp 283 (21 HD);fast healing 5; DR 10/silver and good
  Immune acid, poison
  Resist +4 turn resistance, cold 10, fire 10, electricity 10;
  SR 22
  Fort +12, Ref +16, Will +13
  Speed 40 ft. (8 squares);
  Melee +1 longspear +33/+28/+23/+18  (1d8+17/19-20
  x3) or 2 claws + 31 (1d4+11 plus energy drain) or
  slam +24  (1d6+11 plus energy drain)Ranged
  longbow +22/+17/+12/+7  (1d8+4/x3)
  Space 10 ft.; Reach 10 ft. (15 ft with longspear)
  Base Atk +21; Grp +35
  Atk Options Power Attack, Combat Reflexes
  Special Actions Spell-like abilities, summon yugoloth
  Spell-Like Abilities (CL 10th):
  At will – cause fear (DC 13), darkness, desecrate,
  produce flame, see invisibility; 2/day –cloudkill (DC
  17), dispel magic (+10 dispel check)
  Abilities Str 32, Dex 14, Con - , Int 10, Wis 12, Cha 18
  SQ Summon yugoloth
  Feats Alertness, Combat Reflexes, Dodge, Improved
  Critical (longspear), Improved Initiative, Improved
  Toughness, 
  Lightning 
  Reflexes, 
  Power 
  Attack,
  Weapon Focus (longspear)
  Skills Bluff +12 , Hide +30 , Intimidate +28 , Knowledge
  (the planes) +24 , Listen +35 , Move Silently +34 ,
  Search +8 , Sense Motive +9 , Spot +35
  Possessions +1 longspear, +1 composite longbow (+3
  STR), heavy steel shield
  Telepathy 
  (Su): 
  Mezzoloths 
  can 
  communicate
  telepathically with any creature within 100 feet that
  has a language.
  Blood Drain (Ex): A vampir can suck blood from a living
  victim with its fangs by making a successful grapple
  check. If it pins the foe, it drains blood, dealing 1d4
  points of Constitution drain each round the pin is
  maintained. On each such successful attack, the
  vampir gains 5 temporary hit points. Any outsider
  without vital bodily fluids is immune to this attack
  form, and is not subject to the vampir’s Create Spawn
  ability.
  Dominate (Su): A vampir can crush an opponent’s will
  just by looking onto his or her eyes. This is similar to
  a gaze attack, except that the vampir must use a
  standard action, and those merely looking at it are not
  affected. Anyone the vampir targets must succeed on
  a Will save or fall instantly under the vampir’s
  influence as though by a dominate monster spell
  (caster level 17th). The ability has a range of 30 feet
  and only affects outsiders.
  Create Spawn (Su): If the vampir drains another
  outsider’s Constitution to 0 or lower using its Blood
  Drain ability, the victim returns as a vampir in 1d4
  days if it had 5 or more HD. If the victim has 4 or less
  HD, it is simply killed. An outsider that wishes to
  resist becoming a vampir can attempt a WILL save
  DC 10 + 1/2 HD + Cha modifier of the vampir that
  drained it. Success indicates that the vampir begins
  to rise in 1d4 days, but crumbles to dust in the same
  round. Frequently, the outsider that resists becoming
  a vampir manages to utter a dozen or fewer words as
  it crumbles to dust. The outsider cannot use any
  spells or spell-like abilities in this round. Good
  outsiders will always try to resist becoming vampirs.
  The new vampir is under the command of the vampir
  that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have
  enslaved spawn totaling no more than twice its own
  Hit Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampirs. A vampir that
  is enslaved may create and enslave spawn of its
  own, so a master vampir can control a number of
  lesser vampirs in this fashion. A vampir may
  voluntarily free an enslaved spawn in order to
  enslave a new spawn, but once freed, a vampir
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampir’s
  slam attack (or any other natural weapon the vampir
  might possess) gain two negative levels. For each
  negative level bestowed, the vampir gains 5
  temporary hit points. A vampir can use its energy
  drain ability once per round.
  Fast Healing (Ex): A vampir heals 5 points of damage
  each round so long as it has at least 1 hit point. If
  reduced to 0 hit points in combat, it automatically
  assumes gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours or be utterly
  destroyed. (It can travel up to nine miles in 2 hours.)
  Any additional damage dealt to a vampir forced into
  gaseous form has no effect. Once at rest in its coffin,
  a vampir is helpless. It regains 1 hit point after 1 hour,
  then is no longer helpless and resumes healing at the
  rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a vampir
  can assume gaseous form at will as the spell (caster
  level 5th), but it can remain gaseous indefinitely and
  has 
  a 
  fly 
  speed 
  of 
  20 
  feet 
  with 
  perfect
  maneuverability.
  Spider Climb (Ex): A vampir can climb sheer surfaces
  as though with a spider climb spell.
  
  GRM8-04 Witness
  Page 49
  Description This six-limbed insectoid horror stares
  ahead unblinkingly through glowing red eyes. It wears
  the uniform of the New Gran March Army with the
  heraldry of the Knights Vigilant prominently featured. It is
  wielding a longspear in two of its claws, and a longbow
  in the other two.
  MMII page 201.
  ENCOUNTER 2                                        
  D E G E N E R ATE D  V R O C K  V AM P I R
  CR 16
  CE Huge undead
  Init +7; Senses darkvision 60 ft., see in darkness,
  Listen +45, Spot +45
  Languages Infernal, telepathy 100 ft.
  AC 32, touch 11, flat-footed 29
  (-2 size, +3 Dex, +21 natural)
  hp 270 (20 HD); fast healing 5; DR 10/silver and good
  Immune electricity, poison
  Resist; acid 10, cold 10, fire 10; +4 turn resistance SR
  17
  Fort +12 Ref +17, Will +18
  Weakness holy symbol, mirror, sunlight
  Speed 30 ft. (6 squares); fly 50 ft. (average)
  Melee 2 claws +33  (3d6+15 and energy drain) and bite
  +31  (2d6+7) and 2 talons +31  (1d8+7) or slam +18
  (1d8+15 plus energy drain)
  Space 15 ft.; Reach 15 ft.
  Base Atk +20; Grp +43
  Atk Options Cleave, Combat Reflexes, Power Attack,
  blood drain
  Special Actions Dance of ruin, spell-like abilities,
  spores, stunning screech, dominate, create spawn,
  gaseous form, dancing chains, unnerving gaze
  Spell-Like Abilities at will (CL 12th):
  Mirror image, telekinesis (DC 19), greater teleport
  (self plus 50 lbs of objects only). 1/day - heroism
  Abilities Str 40, Dex 17, Con --, Int 16, Wis 18, Cha 18
  SQ degenerative condition, gaseous form, spider climb,
  unholy toughness, undead traits
  Feats Alertness, Cleave, Combat Reflexes, Dodge,
  Great Fortitude, Improved Critical (chain), Improved
  Initiative, 
  Improved 
  Natural 
  Armor, 
  Improved
  Toughness, Iron Will, Lightning Reflexes, Multiattack,
  Power Attack
  Skills Bluff +14, Concentration +27, Diplomacy +6, Hide
  +23, Intimidate +27, Knowledge (arcana) +26, Listen
  +45, Move Silently +35 , Search +34, Sense Motive
  +35, Spellcraft +26, Spot +45, Survival +3 (+5
  following tracks
  Possessions none
  Dance of Ruin (Su): To use this ability, a group of at
  least three vrocks must join hands in a circle, dancing
  wildly and chanting. At the end of 3 rounds of dancing, a
  wave of crackling energy flashes outward in a 100-foot
  radius. All creatures except for demons within the radius
  take 20d6 points of damage (Reflex DC 19 half).
  Stunning, paralyzing, or slaying one of the vrocks stops
  the dance. The save DC is Charisma-based.
  Spores (Ex): A vrock can release masses of spores
  from its body once every 3 rounds as a free action. The
  spores automatically deal 1d8 points of damage to all
  creatures adjacent to the vrock. They then penetrate the
  skin and grow, dealing an additional 1d4 points of
  damage each round for 10 rounds. At the end of this
  time, the victim is covered with a tangle of viny growths.
  (The vines are harmless and wither away in 1d4 days.)
  A delay poison spell stops the spores’ growth for its
  duration. Bless, neutralize poison, or remove disease
  kills the spores, as does sprinkling the victim with a vial
  of holy water.
  Stunning Screech (Su): Once per hour a vrock can
  emit a piercing screech. All creatures except for demons
  within a 30-foot radius must succeed on a DC 15
  Fortitude save or be stunned for 1 round. The save DC
  is Constitution-based.
   Blood Drain (Ex): A vampir can suck blood from a
  living victim with its fangs by making a successful
  grapple check. If it pins the foe, it drains blood,
  dealing 1d4 points of Constitution drain each round
  the pin is maintained. On each such successful
  attack, the vampir gains 5 temporary hit points. Any
  outsider without vital bodily fluids is immune to this
  attack form, and is not subject to the vampir’s Create
  Spawn ability.
  Dominate (Su): A vampir can crush an opponent’s will
  just by looking onto his or her eyes. This is similar to
  a gaze attack, except that the vampir must use a
  standard action, and those merely looking at it are not
  affected. Anyone the vampir targets must succeed on
  a Will save or fall instantly under the vampir’s
  influence as though by a dominate monster spell
  (caster level 17th). The ability has a range of 30 feet
  and only affects outsiders.
  Create Spawn (Su): If the vampir drains another
  outsider’s Constitution to 0 or lower using its Blood
  Drain ability, the victim returns as a vampir in 1d4
  days if it had 5 or more HD. If the victim has 4 or less
  HD, it is simply killed. An outsider that wishes to
  resist becoming a vampir can attempt a WILL save
  DC 10 + 1/2 HD + Cha modifier of the vampir that
  drained it. Success indicates that the vampir begins
  to rise in 1d4 days, but crumbles to dust in the same
  round. Frequently, the outsider that resists becoming
  a vampir manages to utter a dozen or fewer words as
  it crumbles to dust. The outsider cannot use any
  spells or spell-like abilities in this round. Good
  outsiders will always try to resist becoming vampirs.
  The new vampir is under the command of the vampir
  that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have
  enslaved spawn totaling no more than twice its own
  Hit Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampirs. A vampir that
  is enslaved may create and enslave spawn of its
  own, so a master vampir can control a number of
  lesser vampirs in this fashion. A vampir may
  voluntarily free an enslaved spawn in order to
  enslave a new spawn, but once freed, a vampir
  cannot be enslaved again.
  
  GRM8-04 Witness
  Page 50
  Energy Drain (Su): Living creatures hit by a vampir’s
  slam attack (or any other natural weapon the vampir
  might possess) gain two negative levels. For each
  negative level bestowed, the vampir gains 5
  temporary hit points. A vampir can use its energy
  drain ability once per round. This vampir only drains
  one negative level due to its degenerative condition
  (see below).
  Fast Healing (Ex): A vampir heals 5 points of damage
  each round so long as it has at least 1 hit point. If
  reduced to 0 hit points in combat, it automatically
  assumes gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours or be utterly
  destroyed. (It can travel up to nine miles in 2 hours.)
  Any additional damage dealt to a vampir forced into
  gaseous form has no effect. Once at rest in its coffin,
  a vampir is helpless. It regains 1 hit point after 1 hour,
  then is no longer helpless and resumes healing at the
  rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a vampir
  can assume gaseous form at will as the spell (caster
  level 5th), but it can remain gaseous indefinitely and
  has 
  a 
  fly 
  speed 
  of 
  20 
  feet 
  with 
  perfect
  maneuverability.
  Spider Climb (Ex): A vampir can climb sheer surfaces
  as though with a spider climb spell.
  Degenerative Condition (Ex): This vampir has begun
  to degenerate. Living creatures only gain half the
  normal negative levels on a successful slam and the
  vampir only receives half normal temporary hit points.
  Description A huge vulture-headed creature with heavy
  wings and enormous claws. Its predatory gaze picks
  through the living, searching for the right victim to
  consume. It has begun to waste into dried feathers. Its
  skin looks yellowed and stuck to the bone beneath. It
  wears a tabard of New Gran March.
  Sources Vampir template detailed in New Rules
  ENCOUNTER 4                                        
  M AS TE R V I G I LANT M ARAX
  CR 18
  Male ultroloth (advanced) vampir
  NE Medium undead
  Init +11; Senses true seeing, Listen +35, Spot +37
  Languages Common, Abyssal, Infernal, Flan, Celestial
  AC 41 (43), touch 16, flat-footed 38 (40)
  (+3 Dex, +11 (+13) +3 (+5) mithral full plate, +3
  deflection, +14 natural)
  hp 324 (372) (24 HD); fast healing 5; DR 10/silver and
  good
  Immune acid, poison
  Resist cold 10, electricity 10, fire 10, turn resistance +8;
  SR 25
  Fort +14, Ref +23, Will +17
  Weakness holy symbol, mirror, sunlight
  Speed 20 ft in mithral full plate (4 squares), base
  movement 30 ft.
  Melee long sword +36/+31/+26/+21 (+38/+33/+28/+23
  w/greater magic weapon)  (1d8+15 (+17)/17-20) or
  slam +32 (1d8+8 plus energy drain)
  Ranged rays – see spell-like abilities
  Space 5 ft.; Reach 5 ft.
  Base Atk +24; Grp +32
  Atk Options Precise Shot, Quicken Spell-like ability
  (scorching ray)
  Special Actions Hypnotic gaze, spell-like abilities
  Spell-Like Abilities (CL 20th):
  At will—disguise self (DC16), deeper darkness,
  desecrate, fear (DC 19), gaseous form, invisibility,
  prying eyes, ray of enfeeblement (+32 ranged
  touch), ray of exhaustion (+32 ranged touch),
  scorching ray (+32 ranged touch), scrying, see
  invisibility, suggestion (DC 18), wall of fire; 3/day--
  binding (DC 23), enervation (+32 ranged touch),
  geas/quest (DC 21), mass suggestion (DC 21); 1/
  day--symbol of death (DC 23). Caster level 20th.
  At will, an ultroloth can use greater teleport (self plus
  50 pounds of objects only) as the spell cast by an
  20th- level sorcerer.
  Abilities Str 26, Dex 24, Con --, Int 18, Wis 17, Cha
  21(23)
  SQ degenerative condition, gaseous form, spider climb,
  unholy toughness, undead traits
  Feats Alertness, Armor Proficiency (light), Armor
  Proficiency (medium), Combat Reflexes, Dodge,
  Improved critical (longsword), Improved Initiative,
  Lightning Reflexes, Point Blank Shot, Power Attack,
  Precise Shot, Quicken Spell-like ability (scorching
  ray), Weapon Focus (longsword), Weapon Focus:
  Spell (ray)
  Skills Bluff +37, Concentration +32, Diplomacy +26,
  Hide +40, Intimidate +30, Knowledge (arcana) +29,
  Knowledge (The Planes) +29, Knowledge (history -
  military) +29, Listen +35, Move Silently +37, Search
  +34, Sense Motive +34, Spellcraft +31, Spot +37 (All
  CHR based skills include +2 bonus for eagle’s
  splendor)
  Possessions +3 adamantine longsword, +3 mithral full
  plate, belt of giant strength +6, gloves of dexterity +4,
  ring of freedom of movement, +3 ring of protection,
  cloak of turn resistance +4., boots of speed
  Master Vigilant Marax has the following spell effects
  active when he encounters the PCs:
  8th – mind blank, greater spell immunity (dimensional
  anchor, dimensional lock, feeblemind, holy word,
  baleful polymorph)
  5th – true seeing
  4th - greater magic weapon +5 (add +2 to his long sword
  attack and damage rolls)
  3rd – magic vestment +5 (add +2 to his armor class and
  flat-footed armor class)
  2nd – eagle’s splendor (add +4 to his Charisma. Adds
  +48 hit points and +2 to all CHR based skills)
  Hypnotic Gaze (Su): Hypnotic pattern as cast by a
  20th-level sorcerer, no HD limit, 30 feet, will DC 24
  negates. The save DC is Charisma-based.
  Blood Drain (Ex): A vampir can suck blood from a living
  victim with its fangs by making a successful grapple
  check. If it pins the foe, it drains blood, dealing 1d4
  points of Constitution drain each round the pin is
  maintained. On each such successful attack, the
  
  GRM8-04 Witness
  Page 51
  vampir gains 5 temporary hit points. Any outsider
  without vital bodily fluids is immune to this attack
  form, and is not subject to the vampir’s Create Spawn
  ability.
  Dominate (Su): A vampir can crush an opponent’s will
  just by looking onto his or her eyes. This is similar to
  a gaze attack, except that the vampir must use a
  standard action, and those merely looking at it are not
  affected. Anyone the vampir targets must succeed on
  a Will save or fall instantly under the vampir’s
  influence as though by a dominate monster spell
  (caster level 17th). The ability has a range of 30 feet
  and only affects outsiders.
  Create Spawn (Su): If the vampir drains another
  outsider’s Constitution to 0 or lower using its Blood
  Drain ability, the victim returns as a vampir in 1d4
  days if it had 5 or more HD. If the victim has 4 or less
  HD, it is simply killed. An outsider that wishes to
  resist becoming a vampir can attempt a WILL save
  DC 10 + 1/2 HD + Cha modifier of the vampir that
  drained it. Success indicates that the vampir begins
  to rise in 1d4 days, but crumbles to dust in the same
  round. Frequently, the outsider that resists becoming
  a vampir manages to utter a dozen or fewer words as
  it crumbles to dust. The outsider cannot use any
  spells or spell-like abilities in this round. Good
  outsiders will always try to resist becoming vampirs.
  The new vampir is under the command of the vampir
  that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have
  enslaved spawn totaling no more than twice its own
  Hit Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampirs. A vampir that
  is enslaved may create and enslave spawn of its
  own, so a master vampir can control a number of
  lesser vampirs in this fashion. A vampir may
  voluntarily free an enslaved spawn in order to
  enslave a new spawn, but once freed, a vampir
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampir’s
  slam attack (or any other natural weapon the vampir
  might possess) gain two negative levels. For each
  negative level bestowed, the vampir gains 5
  temporary hit points. A vampir can use its energy
  drain ability once per round. Marax only drains one
  negative level due to his degenerative condition (see
  below).
  Fast Healing (Ex): A vampir heals 5 points of damage
  each round so long as it has at least 1 hit point. If
  reduced to 0 hit points in combat, it automatically
  assumes gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours or be utterly
  destroyed. (It can travel up to nine miles in 2 hours.)
  Any additional damage dealt to a vampir forced into
  gaseous form has no effect. Once at rest in its coffin,
  a vampir is helpless. It regains 1 hit point after 1 hour,
  then is no longer helpless and resumes healing at the
  rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a vampir
  can assume gaseous form at will as the spell (caster
  level 5th), but it can remain gaseous indefinitely and
  has 
  a 
  fly 
  speed 
  of 
  20 
  feet 
  with 
  perfect
  maneuverability.
  Spider Climb (Ex): A vampir can climb sheer surfaces
  as though with a spider climb spell.
  Degenerative Condition (Ex): Marax has begun to
  degenerate. Living creatures only gain half the
  normal negative levels on a successful slam and the
  vampir only receives half normal temporary hit points.
  Description Marax is dressed in exquisite, ornate
  mithral full plate draped with a skeletal argent owl
  rampant. He is a powerfully built ultroloth, and has solid
  features atypical for his kind. His formerly lustrous black
  skin is an ashen shade of black, and his features have
  taken on a more lupine shape. His smile reveals a pair
  of enlarged canine teeth, testament to the depravity he
  is willing to heap upon even himself in his pursuit of
  power. He fights without a shield, using his sword two-
  handed. This does not interfere with using his spell-like
  abilities.
  Sources Vampir template detailed in New Rules
  L E O N AL  V AM P I R 
  CR 14
  NE Medium undead
  Init +9; Senses darkvision 60 ft. low-light vision, Listen
  +21, Spot +21
  Languages Celestial, speak with animals.
  AC 35, touch 15, flat-footed 30; Dodge, Mobility
  (+5 Dex, +20 natural)
  hp 138 (12 HD); fast healing 5; DR 10/silver and good
  Immune electricity, petrification
  Resist; cold 10, sonic 10, +4 turn resistance SR 28
  Fort +8 Ref +15, Will +11
  Weakness holy symbol, mirror, sunlight
  Speed 60 ft. (12 squares); Spring Attack
  Melee 2 claws +23  (1d6+11 plus energy drain) and bite
  +18  or slam +23 (1d6+11 plus energy drain)
  Space 5 ft.; Reach 5 ft.
  Base Atk +12; Grp +23
  Atk Options Combat Reflexes, blood drain
  Special Actions Roar, pounce, improved grab, rake
  1d6+8, spell-like abilities, dominate, create spawn,
  gaseous form
  Spell-like abilities (CL 10th):
  At will: detect thoughts, fireball (DC hold monster
  (DC 17), wall of force; 3/day – cure critical wounds
  (DC 17), neutralize poison, remove disease; 1/day –
  heal (DC 19).
  Abilities Str 33, Dex 21, Con --, Int 16, Wis 16, Cha 17
  SQ degenerative condition, gaseous form, scent, spider
  climb, unholy toughness, undead traits
  Feats Ability Focus (roar), Alertness, Combat Reflexes,
  Dodge, Improved Initiative, Lightning Reflexes,
  Mobility, Spring Attack, Track
  Skills Balance +24, Bluff +12, Concentration +10,
  Diplomacy +5, Hide +32, Intimidate +19, Jump
  +38Knowledge (the planes) +18  Listen +28, Move
  Silently +32, Search +11, Sense Motive +26,Spot
  +28, Survival +18
  Possessions none
  
  GRM8-04 Witness
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  Roar (Su): A leonal can roar up to three times per day.
  Each roar releases a blast in a 60-foot cone that
  duplicates the effects of a holy word spell and deals
  an extra 2d6 points of sonic damage (Fortitude DC 21
  negates). The save DC is Charisma-based.
  Pounce (Ex): If a leonal charges a foe, it can make a
  full attack, including two rake attacks.
  Improved Grab (Ex): To use this ability, a leonal must
  hit with its bite attack. It can then attempt to start a
  grapple as a free action without provoking an attack
  of opportunity. If it wins the grapple check, it
  establishes a hold and can rake.
  Rake (Ex): Attack bonus +20 melee, damage 1d6+11.
  Speak with Animals (Su): This ability works like speak
  with animals (caster level 8th) but is a free action and
  does not require sound.
  Blood Drain (Ex): A vampir can suck blood from a living
  victim with its fangs by making a successful grapple
  check. If it pins the foe, it drains blood, dealing 1d4
  points of Constitution drain each round the pin is
  maintained. On each such successful attack, the
  vampir gains 5 temporary hit points. Any outsider
  without vital bodily fluids is immune to this attack
  form, and is not subject to the vampir’s Create Spawn
  ability.
  Dominate (Su): A vampir can crush an opponent’s will
  just by looking onto his or her eyes. This is similar to
  a gaze attack, except that the vampir must use a
  standard action, and those merely looking at it are not
  affected. Anyone the vampir targets must succeed on
  a Will save or fall instantly under the vampir’s
  influence as though by a dominate monster spell
  (caster level 17th). The ability has a range of 30 feet
  and only affects outsiders.
  Create Spawn (Su): If the vampir drains another
  outsider’s Constitution to 0 or lower using its Blood
  Drain ability, the victim returns as a vampir in 1d4
  days if it had 5 or more HD. If the victim has 4 or less
  HD, it is simply killed. An outsider that wishes to
  resist becoming a vampir can attempt a WILL save
  DC 10 + 1/2 HD + Cha modifier of the vampir that
  drained it. Success indicates that the vampir begins
  to rise in 1d4 days, but crumbles to dust in the same
  round. Frequently, the outsider that resists becoming
  a vampir manages to utter a dozen or fewer words as
  it crumbles to dust. The outsider cannot use any
  spells or spell-like abilities in this round. Good
  outsiders will always try to resist becoming vampirs.
  The new vampir is under the command of the vampir
  that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have
  enslaved spawn totaling no more than twice its own
  Hit Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampirs. A vampir that
  is enslaved may create and enslave spawn of its
  own, so a master vampir can control a number of
  lesser vampirs in this fashion. A vampir may
  voluntarily free an enslaved spawn in order to
  enslave a new spawn, but once freed, a vampir
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampir’s
  slam attack (or any other natural weapon the vampir
  might possess) gain two negative levels. For each
  negative level bestowed, the vampir gains 5
  temporary hit points. A vampir can use its energy
  drain ability once per round. This vampir only drains
  one negative level due to its degenerative condition
  (see below).
  Fast Healing (Ex): A vampir heals 5 points of damage
  each round so long as it has at least 1 hit point. If
  reduced to 0 hit points in combat, it automatically
  assumes gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours or be utterly
  destroyed. (It can travel up to nine miles in 2 hours.)
  Any additional damage dealt to a vampir forced into
  gaseous form has no effect. Once at rest in its coffin,
  a vampir is helpless. It regains 1 hit point after 1 hour,
  then is no longer helpless and resumes healing at the
  rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a vampir
  can assume gaseous form at will as the spell (caster
  level 5th), but it can remain gaseous indefinitely and
  has 
  a 
  fly 
  speed 
  of 
  20 
  feet 
  with 
  perfect
  maneuverability.
  Spider Climb (Ex): A vampir can climb sheer surfaces
  as though with a spider climb spell.
  Degenerative Condition (Ex): This vampir has begun
  to degenerate. Living creatures only gain half the
  normal negative levels on a successful slam and the
  vampir only receives half normal temporary hit points.
  Description A powerful, lion-headed humanoid with
  thick, rippling muscles. It is covered in heavy golden fur.
  Its once regal demeanor is slowly being replaced by a
  more animalistic, predatory pose. The once warm,
  golden fur is now as cold as the grave. Fur falls from the
  vampir as it moves, withering to dust. It looks like the
  once powerful body is desiccating before your eyes. It
  wears the tabard of New Gran March with the symbol of
  the Knights Vigilant prominently featured.
  Sources Vampir template detailed in New Rules
  ENCOUNTER 5                                        
  B ARADI E L
  CR 19
  S O L AR V AM P I R 
  NE Large undead
  Init +11; Senses darkvision 60 ft. low-light vision, Listen
  +43, Spot +43
  Languages Celestial, common, tongues
  AC 37, touch 16, flat-footed 30; Dodge, Mobility
  (-1 size, +7 Dex, +21 natural)
  hp 363 (22 HD); fast healing 5; DR 10/silver and good
  Immune acid, cold, petrification
  Resist; electricity 10 +8 turn resistance SR 32
  Fort +13 Ref +22, Will +21
  Weakness holy symbol, mirror, sunlight
  Speed 50 ft. (10 squares); fly 150 ft. (good)
  Melee +5 dancing greatsword, +38/+33/+28/+23 
  (3d6+23/19-20) or slam +33 (1d8+12 plus energy
  
  GRM8-04 Witness
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  drain) Ranged +2 composite longbow (+5 str bonus)
  +30/+25/+20/+15 (2d6+7/x3 plus slaying)
  Space 10 ft.; Reach 10 ft.
  Base Atk +22; Grp +38
  Atk Options Cleave, Great Cleave, Improved Sunder,
  Power Attack, Combat Reflexes, blood drain
  Special Actions Spell-like abilities, dominate, create
  spawn, gaseous form
  Cleric Spells Prepared (6/8/8/8/8/7/6/6/6/5; save DC
  18 + spell level): (CL 20th):
  9th— miracle, miracle, miracle, miracle, time stop*
  8th— fire storm, (2), mass inflict critical wounds,
  greater spell immunity, symbol of death, unholy
  aura*;
  7th— dictum, ethereal jaunt, mass inflict serious
  wounds (3), screen*
  6th— greater dispel magic, harm (2), mislead*, word
  of recall (2)
  5th— break enchantment, dispel good, plane shift (2),
  symbol of pain, true seeing (2)
  4th— confusion, freedom of movement (2), greater
  magic weapon (2), sending (3)
  3rd— invisibility purge, magic circle against good*,
  magic vestment (2), prayer (2), protection from
  energy, wind wall
  2nd— align weapon, death knell, desecrate (2),
  eagle’s splendor (2), shield other (2)
  1st— bless (2), cause fear, comprehend languages
  (2), divine favor (2), protections from good*
  0— create water, detect magic, guidance (2),
  resistance (2);
  D: Domain spell. Deity: Evil (no deity at this time).
  Domains: Evil, Trickery
  Spell-like abilities (CL 20th):
  At will - aid, animate objects, commune, continual
  flame, dimensional anchor, greater dispel magic, holy
  smite (DC 21), imprisonment (DC 26), invisibility (self
  only), lesser restoration (DC 19), remove curse (DC
  20), remove disease (DC 20), remove fear, resist
  energy, summon monster VII, speak with dead (DC
  21), waves of fatigue (DC 18);
  3/day - blade barrier (DC 23), earthquake (DC 25), heal
  (DC 23), mass charm monster (DC 25), permanency,
  resurrection, waves of exhaustion;
  1/day - greater restoration (DC 24), power word blind,
  power word kill, power word stun, prismatic spray (DC
  24), wish.
  The following abilities are always active on a solar’s
  person, as the spells (caster level 20th): detect evil,
  detect snares and pits, discern lies (DC 22), see
  invisibility, true seeing. They can be dispelled, but the
  solar can reactivate them as a free action.
  Abilities Str 34, Dex 24, Con --, Int 22, Wis 27, Cha 27
  SQ tongues, degenerative condition, gaseous form,
  scent, spider climb, unholy toughness, undead traits
  Feats Alertness, Cleave, Combat Reflexes, Dodge,
  Great Cleave, Improved Initiative, Improved Sunder,
  Lightning Reflexes, Mobility, Power Attack, Track
  Skills Bluff +16, Concentration +33, Craft (bowmaking)
  +31, Craft (alchemy) +31, Diplomacy +33, Escape
  Artist +32, Hide +40, Knowledge (arcana) +31,
  Knowledge (The Planes) +31, Knowledge (religion)
  +31Listen +43 , Move Silently +40, Search +39,
  Sense Motive +41, Spellcraft +31,Spot +43, Survival
  +8 (+10 following tracks), Use Rope +6 (+8 binding)
  Possessions +5 dancing greatsword, +2 composite
  longbow (+5 Str), cloak of turn resistance +4.
  Change Shape (Su): A solar can assume the form of
  any Small or Medium humanoid.
  Blood Drain (Ex): A vampir can suck blood from a living
  victim with its fangs by making a successful grapple
  check. If it pins the foe, it drains blood, dealing 1d4
  points of Constitution drain each round the pin is
  maintained. On each such successful attack, the
  vampir gains 5 temporary hit points. Any outsider
  without vital bodily fluids is immune to this attack
  form, and is not subject to the vampir’s Create Spawn
  ability.
  Dominate (Su): A vampir can crush an opponent’s will
  just by looking onto his or her eyes. This is similar to
  a gaze attack, except that the vampir must use a
  standard action, and those merely looking at it are not
  affected. Anyone the vampir targets must succeed on
  a Will save or fall instantly under the vampir’s
  influence as though by a dominate monster spell
  (caster level 17th). The ability has a range of 30 feet
  and only affects outsiders.
  Create Spawn (Su): If the vampir drains another
  outsider’s Constitution to 0 or lower using its Blood
  Drain ability, the victim returns as a vampir in 1d4
  days if it had 5 or more HD. If the victim has 4 or less
  HD, it is simply killed. An outsider that wishes to
  resist becoming a vampir can attempt a WILL save
  DC 10 + 1/2 HD + Cha modifier of the vampir that
  drained it. Success indicates that the vampir begins
  to rise in 1d4 days, but crumbles to dust in the same
  round. Frequently, the outsider that resists becoming
  a vampir manages to utter a dozen or fewer words as
  it crumbles to dust. The outsider cannot use any
  spells or spell-like abilities in this round. Good
  outsiders will always try to resist becoming vampirs.
  The new vampir is under the command of the vampir
  that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have
  enslaved spawn totaling no more than twice its own
  Hit Dice; any spawn it creates that would exceed this
  limit are created as free-willed vampirs. A vampir that
  is enslaved may create and enslave spawn of its
  own, so a master vampir can control a number of
  lesser vampirs in this fashion. A vampir may
  voluntarily free an enslaved spawn in order to
  enslave a new spawn, but once freed, a vampir
  cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampir’s
  slam attack (or any other natural weapon the vampir
  might possess) gain two negative levels. For each
  negative level bestowed, the vampir gains 5
  temporary hit points. A vampir can use its energy
  drain ability once per round. Baradiel only drains one
  negative level due to his degenerative condition (see
  below).
  
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  Fast Healing (Ex): A vampir heals 5 points of damage
  each round so long as it has at least 1 hit point. If
  reduced to 0 hit points in combat, it automatically
  assumes gaseous form and attempts to escape. It
  must reach its coffin home within 2 hours or be utterly
  destroyed. (It can travel up to nine miles in 2 hours.)
  Any additional damage dealt to a vampir forced into
  gaseous form has no effect. Once at rest in its coffin,
  a vampir is helpless. It regains 1 hit point after 1 hour,
  then is no longer helpless and resumes healing at the
  rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a vampir
  can assume gaseous form at will as the spell (caster
  level 5th), but it can remain gaseous indefinitely and
  has 
  a 
  fly 
  speed 
  of 
  20 
  feet 
  with 
  perfect
  maneuverability.
  Spider Climb (Ex): A vampir can climb sheer surfaces
  as though with a spider climb spell.
  Degenerative Condition (Ex): Baradiel has begun to
  degenerate. Living creatures only gain half the
  normal negative levels on a successful slam and the
  vampir only receives half normal temporary hit points.
  Baradiel has also lost the ability to cast most of the
  spells and spell-like abilities he once did. He has also
  lost some of his natural armor.
  Description Baradiel was once remarkably beautiful,
  with long golden hair and a face and form that defined
  human perfection. His flesh is now rotting and his once-
  white wings are now blackened and seeping pus. His
  complexion is pallid. As he opens his mouth to speak,
  you see you see the tips of needle-sharp fangs behind
  his lips. The once beautiful, serene face betrays an
  angry insanity.
  Sources Vampir template detailed in New Rules
  
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  DM MAPS:
  These maps were made using a mapping program, and are provided for your assistance
  
  GRM8-04 Witness
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  DM AID: NEW RULES
  NEW TEMPLATE
  VAMPIR
  Deep in the swamps of the ancient Rushmoors, the arch-lich Vecna and his minions ruined thousands of lives
  researching new ways to manipulate necromantic energy. One of these experiments carried great promise, but
  came to fruition as the Whispered One fell. This secret stayed buried beneath the vast swamp of the Rushmoors for
  centuries, unknown to even those few who survived the fall of their Occluded Empire. But secrets of the Whispered
  One have a nasty habit of surfacing whenever the exact wrong hands go digging.
  The ritual created by Vecna to transformation an outsider into a vampir requires the sacrifice of numerous blood
  fiends (Fiend Folio), a few succubi and a willing outsider. This ritual creates a master vampir who can, in turn,
  create more spawn using her create blood drain ability.  If the ritual is not performed correctly, the outsider is still
  transformed into a vampir, but the undead flesh begins to deteriorate over time. This slowly weakens the original
  vampir as well as any spawn she created until they crumble to dust, forever dead.
  Vampirs appear similar to how they looked in life, though in the case of good outsiders, it lends a fiendish and feral
  look to the creature. For evil outsiders, the change can be nearly impossible to detect. Like their humanoid
  counterparts, vampirs cast no shadows and throw no reflections in mirrors.
  Vampirs speak any languages they knew in life.
  CREATING A VAMPIR
  “Vampir” is an acquired template that can be added to any outsider creature (referred to hereafter as the base
  creature).
  A vampir uses all the base creature’s statistics and special abilities except as noted here.
  Size and Type: The creature’s type changes to undead (outsider). Do not recalculate base attack bonus, saves, or
  skill points. Size is unchanged.
  Hit Dice: Increase all current and future Hit Dice to d12s.
  Speed: Same as the base creature.
  Armor Class: The base creature’s natural armor bonus improves by +6.
  Attack: A vampir retains all the attacks of the base creature and also gains a slam attack if it didn’t already have
  one. If the base creature can use weapons, the vampir retains this ability. A creature with natural weapons retains
  those natural weapons. A vampir fighting without weapons uses either its slam attack or its primary natural weapon
  (if it has any). A vampir armed with a weapon uses its slam or a weapon, as it desires.
  Full Attack: A vampir fighting without weapons uses either its slam attack (see above) or its natural weapons (if it
  has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other
  natural weapon as a natural secondary attack.
  Damage: Vampirs have slam attacks. If the base creature does not have this attack form, use the appropriate
  damage value from the table below according to the vampir’s size. Creatures that have other kinds of natural
  weapons retain their old damage values or use the appropriate value from the table below, whichever is better.
  Size
  Damage
  Fine
  1
  Diminutive
  1d2
  Tiny
  1d3
  Small
  1d4
  Medium
  1d6
  Large
  1d8
  Huge
  2d6
  Gargantuan
  2d8
  Colossal
  4d6
  
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  Special Attacks: A vampir retains all the special attacks of the base creature and gains those described below.
  Saves have a DC of 10 + 1/2 vampir’s HD + vampir’s Cha modifier unless noted otherwise.
  Blood Drain (Ex): A vampir can suck blood from a living victim with its fangs by making a successful grapple check.
  If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each
  such successful attack, the vampir gains 5 temporary hit points. Any outsider without vital bodily fluids is immune
  to this attack form, and is not subject to the vampir’s Create Spawn ability.
  Dominate (Su): A vampir can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze
  attack, except that the vampir must use a standard action, and those merely looking at it are not affected. Anyone
  the vampir targets must succeed on a Will save or fall instantly under the vampir’s influence as though by a
  dominate monster spell (caster level 17th). The ability has a range of 30 feet and only affects outsiders.
  Create Spawn (Su): If the vampir drains another outsider’s Constitution to 0 or lower using its Blood Drain ability,
  the victim returns as a vampir in 1d4 days if it had 5 or more HD. If the victim has 4 or less HD, it is simply killed.
  An outsider that wishes to resist becoming a vampir can attempt a WILL save DC 10 + 1/2 HD + Cha modifier of
  the vampir that drained it. Success indicates that the vampir begins to rise in 1d4 days, but crumbles to dust in the
  same round. Frequently, the outsider that resists becoming a vampir manages to utter a dozen or fewer words as it
  crumbles to dust. The outsider cannot use any spells or spell-like abilities in this round. Good outsiders will always
  try to resist becoming vampirs.
  The new vampir is under the command of the vampir that created it and remains enslaved until its master’s
  destruction. At any given time a vampir may have enslaved spawn totaling no more than twice its own Hit Dice;
  any spawn it creates that would exceed this limit are created as free-willed vampirs. A vampir that is enslaved may
  create and enslave spawn of its own, so a master vampir can control a number of lesser vampirs in this fashion. A
  vampir may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampir cannot
  be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampir’s slam attack (or any other natural weapon the vampir might
  possess) gain two negative levels. For each negative level bestowed, the vampir gains 5 temporary hit points. A
  vampir can use its energy drain ability once per round.
  Spell-like Abilities: A vampir retains all the spell-like abilities of the base creature.
  Spells: A vampir retains all the arcane spellcasting abilities of the base creature. Any divine spellcasting abilities
  are lost if the creature was not an evil outsider subtype. The creature can regain her divine spellcasting abilities,
  but the spells being granted come from Vecna or another evil deity. The evil outsider must change domains to
  match her new divine patron.
  Special Qualities: A vampir retains all the special qualities of the base creature and gains those described below.
  Damage Reduction (Su): A vampir has damage reduction 10/silver and good. If the base creature has a material
  related or alignment oriented (good/evil/law/chaos) damage reduction of its own, that material damage reduction is
  lost, but other innate damage resistances are cumulative. (a night hag vampir has damage reduction 10/silver and
  good(losing the cold iron resistance); a rakshasa vampir would have damage reduction 15/silver, good and
  piercing). A vampir’s natural weapons are treated as evil-aligned weapons for the purpose of overcoming damage
  reduction.
  Degenerative Condition (Ex): A vampir that is created by an incorrectly performed ritual will begin to degenerate as
  its flesh decays in death. Any spawn created by the master vampir and her spawn will likewise begin to decay. This
  process can be slowed by using energy drain or blood drain, but the vampir will eventually decay to dust. This
  process can take days, or it can take years, depending on the severity of the mistakes made during the creation
  ritual. Vampirs can exist for years without exhibiting signs of decay, only to decompose completely in a matter of
  days.
  Fast Healing (Ex): A vampir heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to
  0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin
  home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage
  dealt to a vampir forced into gaseous form has no effect. Once at rest in its coffin, a vampir is helpless. It regains 1
  hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
  Gaseous Form (Su): As a standard action, a vampir can assume gaseous form at will as the spell (caster level 5th),
  but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
  
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  Resistances (Ex): A vampir has resistance to cold 10 and electricity 10. If the base creature is vulnerable to either
  cold or electricity, it loses that vulnerability and has the resistance 10. It retains any other resistances it had from
  its outsider form. A creature with either cold or electricity resistance from its outsider form uses whichever
  resistance is greater, they do not stack.
  Spider Climb (Ex): A vampir can climb sheer surfaces as though with a spider climb spell.
  Turn Resistance (Ex): A vampir has +4 turn resistance.
  Unholy Toughness (Ex) A vampir gains a bonus to its hit points equal to its Charisma modifier X its Hit Dice.
  Abilities: Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead
  creature, a vampir has no Constitution score.
  Skills: Vampirs have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot
  checks. Otherwise same as the base creature.
  Feats: Vampirs gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the
  base creature meets the prerequisites and doesn’t already have these feats.
  Environment: Any, usually same as base creature.
  Organization: Solitary, pair, gang (3–5)
  Challenge Rating: Same as the base creature +2.
  Treasure: Double standard.
  Alignment: Always evil (any).
  Advancement: Same as base creature.
  Level Adjustment: Same as the base creature +8.
  Vampir Weaknesses
  For all their power, vampirs have a number of weaknesses.
  Repelling a Vampir: Vampirs cannot tolerate the strong odor of garlic and will not enter an area laced with it.
  Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampir - they
  merely keep it at bay. A recoiling vampir must stay at least 5 feet away from a creature holding the mirror or holy
  symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter.
  Holding a vampir at bay takes a standard action.
  Vampirs are utterly unable to enter a home or other building unless invited in by someone with the authority to do
  so. They may freely enter public places, since these are by definition open to all.
  Slaying a Vampir: Reducing a vampir’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see
  the note on fast healing). However, certain attacks can slay vampirs.
  Exposing any vampir to direct sunlight disorients it: It can take only a single move action or attack action and
  permanently loses one HD for each round of continued exposure if it cannot escape.
  Driving a wooden stake through a vampir’s heart instantly slays the monster. However, it returns to life if the stake
  is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with
  holy wafers (or their equivalent).
  
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  PLAYER HANDOUT #1 – BULLYWUG VILLAGES
  This handout is for all PCs who are members of the Gran March Army or Knights of the Watch/Dispatch
  who have 10 or more skill ranks in Search or 10 or more ranks in Survival with the Track feat.
  You were part of a group that investigated attacks on bullywug villages in the Rushmoors over the last 4
  months. You were assigned to the duty under the direction of Baron Doulanfon of Barony Shiboleth. 
  Five months ago, a group of yugoloths reportedly entered the Rushmoors carrying a massive bronze gate
  that had been removed from beneath the city of Shiboleth.
  Four months ago, one of the yugoloth leaders, an ultroloth named Marax, revealed that he had uncovered
  ancient secrets from the Occluded Empire. Marax had found a way to make himself a vampire of sorts
  and he has enthralled a solar named Baradiel as his vampiric spawn. The attacks on the bullywugs that
  you have been investigating have been made by Marax, Baradiel, and their vampiric minions. Your
  search of the attack sites has provided the information below.
  • 
  There have been four attacks in the last four months. It has been over a month since the last
  attack.
  • 
  Attacks have always been at night
  • 
  They always leave at least one witness, chained down to be found.
  • 
  The trail of the attackers begins within the villages, consistent with teleporters, fliers or undead
  using gaseous form. The trails disappear as abruptly.
  • 
  In some places, portions of the swamp have been destroyed by fire, ice, lightning and sonic
  force. In other places, the vegetation is unmarked, but there are always bodies that show signs of
  elemental destruction.
  • 
  The witnesses tell stories of fire and thunder raining down on them from the sky and of a terrible,
  pale angel who destroyed everything with lightning and black fire.
  • 
  Tracks that have been identified with certainty indicate the presence of leonals, mezzoloths,
  nycaloths, hound archons, barbed devils, vrocks, and likely archons with human-like prints.
  • 
  Each of the villages was either at or near a site where ancient buildings (mostly crumbled and
  empty) stood. These ancient locations almost certainly date back to the Occluded Empire,
  according to scholars who were present.
  • 
  While the witnesses say that the leader of the undead always acted like he was searching for
  something, the tracks indicate that Marax was only seriously looking for something during two of
  the attacks. The other two attacks looked more like a random slaughter.
  • 
  After talking to the witnesses, the Army executed each of the surviving witnesses. Each was evil
  and probably insane. They were all bullywugs.
  • 
  It is worth noting that the sole survivor of the last attack witnessed the vampiric angel (Baradiel)
  draining the life-force from the bullywug chieftain while the leader (Marax) looked on. This was
  done as a display. The chieftain’s desiccated carcass supports the eyewitness account. Scholars
  indicated that the celestial vampires were resisting their undead nature as strongly as possible
  four months ago. That no longer seems to be the case.
  • 
  There is no clue left to indicate what Marax and Baradiel are searching for, if anything.
  
  GRM8-04 Witness
  Page 61
  PLAYER HANDOUT #2 – LURANA’S INVITATION
  This handout is for PCs who received the AR item, A Dangerous Thing, from GRM7-06, The Order of
  Underworld Travelers.  If your PC did not receive that item, and did not undergo the process of
  improvement at the hands of the arcanaloth, Morgraze, please return this handout to the DM without
  reading further.
  As the ultroloth Lurana leaves the Baron’s estate, you receive a telepathic message. If you choose to
  resist, please return this handout to the DM without reading further.
  “Greetings again. I hope your health is improved since last we met. I hope you still have the ruby I gave
  you when I returned your possessions to you. It has little real value, but it might serve a purpose in the
  near future.”
  As you hear her voice in your mind, you are taken back to a black-skinned, shadowy figure who rescued
  you from the clutches of the necromantic arcanaloth.  You feel confident that this is the ultroloth who
  brought you back to Gran March from Gehenna before you became fully half-fiend.
  “Once this affair is done, I would like to offer you a chance to expand your horizons. I will be traveling
  soon, and there is much that you could learn from accompanying me. Have no fear, I will not allow you to
  fall into the clutches of those from who I took you once before. I am not Euryale, and I do not bend to their
  will as easily as she. Travel with me for a time and perhaps you will learn bits of knowledge unknown to
  this world. The locations might be a bit unpleasant, but if you can numb yourself to the pain of lesser
  beings, it will benefit you. Think on it. If your answer is yes, rub the ruby and say my name. I will come,
  and we will travel together for a time.”
  Your PC has been offered the option of traveling to unknown, but likely evil worlds with the ultroloth
  Lurana. Ultroloths are evil by nature, and you have no reason to suspect that Lurana is not evil and self-
  serving. Even if she delivers on her promise of secret knowledge, it is likely that your PC will suffer a price
  for traveling with an evil creature to places where “lesser creatures” suffer torments.  Your PC suspects
  that accepting the offer in the name of gaining knowledge or power will probably have a detrimental effect
  on how they view the world.  In game terms, this means that it is possible that an alignment shift might
  occur.
  If your PC agrees to accompany Lurana, your PC has committed to the effects.  There is no option for
  trapping Lurana through duplicity, backing out partway through, or mitigating the impact of the choice.
  You should inform the DM of your decision at the end of the scenario.
  
  GRM8-04 Witness
  Page 62
  PLAYER HANDOUT #3 – THE KNIGHTS VIGILANT AND NEW
  GRAN MARCH
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Gran March/598/Normal Scenarios/GRM8-03 - Witness (APL 4-16)/GRM8-03 - Witness.pdf