Kanos of Dark HeartLarge Undead (Augmented Monstrous Humanoid)
Hit Dice: 15d12 + 45 (142 hp)
Initiative: +7
Speed: 60 ft.
Armor Class: 31 (+3 armor, +3 Dex, +13 natural, +3 profane, -1 size), touch 15, flat-footed n/a
Base Attack/Grapple: +13/+32
Attack: Slam +23 melee (2d6 + 11 and energy drain) or gore +23 melee (1d8 + 11 and energy drain)
Full Attack: 2 slams +23 melee (2d6 + 11 and energy drain) and gore +21 melee (1d8 + 5 and energy drain)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Powerful charge, rebuke undead, spells, vampire attacks
Special Qualities: Alternate form, damage reduction 15/good and silver, darkvision, fast healing 15, natural cunning, resistance to cold 20 and electricity 20, scent, spell resistance 28, turn resistance +12, vampire traits
Saves: Fort +14, Ref +13, Will +18
Abilities: Str 33, Dex 17, Con -, Int 13, Wis 22, Cha 18
Skills: Bluff +16, Concentration +21, Diplomacy +5, Hide +7, Intimidate +23, Jump +23, Knowledge (religion) +10, Listen +20, Move Silently +11, Search +13, Sense Motive +18, Spot +20
Feats: Alertness, Cleave, Combat Reflexes, Dodge, Extra Turning, Great Cleave, Great Fortitude, Improved Grapple, Improved Initiative, Lightning Reflexes, Multiattack, Power Attack, Track
Climate/Terrain: Dark Heart (Negative Energy Plane)
Organization: Solitary (unique)
Challenge Rating: 16
Treasure: Standard
Alignment: Neutral evil
Powerful Charge (Ex): In addition to the normal benefits and hazards of a charge, this allows Kanos to make a single gore attack with a +25 attack bonus that deals 4d6 + 6 points of damage plus energy drain.
Rebuke Undead (Su): Kanos can rebuke undead 11/day as a 15th level cleric.
Spells: Kanos casts spells as a cleric. He has access to the Deathbound and Undeath domains
Spells per day: 12/8/8/7/6/6/5/3/2 (Caster level 15th, DC 16 + spell level)
Domain Power: Deathbound - Kanos can control 3x his caster level (45 HD) via
animate dead rather than double. Undead – Kanos has Extra Turning as a bonus feat.
Vampire Attacks: Kanos has all of the following
Blood Drain (Ex): If Kanos pins the foe, he drains blood, dealing 1d8 Constitution drain each round the pin is maintained. Kanos gains 5 temporary hit points per point of Constitution drained.
Children of the Night (Su): 3/day, Kanos can call forth 60 HD of bison, wolves or bats. These creatures arrive in 2d6 rounds and serve Kanos for up to 3 hours. On the negative energy plane, he calls forth skeletal undead versions of these creatures.
Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s blood drain (or any salient vampire special attack) rises as a vampire spawn 1d4 days after burial.
Kanos may create another vampire by feeding his blood to a dying (between -1 and -9 hit points) victim. The victim makes a Will save and a Fortitude save (DC 21). If the Fortitude save is successful, the blood has no effect, if the Will save is successful, the creature dies but does not rise as one of the undead. If the victim fails both saves, they die, only to rise as a vampire with the next sunset.
Kanos has control over all spawn and vampires that he creates. At any given time he may have enslaved spawn totaling no more than 90 HD; any spawn he creates that would exceed this limit are created as free-willed vampires or vampire spawn. He may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Domination (Su): Kanos can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that he must use a standard action, and those merely looking at it are not affected. Anyone he targets within 150 ft. must succeed on a Will save (DC 21) or fall instantly under his influence as per
dominate monster (caster level 15th).
Energy Drain (Ex): Kanos bestows 3 negative levels when he strikes with his natural weapons. He gains 15 temporary hit points from this.
Alternate Form (Su): Kanos can assume the shape of a bison, wolf or bat (or dire version of such) as a standard action. While in his alternate form, Kanos gains the natural weapons and extraordinary special attacks of his new form. He can remain in that form until he assumes another or until the next sunrise.
Natural Cunning (Ex): Kanos has immunity to maze spells, cannot become lost and is never caught flat-footed.
Vampire Traits: Kanos possesses all of the following
Damned (Ex): Kanos is one of the living dead and an inherently unholy thing. He may not approach within 5 feet of anyone holding a holy symbol of a deity opposed to the undead. He take 2d6 points of damage from holy water. He casts no reflection in mirrors. He must make a Will save (DC 30) to cross running water. Finally, he is nauseated when within 20 feet of garlic or wolfsbane.
Gaseous Form (Su): As a standard action, Kanos can assume
gaseous form at will (caster level 15th), but can remain gaseous indefinitely and has a fly speed of 60 feet with perfect maneuverability.
Sleep of the Dead (Ex): As the sun rises, Kanos falls into unconsciousness and cannot be awakened until the sun sets. Noises, lights, and even attacks do not stir him. Once the sun sets, he instantly springs to full alertness.
Kanos may make a Will save (DC 20) to stay awake for an hour. At the end of the hour, he must make another Will save, this time against a DC of 25 to remain awake another hour. At the end of the second hour, he must make a DC 30 Will save and so on. When he does finally sleep, he sleeps an additional two hours past sunset for every one he was awake for after sunrise.
Spider Climb (Su): A vampire can climb sheer surfaces as though affected by a
spider climb spell.
Sunlight Vulnerability (Ex): In daylight, Kanos loses all supernatural abilities and his fast healing. He takes a -4 penalty to attack rolls, skill checks, ability checks and Armor Class. He suffers 10 points of damage per round, or 5 per round if he is in cloudy conditions or at twilight. If destroyed by sunlight (or spells like
sunburst), he does not assume gaseous form.
The Hunger (Ex): Kanos must feed on blood daily, typically via his blood drain attack. Kanos must ingest no less than 15 points of Constitution in blood per day. For each day this requirement is not met, he suffers one negative level (to a minimum of 1 HD).
For each day he ingests the minimum requirement of blood, one lost level is restored. If he ingests bloods from non humanoid sources, such as animals or fresh corpses, he gains only 1/2 the normal amount of Constitution points.
In addition, every 3 days he goes without feeding, he must make a Will save (DC 15) or take 2d4 points of Wisdom damage. If reduced to 0 Wisdom, Kanos becomes insane for lack of hunger and will mindlessly attack anything to feed himself. Drinking a day's worth of blood will immediately restore all lost wisdom.
Undying (Ex): If reduced to 0 hit points in combat, Kanos automatically assumes gaseous form and attempts to escape. He must reach his coffin home within 2 hours or be utterly destroyed (he can travel up to twenty seven miles in 2 hours). Any additional damage dealt to him in gaseous form has no effect. Once at rest in his coffin, he is helpless. He regains 1 hit point after 1 hour, then is no longer helpless and resumes his fast healing. While helpless, he may be paralyzed by driving a wooden stake through his heart. This is a full round action and provokes an attack of opportunity. Kanos remains in stasis until the stake is removed (allowing him to resume healing) or until he is slain (usually by decapitation).
Skills: Kanos has a +8 racial bonus on Bluff, Hide, Move Silently and Sense Motive checks, and a +12 racial bonus on Listen, Search and Spot checks.
Possessions: Kanos wears
bracers of armor +3 carved of bone and a
cloak of resistance +3 carved of flesh.