Full Statistics

Golaric Noxar

"The First". Epic Vampire, Fighter 35

D&D 3.5 Edition

Epic fighter chassis with the vampire template applied. Built for the reveal, not yet play-tested, flag anything that needs rebalancing.

Race/Type: Human (Undead. Augmented Humanoid) Class: Fighter 35 (Epic) Alignment: Lawful Evil Size/Gender: Medium · Male Age (at turning): Unknown, appears late 30s, unchanged since Challenge Rating: 36 (Epic)
Ability Scores
STR
30
+10
DEX
20
+5
CON
Undead, no score
INT
17
+3
WIS
14
+2
CHA
20
+5

Base mortal array (STR 24 / DEX 16 / CON 20 / INT 17 / WIS 14 / CHA 16) plus the standard vampire template adjustments (STR +6, DEX +4, CHA +4, CON replaced by undead traits). INT was bumped from the original 12 to 17 to properly qualify him for the feint feat chain below.

Combat Statistics
Hit Points: 368 (35d10, Charisma bonus in place of Constitution) Armor Class: 45 (Touch 21 · Flat-Footed 40) AC Breakdown: 10 base + 5 Dex + 6 natural (vampire) + 18 armor (Nightplate of the First) + 6 deflection (Ring of the First) Base Attack Bonus: +35 / +30 / +25 / +20 / +15 Initiative: +9 (Dex +5, Improved Initiative +4) Speed: 30 ft.; Fly 60 ft. (average, gaseous form only) Damage Reduction: 15 / epic and silver Resistances: Cold 10, Electricity 10 Turn Resistance: +4 Fast Healing: 5
Saving Throws
Fortitude
+25
+19 base + 0 (no Con) + 6 resistance
Reflex
+22
+11 base + 5 Dex + 6 resistance
Will
+22
+11 base + 5 Cha + 6 resistance

As an undead creature, Golaric is immune to poison, disease, sleep, paralysis, stunning, death effects, ability drain, ability damage, energy drain, exhaustion/fatigue, and all mind-affecting effects that don't work on constructs, most Fortitude-based effects simply don't apply to him at all.

Attack Routine

Kinreaver Epic Bastard Sword · Two-Handed

Attack RollsDamageCritical
+53 / +48 / +43 / +38 / +331d10+23 per hit17–20 ×2 (Keen)
BAB +35, Str +10, Enhancement +8Str ×1.5 (two-handed) + enhancement2 negative levels on crit (DC 32 Fort or level stays drained 24 hrs)

Slam (Vampire) Natural Attack · Energy Drain

Attack RollsDamageNotes
+45 (touch)1d6+102 negative levels per hit; DC 32 Fort or level stays drained
Skills (Selected)
Intimidate: +42
Hide: +40
Move Silently: +40
Sense Motive: +38
Bluff: +40 (well past the 6 ranks the feint chain needs)
Climb: +45 (spider climb also at-will)
Feats (Selected)
Weapon Focus. Bastard Sword Weapon Specialization. Bastard Sword Epic Weapon Focus Epic Weapon Specialization Improved Critical. Bastard Sword Power Attack Cleave / Great Cleave Improved Initiative Blind-Fight Epic Toughness (x3) Superior Initiative Armor Skin Dodge Combat Reflexes Improved Feint Superior Feint Master Feint

Not an exhaustive feat list at 35 levels of bonus and epic-bonus feats. This is the working combat set. Fill in the rest if you want the full progression written out.

Feint Mastery (Feat Tree)

Improved Feint [General]

Prerequisites: Dex 13+, Int 13+, 4+ ranks in Bluff, Dodge.

Benefit: Grants enhanced deceptive combat capabilities when attempting to feint opponents in melee.

Superior Feint [General]

Prerequisites: Dex 13+, Int 13+, 6+ ranks in Bluff, Combat Reflexes, Dodge, Improved Feint, Base Attack Bonus +6 or higher.

Benefit: You can make a Bluff check to feint in combat as a move-equivalent action instead of a standard action.

Master Feint [General, Fighter]

Prerequisites: Dex 17+, Int 17+, 4+ ranks in Bluff, Combat Reflexes, Dodge, Superior Feint (listed as "Expert Feint" in the prerequisites text due to an AEG editing typo), Improved Feint, Base Attack Bonus +9 or higher.

Benefit: You can make a Bluff check to feint in combat as a free action.

Feat Tree Overview

FeatAction RequiredKey Prerequisites
Improved FeintStandard ActionDex 13+, Int 13+, Bluff 4 ranks, Dodge
Superior FeintMove ActionBAB +6, Dex 13+, Int 13+, Bluff 6 ranks, Combat Reflexes, Improved Feint
Master FeintFree ActionBAB +9, Dex 17+, Int 17+, Superior Feint

Golaric's Dex 20, Int 17, and Base Attack Bonus +35 clear every numeric prerequisite here; Dodge and Combat Reflexes have been added to his feat list above so the chain is fully legal.

Special Abilities

Blood Drain (Ex)

While grappling, drains blood each round dealing 1d4 temporary Constitution drain.

Domination (Su)

Gaze attack, range 30 ft. DC 32 Will negates. Victim becomes a permanent thrall until Golaric dies or releases them.

Energy Drain (Su)

Slam or weapon crit bestows 2 negative levels. DC 32 Fortitude or the level loss becomes permanent 24 hours later.

Create Spawn (Su)

A humanoid slain by blood drain rises as a vampire spawn under Golaric's control in 1d4 days.

Children of the Night (Su)

1/day, commands rats, bats, or wolves (as summon monster VII) for a number of animals equal to his HD.

Alternate Form (Su)

At will, becomes a Medium bat, Medium wolf, or gaseous form (as the spell).

Gaseous Form (Su)

At will, as the spell, fly speed 60 ft. (average). Immune to most physical attacks in this form.

Spider Climb (Ex)

At will, as the spell, no roll required.

Fast Healing (Ex)

5 hp/round so long as he is not in running water, sunlight, or staked through the heart.

Damage Reduction 15/Epic & Silver

Bumped from the standard vampire's DR 10/silver & magic to reflect his epic status as the first of his kind.

Resistances

Cold 10, Electricity 10. Turn Resistance +4 against attempts to turn or rebuke him.

Vulnerabilities

Sunlight (destroyed) and running water (1d6 dmg/round submerged), largely moot while sealed beneath the ice.

D&D 5th Edition (2024)

Size/Type: Medium Undead (Shapechanger) Alignment: Lawful Evil Challenge Rating: 25 (75,000 XP). Proficiency Bonus +8
Ability Scores
STR
22
+6
DEX
20
+5
CON
22
+6
INT
14
+2
WIS
16
+3
CHA
22
+6
Combat Statistics
Armor Class: 20 (natural armor + Nightplate of the First) Hit Points: 350 (28d8 + 224) Speed: 30 ft., climb 30 ft. Saving Throws: Dex +11, Con +12, Wis +9, Cha +12 Skills: Perception +9, Stealth +11 Damage Resistances: Necrotic; bludgeoning, piercing, slashing from nonmagical attacks Damage Immunities: Poison Condition Immunities: Charmed, exhaustion, frightened, paralyzed, poisoned Senses: Darkvision 120 ft., passive Perception 19 Languages: Common, Draconic, plus whatever Golaric knew in life
Traits

Shapechanger

Can use its action to polymorph into a Tiny bat or Medium cloud of mist, or back into its true form. Stats other than size stay the same; anything it's wearing transforms with it, carried objects don't.

Legendary Resistance (3/Day)

If Golaric fails a saving throw, he can choose to succeed instead.

Misty Escape

When he drops to 0 HP outside his resting place, he transforms into a cloud of mist instead of falling unconscious, provided he isn't in sunlight or running water.

Regeneration

Regains 20 HP at the start of his turn if he has at least 1 HP. If he takes radiant damage or damage from holy water, this trait doesn't function at the start of his next turn.

Spider Climb

Can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses

Forbiddance (can't enter a residence without invitation), Harmed by Running Water (takes damage crossing it), Stake to the Heart (paralyzed if struck through the heart with a wooden stake while in his resting place), Sunlight Hypersensitivity (radiant damage and disadvantage on attacks/checks in sunlight).

Actions
ActionAttack/DCEffect
MultiattackTwo attacks, only one can be a bite
Kinreaver (Sword Form)+14 to hit1d10 + 6 slashing plus 3d6 necrotic (17–20 crit range)
Unarmed Strike (Vampire Form)+14 to hit1d8 + 6 bludgeoning; target grappled (escape DC 18) if not already grappled
Bite (Bat/Vampire Form Only)+14 to hit, one grappled/incapacitated/restrained creature6d6 + 6 necrotic; target's hp max reduced by that amount, Golaric heals the same
CharmDC 20 WisOne humanoid he can see within 30 ft. becomes charmed for 24 hours (renewable), or aware and immune for 24 hours on a success
Legendary Actions (3/Turn)
Move (No Provoked Attacks) Unarmed Strike Bite (Costs 2 Actions)