Epic fighter chassis with the vampire template applied. Built for the reveal, not yet play-tested, flag anything that needs rebalancing.
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.
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 Rolls | Damage | Critical |
|---|---|---|
| +53 / +48 / +43 / +38 / +33 | 1d10+23 per hit | 17–20 ×2 (Keen) |
| BAB +35, Str +10, Enhancement +8 | Str ×1.5 (two-handed) + enhancement | 2 negative levels on crit (DC 32 Fort or level stays drained 24 hrs) |
| Attack Rolls | Damage | Notes |
|---|---|---|
| +45 (touch) | 1d6+10 | 2 negative levels per hit; DC 32 Fort or level stays drained |
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.
Prerequisites: Dex 13+, Int 13+, 4+ ranks in Bluff, Dodge.
Benefit: Grants enhanced deceptive combat capabilities when attempting to feint opponents in melee.
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.
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
| Feat | Action Required | Key Prerequisites |
|---|---|---|
| Improved Feint | Standard Action | Dex 13+, Int 13+, Bluff 4 ranks, Dodge |
| Superior Feint | Move Action | BAB +6, Dex 13+, Int 13+, Bluff 6 ranks, Combat Reflexes, Improved Feint |
| Master Feint | Free Action | BAB +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.
While grappling, drains blood each round dealing 1d4 temporary Constitution drain.
Gaze attack, range 30 ft. DC 32 Will negates. Victim becomes a permanent thrall until Golaric dies or releases them.
Slam or weapon crit bestows 2 negative levels. DC 32 Fortitude or the level loss becomes permanent 24 hours later.
A humanoid slain by blood drain rises as a vampire spawn under Golaric's control in 1d4 days.
1/day, commands rats, bats, or wolves (as summon monster VII) for a number of animals equal to his HD.
At will, becomes a Medium bat, Medium wolf, or gaseous form (as the spell).
At will, as the spell, fly speed 60 ft. (average). Immune to most physical attacks in this form.
At will, as the spell, no roll required.
5 hp/round so long as he is not in running water, sunlight, or staked through the heart.
Bumped from the standard vampire's DR 10/silver & magic to reflect his epic status as the first of his kind.
Cold 10, Electricity 10. Turn Resistance +4 against attempts to turn or rebuke him.
Sunlight (destroyed) and running water (1d6 dmg/round submerged), largely moot while sealed beneath the ice.
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.
If Golaric fails a saving throw, he can choose to succeed instead.
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.
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.
Can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
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).
| Action | Attack/DC | Effect |
|---|---|---|
| Multiattack | Two attacks, only one can be a bite | |
| Kinreaver (Sword Form) | +14 to hit | 1d10 + 6 slashing plus 3d6 necrotic (17–20 crit range) |
| Unarmed Strike (Vampire Form) | +14 to hit | 1d8 + 6 bludgeoning; target grappled (escape DC 18) if not already grappled |
| Bite (Bat/Vampire Form Only) | +14 to hit, one grappled/incapacitated/restrained creature | 6d6 + 6 necrotic; target's hp max reduced by that amount, Golaric heals the same |
| Charm | DC 20 Wis | One humanoid he can see within 30 ft. becomes charmed for 24 hours (renewable), or aware and immune for 24 hours on a success |