Varculak Noble
Source: Alien Archive 3
CR: 12 XP: 19,200
— — —
Init.: +5 Senses: darkvision 60 ft. Perception: +22
Defense
HP: 185 RP: 5
EAC: 26 KAC: 27
Fort: +11 Ref: +15 Will: +13
Offense
Speed: 30 ft.
Melee: ultrathin dueling sword +21 (4d4+13 S; critical leech [DC 21])
Ranged: advanced tetrad rings +23 (2d6+12 B; critical push [5 ft.])
Offensive Abilities: grave touch (DC 21)
Statistics
Str: +1 Dex: +5 Con: +1 Wis: +0 Int: +4 Cha: +8
Skills: Athletics +22, Bluff +27, Diplomacy +22, Intimidate +27, Sense Motive +22
Languages: Akitonian, Common, Eoxian, Shirren, Ysoki
Gear: platinum AbadarCorp travel suit, advanced tetrad rings with 2 batteries (20 charges each), ultrathin dueling sword
Ecology
Environment: any
Organization: solitary
Special Abilities
<p><b>Deathless Vitality (Ex)</b> Varculaks are immune to disease, and they neither breathe nor suffer the normal environmental effects of being in a vacuum. They gain a +2 racial bonus to saving throws against ability damage, ability drain, bleed, death effects, energy drain, exhaustion, fatigue, negative levels, paralysis, poison, sleep, and stunning. In addition, effects that heal the living heal varculaks. A varculak needs to eat and drink.<br/><br/> <b>Deathless Weakness (Ex)</b> A varculak can be raised from the dead and always returns as a varculak. When dying, a varculak must spend 1 additional Resolve Point (maximum 4) to stabilize and stay in the fight. Further, while at 0 Hit Points, a varculak subjected to an effect that restores Hit Points regains only half as many as the effect normally restores (minimum 1).<br/><br/> <b>Grave Touch (Su)</b> A varculak imparts the leech critical hit effect to any melee weapon it wields, but the saving throw DC is 10 + the varculak’s level + its Strength modifier, and the duration of the effect is 1d4 rounds. In addition, when a creature fails its save against this leech critical hit effect, the varculak regains a number of Hit Points equal to half its CR or level (minimum 0). If the weapon already has a critical hit effect, the varculak must choose which to apply on a critical hit.<br/><br/> <b>Silver Susceptibility (Ex)</b> Kinetic attacks with silver weapons bypass any DR a varculak has. If a varculak takes a critical hit from such an attack, the varculak must succeed at a Fortitude saving throw against the weapon’s critical hit DC or be staggered for 1 round.<br/><br/> <b>Torpor (Ex)</b> A varculak needs rest like a living humanoid but sleeps very heavily. When asleep, varculaks are hard to rouse, taking a –15 penalty to Perception checks. It takes a full action to awaken a varculak who is asleep, although these creatures awaken normally if wounded.<br/><br/> <b>Unnerving Visage (Ex)</b> Living members of the varculak’s former species find these undead disturbing. The varculak gains a +2 racial bonus to Intimidate checks made against members of that species but takes a –2 penalty to Bluff and Diplomacy checks made against them.</p>