Female human vampire monk 6; CR 8;
Medium undead (augmented humanoid);
HD 6d12; hp 44;
Init +4; Spd 50 ft.;
AC 26, touch 20, flat-footed 22;
Base Atk +4; Grp +9;
Atk +9 melee (1d8+5 plus energy drain, slam);
Full Atk +8/+8 melee (1d8+5 plus energy drain, slam);
Special Attacks: blood drain, children of the night, create spawn, dominate, energy drain, flurry of blows, ki strike (magic);
Special Qualities: alternate form, damage reduction 10/silver and magic, darkvision 60 ft., fast healing 5, gaseous form, evasion, purity of body, resistance to cold 10 and electricity 10, slow fall (30 ft.), spider climb, still mind, undead traits, vampire weaknesses;
AL LE;
Saves: Fort +5, Ref +9, Will +10;
Str 20, Dex 18, Con —, Int 14, Wis 20*, Cha 14.
Skills: Balance +12, Bluff +10, Diplomacy +9, Gather Information +6, Hide +13, Knowledge (local) +6, Knowledge (nobility) +3, Knowledge (religion) +7, Listen +13, Move Silently +13, Search +10, Sense Motive +13, Spot +13, Tumble +12;
Feats: Deflect Arrows, Dodge, Improved Disarm, Improved Grapple, Improved Unarmed Strike, Mobility, Spring Attack, Stunning Fist.
Languages: Common, Dwarven, Elven, Gnome, Goblin.
Evasion (Ex): If Jesel is exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw.
Purity of Body (Ex): Immune to all normal diseases. Magical and supernatural diseases still affect her.
Slow Fall (Ex): A monk within arm’s reach of a wall can use it to slow her descent while falling. Jesel takes damage as if the fall were 30 feet shorter than it actually is.
Still Mind (Ex): +2 bonus on saves against spells and effects of the enchantment school.
For details on Jesel’s vampire abilities, see page 250 of the Monster Manual.
Possessions: Potion of bull’s strength, potion of cat’s grace, potion of protection from good, potion of invisibility, potion of resist energy (fire) 30, potion of see invisibility, periapt of Wisdom +2.
At any given time, Jesel has access to an additional small stockpile of potions and minor magic weapons. These are kept hidden in a safe location, and distributed to agents of the Emerald Claw as required.