NO. ENCOUNTERED: 1
SIZE: Small
HD: 6d12+3 (42 hp)
MOVE: 30 ft., Climb 20 ft.
AC: 18
ATTACKS: Bite +6 (1d4)
SPECIAL: Blood Drain, Dominate, Gaseous Form, Alternate Form, Spider Climb, Halfling Stealth, Fearless, Vampiric Resilience, Vampire Vulnerabilities
SAVES: M, P
INT: High
ALIGNMENT: Chaotic Evil
TYPE: Undead
TREASURE: 6
XP: 900 + 6 per hp
Blood Drain
If Bedevere successfully bites a living creature, the victim must make a Strength save (CL 6) or be caught in his grasp.
Once held, Bedevere automatically drains 1d4 hit points per round. He heals an equal number of hit points for every point drained.
A held victim may attempt another Strength save each round to break free.
Dominate
A creature meeting Bedevere’s gaze must make a Charisma save (CL 6) or fall under his supernatural influence.
A dominated victim regards Bedevere as a trusted friend and ally and will defend him even against former companions. A new save is permitted whenever Bedevere commands an action grossly contrary to the victim’s nature.
Halfling Stealth
Bedevere gains a +2 bonus on Hide and Move Silently checks.
When moving silently, he may travel at up to half his normal movement without penalty; faster movement imposes the normal halfling penalties.
Fearless
Bedevere retains the formidable nerve of his halfling ancestry and gains a +2 bonus on saving throws against fear.
Alternate Form
Bedevere may assume the form of a large bat or canine at will. He retains his supernatural defenses but cannot use Blood Drain or Dominate while transformed.
Gaseous Form
Bedevere may become a cloud of mist at will.
If reduced to 0 hit points outside his resting place, he automatically assumes gaseous form and attempts to escape to his lair. He cannot attack while gaseous.
Spider Climb
Bedevere can climb walls, ceilings, and other surfaces without making a check, moving at 20 feet while doing so.
Vampiric Resilience
Bedevere can only be harmed normally by +2 or better magical weapons. Lesser mundane weapons fail to penetrate his supernatural flesh.
Vampire Vulnerabilities
Sunlight: In true daylight, Bedevere is powerless and unable to attack or move. After 6 consecutive rounds, he burns to ash and is permanently destroyed.
Running Water: Full immersion in running water destroys him in 3 rounds, inflicting one-third of his maximum hit points each round.
Holy Symbols, Garlic, and Mirrors: Bedevere recoils from strongly presented holy symbols of good deities, garlic, and reflective surfaces. He cannot willingly approach past such an object and loses 1d4 rounds maneuvering around it.
Stake Through the Heart: A wooden stake driven through Bedevere’s heart renders him inert while it remains in place. Permanent destruction requires appropriate additional measures such as decapitation and consecrated burial.
Notes
- Bedevere is one of the unfortunates who ended up in the clutches of the Master Vampire as an adventuring halfling. The Master was so amused that a halfling would come into his domain that he turned and then freed Bedevere from that of being spawn so that Bedevere could have free will, but denied the existence of sunlight or mortal comfort being a member of the undead.
- Bedevere now haunts the castle grounds, a victim, but also a threat driven by hunger. He hates the Master Vampire, but knows if he tries to kill the Master, not only would he probably fail, but he'd be punished even more in failure. There is also a fear if he kills the Master, the entire castle may crumble to ruin.
- Will use his short stature and natural talent at stealth to trail a party, watching them before deciding whether to help or hinder them foil the Master's plans.

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