Lackey of Strahd (Vampire)				Level 10 Elite Controller
Medium natural humanoid (undead)			XP 1000
HP 212; Bloodied 106 					Initiative +9
AC 24; Fortitude 22, Reflex 24, Will 25			Perception +9
Speed 7, climb 5 (spider climb)				Darkvision
Immune disease, poison, charm; Resist 10 necrotic; Vulnerable 5 Radiant
Saving Throws +2
Action Points 1

TRAITS
Porphyria Cutanea Tarda (radiant)
Whenever the vampire starts its turn in direct sunlight, it takes 5 radiant damage.
Hematic Regeneration (healing)
The vampire regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the vampire takes radiant damage, its regeneration does not function on its next turn.
Sanguine Boundaries
The vampire may not enter a dwelling without an invitation. If a vampire enters a running stream, body of water, or holy site it becomes weakened and slowed until it leaves.
STANDARD ACTIONS
(m) Clawed Embrace * At-Will
Attack: Melee 1 (one creature); +15 vs. AC
Hit: 1d10 + 8 damage, and the vampire makes a secondary attack against the target.
Secondary Attack: +13 vs. Reflex
Hit: The target is grabbed.
(M) Sip of Life * At-Will
Attack: Melee 1 (one creature); +13 vs. Reflex
Hit: 2d8 + 9 damage, and the target is dazed until the end of its next turn. The target loses 1 healing surge, and the vampire regains 10 hit points.
Special: This attack automatically hits a grabbed target.
(M) Exsanguination (healing) * Encounter (recharge when first bloodied)
Attack: Melee 1 (one dazed, dominated, stunned, unconscious or grabbed creature); +13 vs. Fortitude
Hit: 4d8 + 9 damage, and the target loses 3 healing surges.
Miss: Half damage, and the target loses 2 healing surges.
Special: Any creature reduced to 0 hit points by this attack is killed and will rise again as a vampire in 1d4 days unless their body is completely destroyed.
MINOR ACTIONS
(R) Piercing Gaze (charm, gaze) * Encounter (recharges when no creature is dominated by this power) 
Attack: Ranged 5 (one creature); +13 vs. Will
Hit: The target is dominated (save ends).
(r) Dark Beckoning (charm, psychic) * At-Will (1/round)
Attack: Ranged 5 (one creature); + 13 vs. Will
Hit: 2d6 + 4 psychic damage, and the target is pulled 4 squares.
Vampiric Transformation (polymorph) * At-Will (1/round)
The vampire assumes one of the two forms listed below. It may change back into its humanoid form as a free action.
Bat: The vampire becomes a Tiny creature. It gains a fly speed of 8 (clumsy) and may move through enemies' spaces without provoking opportunity attacks. The vampire gains a +5 power bonus to Stealth checks.
Wolf: The vampire becomes a Small creature. Its speed becomes 8, and it gains earth walk. The vampire gains a +5 power bonus to Athletics and Stealth checks.
MOVE ACTIONS
(M) Feral Takedown * Encounter (recharges when first bloodied)
Requirement: The vampire must be in wolf form (see vampiric transformation).
Attack: Melee 1 (one creature); +13 vs. Reflex. The vampire may shift up to 3 squares before making this attack.
Hit: 3d8 + 9 damage, and the target is knocked prone.
Preternatural Speed * Encounter (recharge 5+)
Effect: The vampire may shift up to its speed.
TRIGGERED ACTIONS
Guise of the Night (Illusion) * Encounter
Trigger: The vampire takes a move action while in dim light or darkness
Effect (No Action): The vampire becomes invisible until the end of its next turn, until it attacks, or until it ends the effect as a free action.
Misty Perambulance * Encounter
Trigger: The Vampire takes damage while bloodied
Effect (No Action): The vampire becomes insubstantial, gains phasing, a fly speed of 8 (hover), and a +10 power bonus to Stealth checks. This effect lasts until the end of the encounter, or until the vampire ends the effect as a free action. The vampire may not attack while in this form.
Skills Bluff + 20, Stealth + 19, Insight + 19
Str 18 (+9)	Dex 18 (+9)	Wis 18 (+9)
Con 18 (+9)	Int 18 (+9)	Cha 21 (+10)
Alignment chaotic evil		Languages Common, Elven, Balok
Equipment fine clothes, cloak
®2011 Jerry LeNeave of The Dread Gazebo