Amara Deathstone


Valley elf female [vampire] 10th-level fighter/20th-level mage
Armor Class: -10
Movement: 12, Fl 18 (C)
Hit Points: 135 (20 HD)
THAC0: 11 (1 w/sword)
No. of Attacks: 3/2
Damage/Attack: 1d10+17
Magic Resistance: 85%
Alignment: Chaotic evil

STR 23, DEX 18, CON 18, INT 25, WIS 11, CHR 15, COM 17

Weapons of Proficiency: ?.

Nonweapon Proficiencies: ?.

Equipment: Standard adventuring gear, 5 vials of type N poison, 5 vials of acid (dmg 2d4).

Magical Items: Bracers of defense AC 0 a ring of protection +4 a bathing suit with all the powers of a black robe of the archmage a cloak of protection +7, that grants immunity to electricity-based attacks; Spellfilcher, a vorpal two-handed sword +5 (that can causes the loss of spells 15' radius at a cumulative rate 1/round, can cleave through magical barriers and protections, invisibility and inaudibility 3/day); 2 daggers +2 a composite long bow +1 a ring of wizardry (1st-5th); a pearl of power (3rd); a cubic gate a medallion of ESP an amulet of telepathy an amulet of magic resistance (50%); 2 pouches of accessibility an amulet of the planes a wand of negation (25); a portable hole 5 ioun stones (+5% magic resistance each); 1 ioun stone (absorbs 20 levels worth of 1st-4th level spells); a tiara (renders wearer immune to psionics, mind-based spells, fire, acid; functions as a hat of disguise, an amulet of proof against detection and location, and grants invisibility and inaudibility as dust of disappearance), a staff of power (25); a staff of the magi (16); 20 sheaf arrows +5 the Medallion of Light (light gaze 99/day in addition to other attacks, gain skills of a 1st-level mage or + 3 levels if already a wizard, immunity to blindness, see through darkness 60', cure blindness 1/day, +10 to saving throws); a collar of stiffness the Rod of Seven Parts.

Combat/Tactics: ?.

Appearance: Amara is a small elf, standing only 5' 5".

Personality: ?.

Unique Abilities:

  • Vampiric Abilities: Charisma drain, spells, +5 to hit with long or short bows, +1 to hit with spears, charm by gaze (save at -2), immune to poison, sleep, charm, holds, paralysis, death magic, garlic, electricity, half damage from cold, can survive 1 round of moonlight, gaseous form and spider climb at will, summon bats, rats & wolves, shapechange into a bat or a wolf at will, +1 or better needed to hit, knows and can identify any magical item or spell from the Dungeon Master's Guide or the Player's Handbook.

    (Amara has been modified using Van Richten's Guide to Vampires)

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