Vampire High Priestess
Death's Head Gang Female vampire human Ftr22/Clr22 of Velsharoon: CR 24; AL NE; Size M; Medium Undead (Augmented Humanoid)

AC 41 (+4 Dex, +6 natural, +1 dodge, +11 mithral breastplate, +5 ring of protection, +4 Armor Specialization; touch 24, flat-footed 32)
HD 22d12; hp 264
Init +8 (+4 Dex, +4 Improved Initiative)
SV Fort +7, Ref +19, Will +24

Spd 40 ft. (8 squares)
Atk +32 melee (1d6+13, crit. 19-20/x3, slam)
Full Atk +32 melee (1d6+13, crit. 19-20/x3, slam) and +27 melee (1d6+2, crit. 20/x2, bite)
BAB +22/+17/+12/+7/+2; Grapple +27

Space/Reach 5 ft./5 ft.
SA Blood drain, children of the night, create spawn, death touch, dominate, energy drain, inspired turning, mighty turning, precise turning, rebuke undead 5/day, spirited turning, spontaneous casting, structural weakness +11
SQ Alternate form, cold and electricity resistance 10, damage reduction 10/silver and magic, fast healing 5, gaseous form, miss chance 20%, spider climb, +4 turn resistance
Abilities: Str 20, Dex 18, Con —, Int 14, Wis 32, Cha 14
Languages: Common, Draconic, Infernal
Skills and Feats (armor check penalty -2): Bluff +10, Concentration +27, Jump +33, Knowledge (arcana) +27, Knowledge (religion) +27, Listen +21, Search +10, Sense Motive +19, Sneak +10, Spellcraft +29, Spot +21; Alertness, Armor Focus (breastplate), Armor Specialization (breastplate), Combat Reflexes, Dodge, Easy Metamagic (Quicken Spell), Empower Spell, Epic Weapon Focus (slam), Extend Spell, Extraordinary Weapon Focus (slam), Extraordinary Weapon Specialization (slam), Fast Healing, Greater Spell Penetration, Greater Weapon Focus (slam), Greater Weapon Specialization (slam), Heighten Spell, Improved Critical (slam), Improved Initiative, Lightning Reflexes, Maximize Spell, Multispell, Persistent Spell, Power Attack, Quicken Spell x3, Spell Penetration, Superior Critical (slam), Weapon Focus (slam), Weapon Specialization (slam)
Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the vampire does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)
Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.
Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire's energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial.
If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master's destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Death Touch (Su): 1/day—Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature's current hit points, it dies (no save).
Dominate (Su): A vampire can crush an opponent's will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Energy Drain (Su): Living creatures hit by a vampire's slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.
Possessions: boots of striding and springing (5,500 gp), minor cloak of displacement (24,000 gp), +5 mithral breastplate (+11 armor; +4 max Dex; -2 armor check penalty; 25% spell failure; light armor) (29,200 gp), +6 periapt of wisdom (36,000 gp), +5 ring of protection (50,000 gp), silver holy symbol of Velsharoon (25 gp), 1,027 pp, 5 gp.
Cleric Spells Prepared (0-level: 6; 1st: 9+1; 2nd: 9+1; 3rd: 8+1; 4th: 7+1; 5th: 7+1; 6th: 7+1; 7th: 7+1; 8th: 5+1; 9th: 5+1; 10th: 3)
DC to Resist: 21 + spell level
Domains: Death and Hunger
Caster Level: 22nd; Overcome Spell Resistance: d20+26; Primary Ability Score: Wisdom

0-level—assess creature, detect magic, ignore, mending, preserve organ, read magic. 1st—armor contingency, astute fighting, bless, command, cure light wounds, divine favor, entropic shield, ghoul light*, obscuring mist, protection from good. 2nd—body blades, bull's strength, darkbolt x2, ghoul glyph*, hell's hounding x2, hold person, silence, wave of grief. 3rd—blindness/deafness, geyser, ghoul gesture*, invisibility purge, mass resist energy, protection from positive energy, slashing darkness x2, wrack. 4th—cure critical wounds, enervation*, legion's aid, legion's shield of faith, omniboost, recitation, revenance, stop heart. 5th—flame strike x2, furious assault, ghoul gauntlet*, greater command, legion's curse of petty failing, righteous might, true seeing. 6th—energy immunity, eyes of the king*, greater dispel magic, harm x2, heal, mass cure moderate wounds, poison pillar. 7th—destruction* x3, fortune's armor, mass cure serious wounds x2, mass spell resistance, ravage. 8th—bite of the king*, fire storm, mass cure critical wounds, mass poison x2, wyrm's strength. 9th—energy drain* x3, implosion, mass heal x2. * domain spell.