Loredrake would not add any CRs to the dragon and adding force for +1 totaling 9 cr.
I was looking in Monster Compendium: Dragons of Faerun, rather than Forgotten Realms - Dragons of Faerun - oops!
TL;DR : this is the fully detailed character of the original Dread Vampire Lord, Force Drow Noble Savant. It's about 3 sheets of paper long.
Dread Vampire Lord, Force Drow Noble Savant - Medium-Size Undead
At Character level 15 with no racial HD:
Hit Dice: 15D12+15+150 (293 rolled) (HD converted (Dread Vamp.) +1 HP/level (Vamp.Lord) + ChaMod HP/level (Undead))
Initiative: +12
Speed: 30 ft., Climb 30 ft. Fly 50 ft. (perfect)
AC: 32 (+8 Dex, +14 deflection), touch 32, flat-footed 24
Attacks: Slam +15 melee
Damage: Slam 1d6+15 (magic)
Face/Reach: 5 ft. by 5 ft./5 ft.
Spell Resistance: 11+Character Level (15) = 26
Information:
Blindsight (Ex): Using its keen sense of hearing, a dread vampire can discern the area around it without sight, in a manner similar to a bat. A dread vampire has blindsight to a range of 30 feet.
Darkvision (Ex): A dread vampire has darkvision to a range of 120 feet.
Scent (Ex): A dread vampire gains the scent ability.
Special Attacks: Blood drain, dominate, domination, draw force, force aura, force strength,
Blood Drain (Ex): DC 27. The vampire lord can suck blood from a living victim with her fangs by making a successful grapple check. If she pins the foe, she drains blood, inflicting 1d4+2 points of Constitution drain each round the pin is maintained. (DC: 10 + ½HD + ChaMod)
Domination (Su): DC 27; CL 15. The dread vampire lord can crush an opponent's will just by looking into his or her eyes or speaking. This ability is similar to a gaze attack, except that it does not require line of sight to the target, the vampire lord must take a standard action, the range is 30 feet, and those merely looking at her are not affected. Anyone she targets who can hear her voice when she speaks at a normal volume level must succeed at a Will save (DC 10 + ½HD + Cha modifier) or fall instantly under its influence as though by a dominate monster spell (caster level equals dread vampire's character level). (Vamp. Lord’s Domination combined with Dread Vamp.’s Dominate)
Draw Force (Su): Although vulnerable to force attacks (see Spell Vulnerability, page 119), a force creature can use dispel magic to negate all magical effects with the force descriptor within 30 feet of it. To do so, it makes a dispel check as though it were a caster of a level equal to its character level. For each level of the force effect so dispelled, the force creature heals 1d8 points of damage. This ability is usable at will and requires a standard action.
Force Aura (Ex): The force creature is surrounded at all times by a force. Force Creature aura that emits a dull, blue light about as bright as a candle. Any opponent that hits the force creature with a natural weapon or an unarmed attack takes 1d6 points of force damage from this aura. When so struck, the aura momentarily flares brighter at the point of impact.
Force Strength (Ex): A force creature gains a +4 bonus on checks made to trip opponents during an overrun and on Strength checks made to bull rush foes or break items.
Spell-Like Abilities:
Force: (caster level is equal to character level.)
at will—draw force
Vamp. Lord: (caster level 12th)
at will—alternate form, change form, control weather, fog cloud, gaseous form, telekinesis, telepathy.
Drow nobles: (caster level is equal to character level.)
at will—dancing lights, deeper darkness, faerie fire, feather fall, and levitate
constant spell-like—detect magic
1/day—divine favor, dispel magic, and suggestion
Dread V: (caster level is equal to character level)
3/day—darkness, fog cloud
1/day—deeper darkness.
Saves: Fort. 13, Ref. 30, Will 32 (Due to undead, Fort is used very little, if at all)
Base saves: Fort. -7, Ref. 8, Will 10
Dread vamp. lord applies its ChaMod (+10) to all saving throws in addition to its other ability modifiers.
Feats: +2 Reflex from Lightning Reflexes, +2 Will from Iron Will
Drow: +2 racial bonus to saves against enchantment spells
Cloak of Resistance: +5 resistance bonus to all saves
Luck item: +5 luck bonus to all saves (via greater improved luckstone)
Abilities: Str 27, Dex 27, Con 12, Int 38, Wis 30, Cha 30 (Undead don't use Con, so it's not really there)
Base: Str 15, Dex 15, Con 16, Int 17+3 from levels, Wis 16, Cha 18
Dread: Str +8, Dex +6, Int +4, Wis +4, Cha +6
V. Lord: Str +6, Dex +4, Int +2, Wis +2, Cha +4
Drow N.: Dex +4, Con -2, Int +2, Wis +2, Cha +2
Savant: Str -2, Dex -2, Con -2, Int +10, Wis +6, Cha -4
Skills: Bluff +10, Climb +8, Diplomacy +8, Intimidate +8, Jump +20, Perception +14, Scry +4, Sense Motive +16, Stealth +5 (+5 to all Int, Wis, Cha based skill via greater improved luckstone)
Vamp. Lord: Diplomacy +8, Intimidate +8, Scry +4, Sense Motive +4
Dread Vamp.: Bluff +10, Climb +8, Perception +10, Sense Motive +10, Stealth +10. (Can always “take 10” on climb checks, even if rushed or threatened.)
Force: Jump +20, Hide -5
Drow: Perception +2
Savant: +4 insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against creatures it has observed or interacted with for 1 minute. Furthermore, it can use all Knowledge skills, plus Decipher Script, Disable Device, Open Lock, and Use Magic Device untrained.
Template Bonus Feats: Alertness, Blind Fight, Combat Reflexes, Improved Grapple, Improved Initiative, Iron Will, Leadership (Score: 25), Lightning Reflexes, Track
Chosen Feats (still tentative):
F. Divine Spell Power
F. Lost Tradition (Int for Archivist) (From Bloodlines and Bastards)
1. Item Familiar, Extend Spell (D)
2. Extra Turning (D)
3. Craft Wondrous Item , Quicken Spell (B)
5. Divine Metamagic: Quicken
6. Selective Spell (B)
7. Persist Spell
9. Divine Metamagic: Persist
10. Weapon Focus: Ray (N)
11. Craft Contingent Spell
13. open
14. Transfer Spell (B)
15. Reserves of Strength
17. Spell Penetration, Energy Substitution: Sonic or Cold (B)
19. Greater Spell Penetration
Special Qualities: Alternate form, breathless, change shape, channel resistance +10, children of the night, cold immunity, combat insight, control weather, DR 10/+3, DR 10/Good, DR 10/Silver, damage resistance 50%, deductive leap, energy resistance acid 10/electricity 10/sonic 10, fast healing 8, force spell vulnerability, gaseous form, skill mastery, sleep immunity, spider climb, telekinesis, telepathy, terrain insight, turn resistance 25, uncanny climber, uncanny dodge, undead traits.
Change Shape (Su): As a standard action, a dread vampire can assume the shape of any kind of creature it can summon with its children of the night ability. The dread vampire can even become a swarm (a creature of the swarm subtype), with all the creatures in the swarm constituting its body. This ability functions as a polymorph spell (caster level 12th). While in its alternate form, the dread vampire loses its dominate ability, but it retains all other special attacks and special qualities granted by the template and gains the natural attacks and extraordinary abilities of its new form. The dread vampire can remain in that form until it assumes another or until the next sunrise.
Uncanny Climber (Su): A dread vampire can climb with its hands (or upper limbs) free and even walk about on the ceiling as if affected by a spider climb spell. In addition, it can use the accelerated climb action to cover any distance up to four times its climb speed, with each check allowing it to climb a distance equal to its climb speed. Climbing a distance equal to or less than its climb speed is a move equivalent action
Breathless (Ex): Because force creatures do not need to breathe, they are immune to all inhaled substances, including toxins and nauseating gas.
Damage Resistance (Ex): A force creature takes half damage from all attacks and effects that deal hit point damage.
Spell Vulnerability (Ex): If the base creature has spell resistance, disintegration and force effects automatically bypass it. Such effects also bypass the force creature’s damage resistance ability.
Alternate Form (Su): A vampire lord can assume the form of any animal, as the druid ability wild shape used by a 12th-level druid. The vampire lord can use this power at will as a move-equivalent action. The vampire lord can change from one animal shape to another without having to revert to its humanoid form.
Children of the Night (Su): A dread vampire lord commands the lesser creatures of the world as a standard action. These creatures arrive in 2d6 rounds and serve the dread vampire lord until released. Further, the dread vampire lord can sense through the senses of any such commanded creatures, and communicate empathically with them, to a range of 10 miles.
1/day—call forth a pack of 4d8 dire rats, a swarm of 10d10 bats, or a pack of 3d6 wolves.
3/day—call forth with the following requirements: each creature summoned must have an Intelligence score of 2 or lower and must be of the animal, vermin, or undead type. The dread vampire lord can summon any combination of creatures so long as their encounter level is less than the dread vampire's Challenge Rating. The summoned creatures can have templates applied so long as the alterations imposed by such templates do not make the creatures ineligible for summoning with this ability.
Control Weather (Sp): The vampire lord can cast either control weather or fog cloud (caster level 12th) at will.
Fast Healing (Ex): The vampire lord heals 8 points of damage each round so long as she has at least 1 hit point. If reduced to 0 hit points or below, she automatically assumes gaseous form and attempts to escape. A vampire lord must reach one of her designated places of rest within 24 hours or be utterly destroyed. (A vampire lord can have many places of rest prepared, since the only requirement is some soil from her homeland). She can travel up to 9 miles in 2 hours. Once at rest in such a place, she rises to 1 hit point after 1 hour, then resumes healing at the rate of 8 hit points per round.
Gaseous Form (Su): As a standard action, a dread vampire can assume gaseous form at will, as the spell (caster level 5th), except that she can remain gaseous indefinitely and has a fly speed of 40 feet with perfect maneuverability.
Spider Climb (Ex): A vampire lord can climb sheer surfaces as though with a spider climb spell.
Telekinesis (Su): The vampire lord can use telekinesis (caster level 12th) at will.
Telepathy (Su): The vampire lord can communicate telepathically with any living creature within 100 feet that has a language, and with any vampire under her direct control to a range of 1 mile.
Turn/Channel Resistance (Ex): The dread vampire lord is less easily affected by clerics or paladins than most undead. When resolving a turn, rebuke, command, or bolster attempt, the dread vampire lord is treated as an 25-HD creature (Channel Resistance +10).
Combat Insight (Ex): A savant gains a +2 insight bonus on attack and damage rolls and a +2 insight bonus to AC against any creature it has watched in combat for at least 3 rounds.
Deductive Leap (Ex): Once per round, a savant can choose to substitute its Intelligence modifier for the ability modifier usually associated with a saving throw it is about to make. The decision to use this ability must be made before the saving throw is rolled, and this ability can be used even if the savant does not know what the saving throw is for.
Terrain Insight (Ex): A savant gains a +4 insight bonus on initiative rolls and Hide, Listen, Move Silently, Search, and Spot checks in any area with which it is very familiar (that is, a place that the savant has been to often and feels at home in).
Uncanny Dodge (Ex): A savant retains its Dexterity bonus to AC regardless of being caught flat-footed or attacked by an unseen opponent. If the base creature already has uncanny dodge or gains it later as a result of class levels or a template, it gains the improved uncanny dodge quality instead.
Skill Mastery (Ex): A savant chooses number of skills equal to 3 + its Intelligence modifier when the template is added. It may take 10 on checks made with any of these skills, even if stress or distraction would normally prevent it from doing so.
Undead Traits: The vampire lord is immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-influencing effects, and any effect requiring a Fortitude save unless it also works on objects. She is not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals her, and she is not at risk of death from massive damage but is destroyed at 0 hit points or less. A vampire lord has darkvision (60-foot range). She cannot be raised, and resurrection works only if she is willing.
Weaknesses: Under direct sunlight the dread vampire lord takes -4 penalty to all ability scores and on all attacks, saves, and skill checks. Also, a vampire lord in sunlight cannot use any of its supernatural powers.
This doesn't include any special abilities from the classes. Also,
from a domain. Finally, I have
from a Ninja Trick.
after my exam today. (I get my Bachelor's in a
!) Not sure if spellhoarding would help with the Archivist/Incantrix I currently have planned. DM says I have
(via Archivist) due to a backstory of the game that he's still working on.
Edit: Maybe I should wait for you to do some of it, Dave... I do not think I fully understand all the benefits going into it.