Header

Advertisement

Hunted

April 14th, 2010

Justin Holloway

Masters and Minions Archive

               Welcome to this week’s Masters and Minions, where I strive to give you a new and interesting encounter that can (usually) be easily inserted into any existing adventure. This week, in honor of the release of our first project Liber Vampyr, I have come up with what I hope to be a fun encounter. The encounter is CR 9 if the PCs fight both the blood cultist and his mistress.
               The PCs are approached by a handsome young man with black hair and brown eyes, wearing a traveler’s outfit with a leather duster instead of a cloak. He claims to be a vampire hunter on the trail of a vampire that has been terrorizing the local villages. He asks the PCs if they will aid him in his endeavor. If they decide to help him, he leads them to his mistress’ lair where they are attacked by both his mistress and himself. If the PCs refuse to help him,he promises them an exorbitant reward of 2,000-5,000 gp apiece for their aid. If they continue to refuse, he either attacks them immediately, or he and his mistress attack them later at night.


Lady Otana

CR 7

XP 3,200
Female culled one vampire sorcerer 6
CE Medium undead (augmented humanoid)
Init +9; Senses darkvision 60 ft.; Perception +11
DEFENSE
AC 27, touch 17, flat-footed 21 (+4 armor*,+1 deflection, +5 Dex, +1 dodge, +6 natural)
hp 75 (6d6+54); fast healing 5
Fort +10, Ref +13, Will +7
Defensive Abilities channel resistance +4; DR 10/magic and silver; Immune undead traits; Resist cold 10, electricity 10, fire 5
Weaknesses sunlight vulnerability, vampire weaknesses
OFFENSE
Speed 30 ft.
Melee slam +8 (1d4+4 plus energy drain)
Special Attacks blood drain, children of the night, create spawn, dominate (DC 19), energy drain (2 levels, DC 19)
Bloodline Spell-Like Ability (CL 6th, +8 touch)
10/day—grave touch
Spell-Like Ability (CL 6th)
At will—expeditious retreat
Sorcerer Spells Known (CL 6th, +8 ranged touch)
3rd (5/day)—fireball (DC 20)
2nd (7/day)—false life, invisibility, scorching ray
1st (8/day)—burning hands (DC 18), chill touch (DC 18), disguise self, mage armor*, magic missile
0—acid splash, detect magic, mage hand, message, open/close, read magic
Bloodline undead
STATISTICS
Str 16, Dex 20, Con —, Int 14, Wis 12, Cha 24
Base Atk +3; CMB +6; CMD 23
Feats AlertnessB, Blind-Fight, Combat Casting, Combat ReflexesB, DodgeB, Eschew Materials, Extend Spell, Improved InitiativeB, Lightning ReflexesB, ToughnessB, Weapon Finesse
Skills Bluff +24, Knowledge (religion) +11, Perception +11, Sense Motive +11, Spellcraft +11, Stealth +13, Use Magic Device +16; Racial Modifiers +8 Bluff,+8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common, Draconic
SQ change shape (dire bat or wolf, beast shape II), gaseous form, major traits (expeditious retreat at will and resistance to fire 5), shadowless, spider climb
SPECIAL ABILITIES
Blood Drain (Su)
               A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Children of the Night (Su)
               Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 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 vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master's destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su)
               A vampire can crush a humanoid opponent's will as a standard action. 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 ft. At the DM's discretion, some vampires might be able to affect different creature types with this power.
Energy Drain (Su)
               A creature hit by a vampire's slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
Change Shape (Su)
               A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.

Gaseous Form (Su)
               As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 ft with perfect maneuverability.
Shadowless (Ex)
               A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex)
Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.