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.