Welcome again to Masters  and Minions, where I strive to give you interesting NPCs and encounters  that can be placed easily into your game. This week’s encounter is with the  psychic vampire, Sarina Solomon. Sarina is a drow noble and owner of the Pale  Lady brothel, located in the red-light district of the city. (You can find out  more about psychic vampires in Liber  Vampyr.) The Pale Lady is known for its beautiful women and its  “reasonable” prices. After losing her last thrall to a succubus disguised as a  potential customer, she has sets her sights on one of the PCs and now seeks to  make him or her into her new thrall.
      
               One of her first ploys to enthrall the particular PC is to  disguise herself and run into him or her while there at a local tavern. She  then uses her hypnotic gaze ability to manipulate them into buying her a drink.  If her gaze works she then use her gaze ability to compel them to come back to  her room. If it come to blows during the tavern ploy, she dimension doors away.
      
If she has to fight all the PCs at the same time she opens up with a charm monster spell cast on the PC she is after and then follows up with a confusion spell centered in a way that it gets as many of the PCs as possible without getting the PC she is after. If her charm monster spell fails she casts fly and then alternates between trying to enthrall the PC she is after and disabling the other PCs.
| Sarina Solomon | CR 14 | 
XP 38,400
	      Female psychic vampire drow noble sorcerer 4/cleric 3/mystic  theurge 5
	      NE Medium humanoid (elf, psionic) 
            Init +5; Senses darkvision 120 ft; Perception +18
             DEFENSE
            AC 30, touch 17, flat-footed 25 (+8 armor, +5  Dex, +4 shield, +2 deflection, +1 natural)
    hp 75 (9d6+3d8+28)
      Fort +7, Ref +9, Will +14; +2 vs.  enchantment
      Immune sleep; SR 25
          Weaknesses light blindness
           OFFENSE
          Speed 30 ft
    Melee rapier +12/+7 (1d6/18-20)
      Ranged acid splash +11 touch (1d3  acid)
        Special Attacks channel negative energy (10/day, 2d6, DC 18), dazing  touch (7/day), enthrall, hypnotic gaze (DC 23), laughing touch (10/day), psionic  powers, psychic feeding
          Spell-Like Abilities (CL 12th) 
          Constant—detect magic
          At will—dancing lights, deeper darkness, faerie  fire, feather fall, levitate
          1/day—divine favor, dispel magic, vampiric touch
    Psion Powers Known (ML 12th; Power  Points 24) 
    1st—empathy, psionic  charm (DC 14) 
    2nd—ego whip (DC 15) 
    Cleric Spells Prepared (CL 8th) 
    4th—dimension door (2), freedom of movement*, heroism (D)
    3rd—bestow curse (DC 17), blindness/deafness (DC 17), cure serious wounds, nondetection (D), 
    2nd—calm emotions (DC 20) (D), charm  person (DC 18) (S), enthrall (DC 18), hold person (DC 20)
    1st—bane (DC 19), charm person (DC 17) (D), command (DC 19), cure light wounds, doom (DC 15), obscuring mist
    0—bleed, detect poison, read  magic, stabilize
    D domain spell, S sorcerer  spell; Domains Charm, Trickery
      Sorcerer Spells Known (CL 9th) 
      4th (5/day)—charm monster (DC 23), confusion (DC 25)
      3rd (8/day)—fireball (DC 20), fly, hold  person (DC 24)
      2nd (8/day)—detect thoughts (DC 19), hideous laughter (DC 23), invisibility, web (DC 19) 
      1st (8/day)—animate rope, charm person (DC  20), disguise self, entangle (DC  18), grease(DC 18), magic missile
      0 (at will)—acid splash, daze (DC  21), ghost sound (DC 17), mage hand, mending, message, open/close, prestidigitation 
      Bloodline fey
	      *Each time she goes after the PC she casts freedom of movement a couple minutes in  advance. 
             STATISTICS
            Str 9, Dex 20, Con 12, Int 16, Wis 18, Cha 24
    Base Atk +6; CMB +6; CMD 23
      Feats  Arcane Armor  Mastery, Arcane Armor Training, Combat Casting, Eschew Materials, Greater Spell  Focus (enchantment), Spell Focus (enchantment), Toughness, Weapon Finesse
        Skills Bluff +25, Knowledge (arcana) +12, Knowledge (religion)  +12, Perception +18, Sense Motive +19, Stealth +19, Spellcraft +17; Racial  Modifiers +2 Perception
          Languages Common, Elven, Sylvan, Undercommon
            SQ bloodline arcana, combined spells (3rd), copycat (7/day), poison  use
            NPC Gear +2 glamered mithral  breastplate, +2 mithral heavy shield, +1 mithral rapier, amulet of natural  armor +1, belt of physical perfection +2, headband of mental superiority +2  (Perception), silver holy symbol charm attached to a silver bracelet
             SPECIAL ABILITIES
            Combined Spells (Su)
	      A mystic theurge can prepare and cast spells from one of her  spellcasting classes using the available slots from any of her other spellcasting  classes. Spells prepared or cast in this way take up a slot one level higher  than they originally occupied. This ability cannot be used to cast a spell at a  lower level if that spell exists on both spell lists. At 1st level, a mystic  theurge can prepare 1st-level spells from one of her spellcasting classes using  the 2nd-level slots of the other spellcasting class. Every two levels  thereafter, the level of spells that can be cast in this way increases by one,  to a maximum of 5th-level spells at 9th level (these spells would take up  6th-level spell slots). The components of these spells do not change, but they  otherwise follow the rules for the spellcasting class used to cast the spell. 
	      Spontaneous spellcasters can only select spells that they  have prepared that day using non-spontaneous classes for this ability, even if  the spells have already been cast. For example, a cleric/sorcerer/mystic  theurge can use this ability to spontaneously cast a bless spell using a  2nd-level sorcerer spell slot, if the character had a prepared bless spell  using a 1st-level cleric spell slot, even if that spell had already been cast  that day.
            Enthrall(Su)
	      Any creature rendered  unconscious by Charisma drain from the psychic vampire's psychic feeding  ability (see below) can become enthralled. A psychic vampire may have only one  thrall at any given time, and cannot control a thrall whose hit dice exceed the  psychic vampire's own. Thralls serve their psychic vampire master unquestioningly  and to the best of their ability. A psychic vampire may release a thrall at any  time in order to gain a new thrall
            Hypnotic Gaze (Su)
	      Fascinated (as the spell suggestion), range 30 ft.  Will save negates.
            Poison Use (Ex)
          Drow are skilled in the use of poison and never risk  accidentally poisoning themselves. Drow favor an insidious toxin that causes  its victims to lapse into unconsciousness—this poison allows drow to capture  slaves with great ease.
            Psychic Feeding (Su)
	      Psychic  vampires can attempt to drain the life essence of others with a touch. To use  this ability, the psychic vampire must first make a touch attack against a  living creature with a Charisma score. If it succeeds, the psychic vampire  deals 1d6 points of Charisma damage with each successful attack. The psychic  vampire gains 5 temporary power points each time it drains Charisma in this  fashion, which last for 1 hour. The psychic vampire may choose to deliver this  attack with its natural attacks, if it has any, but this ability triggers only  once per round, regardless of how many times the psychic vampire attacks.