Ocska Erzebet Jehaila of Vulba Mon

Female Corrupted Vampire

2nd Tantrist / 10th Dominator / 4th Life Drinker

 

 

Corrupted Undead

Hit Dice:

16d12 (104 hit points)

Initiative:

+8

Speed:

30 ft.

Armor Class:

24 (+4 Dex, +10 Natural) 14 touch, 20 flatfooted

Base Attack/Grapple:

+9/+21

Attack:

Slam +17 melee (1d6+8 plus 8 vile) or +2 Whip +15 melee (1d3 subdual)

Full Attack:

Slam +17 melee (1d6+8 plus 8 vile) or +2 Whip +15/+10 melee  (1d3 subdual)

Space/Reach:

5 ft / 5 ft

Special Attacks:

Disruptive attack, blood drain, children of the night, dominate, create spawn, energy drain, plague bearer, paralysis, spells

Special Qualities:

DR 10/silver and magic, enhanced power, fast healing 8, alternate form, gaseous form, resistances, spider climb, turn resistance, sexual code of conduct, secret of the strict mistress, aura of authority +4, secret of the harsh mistress, secret of the severe mistress, secret of the cruel mistress, lifewell, invigorate, spell boost (empower, heighten), special attack boost (empower, heighten)

Saves:

Fort +11 Ref +13 Will +16

Abilities:

Str 26, Dex 18, Con -, Int 18, Wis 12, Cha 26,

Skills:

Bluff +24, Concentration +15, Diplomacy +23, Heal +6, Hide +16, Intimidate +22, Knowledge (arcana) +10, Listen +14, Move Silently +16, Perform (sexual techniques) +22, Profession (temple harlot) +9, Search +12, Sense Motive +28, Spellcraft +13, Spot +14, Tumble +6, Use Rope +14

Feats:

Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Exotic Weapon Proficiency (Whip), Legion of the Damned, Relentless Grip, Death Grip, Improved Unarmed Strike, Improved Grapple, Iron Grip

Environment:

Any

Organization:

Solitary, pair, gang (3–5), or troupe (1–2 plus 2–5 vampire spawn)

Challenge Rating:

26

Treasure:

Double Standard

Alignment:

Chaotic Evil

Advancement:

By Character Class

Lifewell:

12 Max

 

The second of the Vampire Kings is a queen, Ocska Erzebet Jehaila of Vulba Mon.  She is sadistic and cruel. Ocska grew up experiencing uncontrollable seizures and rages.  She learned that sex is magical and she was able to metamorphose sexual energy into magical power.  Eventually she married a sadistic man who taught her cruel methods by which to discipline the servants, such as spreading honey over a naked girl and leaving her out for the bugs.  He also showed Ocska how to beat them to the edge of their lives.  After the death of her husband, she moved from Angust to Vulthrhavan. She also stepped up her cruel and arbitrary beatings and was soon torturing and butchering the girls. She might stick pins into sensitive body parts, cut off someone's fingers, or beat her about the face until the bones broke.  In the winter, women were dragged outside, doused with water, and left to freeze to death.  Even when Ocska was ill, she didn't stop.  Instead she'd have girls brought to her bed so she could bite them.   She eventually went to far and murdered a noblewoman.  She was arrested and put on trial, where it was proven that she had killed over 750 people.  She was imprisoned and sentenced to be beheaded.  The night before she was to die Rackham visited her cell - and she died.   Since she was already dead there was no point in beheading her, so she was buried.  She rose again on the third day as a vampire.  She supported Rackham and led legions of the undead against the Angustian city of Vulba Mon, conquering and ruling it.  She was a sadistic despot and ruled both Vulba Mon and Vulthrhavan for 300 years before she fled with King Rackham and King Gwallish Thovar III into hiding when K'thul R'mathul, Anakia Ghor (with Couthen), and the other slayers brought down the other 14 Vampire Kings.

 

COMBAT

 

Disruptive Attack (Su): The corrupt creature deals 8 points of additional vile damage when it touches uncorrupted, living, corporeal nonoutsiders.

 

Enhanced Power (Su): The DC's of any and all of the corrupt creature's special attacks increase by +4.

 

Fast Healing (Ex): Each round the corrupted creature heals 8 points of damage.

 

Spells: 6 / 5+1/ 4+1 / 4+1 / 3+1 / 3+1 / 2+1 (Domains: Perversion and Pleasure)

0 level

1st level – Suspicion, Animate Image, Share Sensation, Reverse Gender, Black Bag, Tongue Tendrils

2nd level – Magic Probe, Disrobe, Miss x2, Suggestion

3rd level – Privacy, Cursed Orgasm, Impotency, Curse of the Putrid Husk, Evil Eye

4th level – Mind to Mind, Desperation, Fiendish Seed, Psychic Poison

5th level – Ghost touch, Seduction, Baleful polymorph, Stop Heart

6th level – Mass Orgasmic Vibrations, Grim Revenge x2

 

Granted Powers:  She can make a smite attack with a +4 attack and a +12 damage bonus 1/day; She can also use a soothing touch to remove fatigue and heal damage.

 

Secret of the Strict Mistress (Su): She knows how to temper the chaotic nature in a person and make them more lawful and compliant.  Once per day, she can perform a ritual of humiliation, control and dominance over a creature.  The creature must be restricted or helpless in some way.  The ritual takes ten rounds to perform, after which, the target must make a Will save DC 27 or shift one category toward lawful for ten days.

 

Aura of Authority (Ex): She exudes an air of power that demands respect, gaining a +4 bonus to both Intimidate checks and to Will saves.

 

Secret of the Harsh Mistress (Su): She can inflict exquisite pain in others.  Once per day, the dominator can make a touch attack against an opponent.  If she succeeds, the target is overcome with wracking pains that reduce Dexterity by 2 and impose a -4 penalty on attack rolls and skill and ability checks (Fort save negates, DC 24) for 10 rounds.

 

Secret of the Sever Mistress (Su): Her knowledge of pain allows her to turn pain and damage she sustains and pass it on to others.  Once per day, when she is dealt damage that causes a loss of hit points, she releases a pulse of pain that affects creatures around her.  Every creature within 10 feet must make a fortitude save DC 19 to negate.  Half the damage she receives is divided up evenly among each creature that fails the save.  The damage loses the "type" and cannot be prevented by abilities that stop typed damage.  She can choose to use this ability after she knows how much damage she receives.

 

Secret of the Cruel Mistress (Su): Her understanding of pain and punishment are unsurpassed.  Once per day she can make a touch attack (or use a whip) to cause ability damage (1d6 to Str, Dex or Con or 1d4 to any of those three if a whip is used), which a Fort DC 24 save negates.

 

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.

 

Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes, hearing her voice, or just by her will. 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 (DC 35) 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.

 

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.

 

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.

 

Paralysis (Su):  The Vampire King's touch causes paralysis in the victim, leaving them frozen in place for the beast to consume at a leisurely pace.  Fortitude DC 35 to negate.

 

Plague Bearer (Su): The Vampire King generates a 10 foot radius of corrupting disease magic.  Any creature that moves within this area must make a Fort save DC 35 or contract Ghoul Fever with an incubation period of one day.  A creature need only make one saving throw against this ability per encounter, regardless of how many times it moves in and out of the area.

 

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.)

 

Damage Reduction (Su): A vampire has damage reduction 10/silver and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points 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.

 

Resistances (Ex): A vampire has resistance to cold 10 and electricity 10.

 

Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.

 

Turn Resistance (Ex): A vampire has +4 turn resistance.

 

Lifewell (Ex): A lifedrinker stores the life energy that it steals in a reservoir within itself called a lifewell.  She gains these points by bestowing negative levels and by dealing Con drains.  Each negative level grants 2 lifewell points; each Con drained grants 1 lifewell point.

 

Invigorate (Ex): She can spend 1 lifewell point to gain 1d6 temporary hit points that last 24 hours, and can do this 4 times per day.

 

Spell Boost (Empower) (Ex): She can spend 4 lifewell points to empower her spells.

 

Spell Boost (Heighten) (Ex): For every 2 lifewell points devoted to this spell boost, the spell's effective level is treated as one higher.

 

Special Attack Boost (Empower): By spending 4 lifewell points to empower a special attack, its numeric, variable effects are increased by a factor of 1.5.