Ocska Erzebet Jehaila
of Vulba Mon
Female Corrupted Vampire
2nd Tantrist / 10th
Dominator / 4th Life Drinker
|
|
Corrupted Undead |
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Hit Dice: |
16d12 (104 hit points) |
|
Initiative: |
+8 |
|
Speed: |
30 ft. |
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Armor Class: |
24 (+4 Dex, +10 Natural) 14 touch, 20 flatfooted |
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Base Attack/Grapple: |
+9/+21 |
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Attack: |
Slam +17 melee (1d6+8 plus 8 vile) or +2 Whip +15 melee
(1d3 subdual) |
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Full Attack: |
Slam +17 melee (1d6+8 plus 8 vile) or +2 Whip +15/+10
melee (1d3 subdual) |
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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 |
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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 |
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Abilities: |
Str 26, Dex 18, Con -, Int 18, |
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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 |
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Environment: |
Any |
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Organization: |
Solitary, pair, gang (3–5), or troupe (1–2 plus 2–5
vampire spawn) |
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Challenge Rating: |
26 |
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Treasure: |
Double Standard |
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Alignment: |
Chaotic Evil |
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Advancement: |
By Character Class |
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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
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.