Welcoming the virgins fair, to live a noble life
In the castle known to all - the Count's infernal wife
She invites the peasants with endless lavish foods
But, when evening spreads it wings, she rapes them of their blood
Countess Bathory
Countess Bathory
All day long the virgins sit and feast on endless meals
The Countess laughs and sips her wine - her skin doth crack and peel
But when nightime fills the air one must pay the price
The Countess takes her midnight bath with blood that once gave life
Countess Bathory
Countess Bathory
Elizabeth Báthory
CR 14 XP: 38,400Female human vampire aristocrat 8/witch 9
LE Medium undead (augmented human)
Init +5; Senses darkvision 60 ft.; Perception +9
AC 23, touch 15, flat-footed 21 (+6 natural, +2 deflection, +2 armor, +1 dodge, +1 Dex)
HP 144 (17d6+85); Fast healing 5
Fort +11, Ref +8, Will +12
Defensive Abilities Turn resistance +4; DR 10/silver and magic; Resist cold 10, electricity 10; Weaknesses Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Speed 30 ft.
Melee +1 bane longsword +15/+10 (1d8+5/19-20), slam +9 (1d6+2 plus 2 negative levels) or 2 slams +14 (1d6+4 plus 2 negative levels)
Ranged +1 seeking light crossbow +12/+7 (1d8+1/19-20)
Special Attacks Blood drain 1d4 con if pins opponent. Gain 5 hps per attack, create spawn, dominate DC (24) As a standard action, summon once per day 1d6+1 rat swarms or 1d4+1 bat swarms or 3d6 wolfs
Spells Prepared (CL 9th)
0th-Arcane Mark, Bleed, Detect Magic, Detect Poison
1st-Cause Fear, Charm Person, Command, Obscuring Mist, Ray of Enfeeblement, Silent Image
2nd-Beastspeak, Blindness/Deafness, Darkness (x2), Inflict Moderate Wounds, Miserable Pity
3rd-Bestow Curse, Deeper Darkness, Lovers Vengeance, Pain Strike, Speak With Dead
4th-Curse of Burning Sleep, Fear, Shadow Conjuration
5th-Curse, Major
Str 18, Dex 12, Con -, Int 19, Wis 11, Cha 19
Base Atk +10; CMB +14; CMD 28
Feats Alertness, Combat Casting, Combat Reflexes, Command Undead, Craft Construct, Deceitful, Dodge, Exotic Weapon Proficiency, Heavy Armor Proficiency, Improved Initiative, Light Armor Proficiency, Lightning Reflexes, Martial Weapon Proficiency, Medium Armor Proficiency, Mounted Archery, Mounted Combat, Shield Proficiency, Simple Weapon Proficiency, Spell Focus, Toughness, Tower Shield Proficiency, Weapon Focus (light crossbow)
Skills Appraise +4, Bluff +8, Craft (alchemy) +21, Diplomacy +24, Disguise +8, Fly +11, Handle Animal +6, Heal +13, Intimidate +24, Knowledge (arcana) +17, Knowledge (geography) +4, Knowledge (nature) +17, Knowledge (nobility) +21, Knowledge (planes) +4, Linguistics +4, Perception +9, Perform (oratory) +6, Ride +18, Sense Motive +2, Spellcraft +17, Stealth +1, Survival +0, Swim +14, Use Magic Device +15
Languages Common
Gear Cloak of charisma (+4) +4 CHR (16000gp), Elixir of love DC14 Charm (150gp), Unguent of timelessness - (150gp), Potion of Aid - (300gp), Potion of Undetectable alignment - (300gp), Ring of Protection (+2) +2 AC (8000gp), +1 (+1 special ability) Longsword (8300gp), Silver, Alchemical Medium Weapon : (90gp) Bane : Against a designated foe, enhancement bonus is +2 better and +2d6 points of damage. (+1 bonus), Masterwork Dagger, punching (300gp), Masterwork Pistol, coat (300gp) Seeking: Negates any miss chances that would apply, such as from concealment. (+1 bonus)
Environment Ustalav
Organization aristocracy
Familiar Abilities (Ex) At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the Witch’s Familiar section. A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
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.
Summon (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature’s entry). Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour. A creature summoned in this way cannot use any spells or spell-like abilities that require material components costing more than 1 gp unless those components are supplied, nor can it use its own summon ability for 1 hour. An appropriate spell level is given for each summoning ability for purposes of Will saves, caster level checks, and concentration checks. No experience points are awarded for defeating summoned monsters.
Weaknesses (Ex) Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save. Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so. Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.
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 spawn 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 feet. At the GM’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 feet with perfect maneuverability.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Elizabeth was born into one of the richest and most powerful families in Ustalav, a family that had more than its fair share of scandalous members, including a devil worshipping uncle, a bi-sexual aunt, Klara, with a penchant for torturing servants, and a brother, Stephan, who was prone to bouts of heavy drinking and lecherous acts. That, combined with the witness of a gyspy being sewn into a horse and left for dead at a very young age, may have played a part in the vile lady she was to later become.
At the tender age of 15, Elizabeth married Ferenc Nadasdy, a union though to have been arranged by both families as a political power move. Nadasdy was besotted with his young bride though, and as a wedding gift, he presented her with Csejte castle, and as he was often away at battle, Elizabeth was left with the task of disciplining the servants, a job she attacked with unbridled glee.
Among the punishments doled out were, beating with a heavy club, sticking pins into the lips, flesh, and under the fingernails, and, probably most brutal of all, taking the girls outside, laying them in the snow and pouring cold water on them until they froze to death. Elizabeth had some help when it came to carry out these acts, in the shape of her manservants Helena, Dorka and Ficszko and washerwoman Katarina. Elizabeth latter befriended a noble woman named Anna Darvulia who was both a lover and teacher of new torture techniques.
After the death of her husband, and the disappearance of Darvulia a few years later, Elizabeth’s levels of depravity and torture increased. Not content to punishing her servants, she picked young women from the surrounding area, as well as some supplied by her aunt Karla, and performed barbaric acts of cruelty and sexual abuse upon them. The blood flowed freely, Elizabeth would bathe in the crimson offal in an attempt to retain her youthful looks and beauty, an act that led to her receiving the moniker of the blood countess.
Elizabeth and her gang of accomplices were involved in the murder of more than 650 young women during their reign of terror. That ended when Gyorgy Thurzo was dispatched to investigate the alleged crimes and collect evidence that lead to arrest and trial. Thurzo and his men went to Csejte Castle and discovered one dead girl and another dying. The arrests were made, and the trial set, Helena, Dorka, Ficszko and Katarina were tortured and sentenced to death by burning.
Elizabeth was never convicted, but was condemned to a single, walled-in room in her castle where she lived out the remainder of her days.
Four years later, as Elizabeth lay dying Darvulia reappeared in her true vampire form, killed the guards and freed Elizabeth. The two then took bloody vengeance on all and have retaken their castle home
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