Friday, January 25, 2019

Countess Lizabetta

Countess Lizabetta
CR 10 XP: 9,600
Female aasimar fiendish vampire rogue 5
NG Medium outsider (native)
Init +9; Senses Darkvision 60 ft.; Perception +5
AC 24, touch 16, flat-footed 18 (+6 natural, +2 armor, +5 Dex)
HP 32 (5d8+10); Fast healing 5
Fort +1, Ref +11, Will +4
DR 10/silver and magic; SR 15; Resist cold 10, fire 5, electricity 10, Turn resistance +4; Weaknesses Vampire
Speed 30 ft.
Melee Rapier +6 (1d6+4/18-20) Menacing (Energy Drain DC (14) A slam attack gives 2 negative levels. For each level vampire gains 5hp)
Ranged Crossbow, hand +8 (1d4 /19-20 X2) range 30 Spell Storing Ranged
Special Attacks Other Daylight 1/day at his level, Smite good 1 per day add extra damage = to HD total, Blood drain 1d4 con if pins opponent. Gain 5 hps per attack, Create spawn, Dominate DC (14) As a standard action, Summon once per day 1d6+1 rat swarms or 1d4+1 bat swarms or 3d6 wolfs Sneak Attack Sneak attack at an extra (D6) 3
Str 17, Dex 20, Con -, Int 16, Wis 16, Cha 15
Base Atk +3; CMB +6; CMD 21
Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, Light Armor Proficiency, Lightning Reflexes, Nimble Moves, Simple Weapon Proficiency, Skill Focus (Perception)
Skills Acrobatics +5, Bluff +2, Craft (traps) +3, Disable Device +5, Knowledge (dungeoneering) +3, Perception +5, Sense Motive +5, Stealth +5, Survival +3, Use Magic Device +2
Languages Celestial, Common
Gear Boots of elvenkind (+5) +5 Move Silently (2500gp), Bag of holding (Type I) 250 lbs (2500gp) , Ioun stone deep red sphere +2 dex (8000gp), Potion of Cure serious wounds - (750gp), Potion of Cats grace - (300gp), Potion of Invisibility - (300gp)
Environment temperate plains
Organization Solitary,
Treasure Standard
Weaknesses (Su) 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 .Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.
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 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.
Lizzie as she is known to her close friends has golden skin with eyes so black they appear as if they were made of pure darkness. She has twin tattoos above her eyes on her forehead, of flames.

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