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| Prime3211-02-06, 08:38 AM | I'm not sure if this is the right place... Any ideas? The stats include two things from Dragon #348 Terror vampire half-succubus nymph sorcerer 1 Medium Undead (Evil, Augmented Fey) Hit Dice: 7d12 (46 hp) Initiative: +14 Speed: 30 ft. (6 squares), fly 30 ft. (average), swim 20 ft. Armour Class: 44 (+10 Dex, +8 natural, +15 deflection), touch 35, flat-footed 33 Base Attack/Grapple: +3/+3 Attack: Slam +13 melee (1d6+1) Full Attack: Slam +13 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Blinding beauty, blood drain, create spawn, eyebite, smite good, spells, spell-like abilities, stunning glance, wisdom damage Special Qualities: Damage reduction 10/cold iron and good, darkvision 60 ft., fast healing 5, gaseous form, immunity to poison, low-light vision, resistance to acid, cold, fire and electricity 10, spell resistance 13, turn resistance, undead traits, unearthly grace, vampiric suppression, wild empathy Saves: Fort +17, Ref +22, Will +20 Abilities: Str 13, Dex 30, Con –, Int 22, Wis 22, Cha 40 Skills: Bluff +35, Concentration +10, Disguise +25, Diplomacy +18, Escape Artist +20, Handle Animal +18, Heal +14, Hide +28, Intimidate +35, Listen +26, Move Silently +28, Ride +13, Search +24, Sense Motive +24, Spellcraft +16, Spot +26, Swim +10 Feats: Alertness(B), Combat Casting, Dodge, Improved Initiative(B), Lightning Reflexes(B), Persuasive(B), Weapon Finesse Environment: Temperate forests Organisation: Solitary Challenge Rating: 13 Treasure: Standard Alignment: Always chaotic evil Advancement: 7-12 HD (Medium) Level Adjustment: +21 Blinding Beauty (Su): This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 28 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based. 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. Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 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 terror 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. Eyebite (Su): A terror vampire can cripple an opponent’s mind just by looking into his or her eyes. This is similar to a gaze attack, except that the terror vampire must use a standard action, and those merely looking at it are not affected. Anyone the terror vampire targets must succeed on a DC 28 Will save or immediately be affected as if by the spell eyebite (caster level 12th). The ability has a range of 30 feet. 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. Smite Good (Su): Once per day this creature can make a normal attack and deal +6 damage against a good foe. Spell-Like Abilities (Sp): 3/day—cause fear, dancing lights, detect thoughts, disguise self, ghost sound, silent image, 1/day—dimension door, suggestion. Caster level 7th. Spells: This nymph casts arcane spells as an 8th-level sorcerer. Arcane Reabsorbtion: In place of a familiar, whenever a targeted spell this creature casts fails to penetrate a creature’s spell resistance or is countered by another spellcaster, she can attempt to reabsorb the arcane energy she just spent as an immediate action. The spell can have no efect at all in order to use this ability. By making a Spellcraft check (DC 20 + [spell level x3]), she regains the spell slot as if it was never used. Stunning Glance (Su): As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 28 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based. Turn resistance (Ex): A terror vampire has +4 turn resistance Unearthly Grace (Su): A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses). Vampiric Repression (Su): This terror vampire can repress all of its vampiric traits and abilities and appear to be a normal mortal for 3 minutes a day. During this time, the vampire is unaffected by its normal vampiric weaknesses but also loses the benefits of its special attacks and qualities. Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a nymph has a +6 racial bonus on the check. Wisdom Damage (Su): Living creatures hit by a terror vampire’s slam attack take 1d4 points of Wisdom damage. For each point of Wisdom damage dealt, the terror vampire gains 5 temporary hit points. A terror vampire can use its Wisdom damage ability once per round. Skills: Terror vampires have a +8 racial bonus on Bluff, Hide, Intimidate, Listen, Move Silently, Search, Sense Motive and Spot checks. A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line. |
| Morka11-03-06, 02:32 PM | Great challenge! How does a nymph, a creature who's main worry is if she prefers yellow flowers or red flowers would turn into this? Which came first? The half-succubus thingy or the terror vampire thingy? Is she related to the Seelie/Unseelie courts? Let's say some foolish adventurer was seeking a way to get rid of that +3 Unholy Sword of Doom. Wandering in the wood, he sees a pond where no one never come, and he throws his +3 Unholy Sword of Doom in it. Nice job! Unfortunately, a beautiful and careless nymph is calling this pond home. She doesn't realise yet, but that evil artefact is corrupting everything around, including... herself. She realises that only when the next wanderer make his way up to the pond; instead of having a nice chat, like usual, she seeks to dominate him. She sent the fool attacking her neighboring dryad, who's getting on her nerves for too long now... A last flash of goodness appears; that dryad had always been peaceful, why is she sending someone to kill her? She watches at her reflect in the pond, and she knows: the dryad is most beautiful than herself. Indeed, her eternal beauty seems to... fade away... She asked her slave if he knews of creature who remain graceful despite age, but he doesn't know; out of anger, she kills him. Feeling her grace is fading, she hurry to use it, and charm every passer-by, asking them the same question. If they don't have an answer, she force them to kill each other, fighting for her beauty. Until an unconscious adventurer actually provides her an answer: vampires. These undead creature are known to be graceful beyond death. She sought many ways to become a vampire, but feys weren't made to become vampires. Out of anger, she managed to kill every vampire who failed to inflict her, briefly getting a false repute of undead-hunter. She sought in books all kinds of knowledges forbidden to fey-kin. Her reputation finally served her when another undead-hunter talked her about some kind of powerful vampire, the Terror Vampires. She hunted them down, and when she found them, she became one. She enjoyed her newfound eternal grace, but each time she's repressing her vampire traits, she's saddened to see the illusion of life on her skin. "No, I'm even more graceful than I was before!" Another thing sadden her: vampires can't see their own reflects. That's why she dominate male humans, she reads in their mind what they see when they look at her. Unfortunately for them, that seldom satisfy her... |
| Prime3211-05-06, 11:32 AM | Have another look at the stat block. Terror vampires can't dominate. Also, they look hideous when not using vampiric repression. I made some slight changes in the stats, by the way. The half-succubus template is a web enhancement. I thought casting as a sorcerer would fit this creature better. Attempting Arcane Reabsorbtion normally deals non-lethal damage equal to the spell level, but undead are immune. And the templates gave different kinds of damage reduction (t.vamps give magic and silver). |
| Empirate11-05-06, 03:53 PM | Great story, Morka! @Prime32: Aren't you just a bit too interested in your stats? You need a villain with a good back story, think up the story first. You can still settle on some stats later on. Besides, a "unique villain" doesn't have to follow all the rules in the book. |