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Sarina Solomon

August 18th, 2010

Justin Holloway

Masters and Minions Archive

               Welcome again to Masters and Minions, where I strive to give you interesting NPCs and encounters that can be placed easily into your game. This week’s encounter is with the psychic vampire, Sarina Solomon. Sarina is a drow noble and owner of the Pale Lady brothel, located in the red-light district of the city. (You can find out more about psychic vampires in Liber Vampyr.) The Pale Lady is known for its beautiful women and its “reasonable” prices. After losing her last thrall to a succubus disguised as a potential customer, she has sets her sights on one of the PCs and now seeks to make him or her into her new thrall.

               One of her first ploys to enthrall the particular PC is to disguise herself and run into him or her while there at a local tavern. She then uses her hypnotic gaze ability to manipulate them into buying her a drink. If her gaze works she then use her gaze ability to compel them to come back to her room. If it come to blows during the tavern ploy, she dimension doors away.

               If she has to fight all the PCs at the same time she opens up with a charm monster spell cast on the PC she is after and then follows up with a confusion spell centered in a way that it gets as many of the PCs as possible without getting the PC she is after. If her charm monster spell fails she casts fly and then alternates between trying to enthrall the PC she is after and disabling the other PCs.


Sarina Solomon

CR 14

XP 38,400
Female psychic vampire drow noble sorcerer 4/cleric 3/mystic theurge 5
NE Medium humanoid (elf, psionic)
Init +5; Senses darkvision 120 ft; Perception +18
 DEFENSE
AC 30, touch 17, flat-footed 25 (+8 armor, +5 Dex, +4 shield, +2 deflection, +1 natural)
hp
75 (9d6+3d8+28)
Fort
 +7, Ref +9, Will +14; +2 vs. enchantment
Immune 
sleep; SR 25
Weaknesses
 light blindness
 OFFENSE
Speed 30 ft
Melee
 rapier +12/+7 (1d6/18-20)
Ranged
acid splash +11 touch (1d3 acid)
Special Attacks
 channel negative energy (10/day, 2d6, DC 18), dazing touch (7/day), enthrall, hypnotic gaze (DC 23), laughing touch (10/day), psionic powers, psychic feeding
Spell-Like Abilities
 (CL 12th)
Constant—detect magic
At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
1/day—divine favor, dispel magic, vampiric touch
Psion Powers Known
(ML 12th; Power Points 24)
1st—empathy, psionic charm (DC 14)
2nd—ego whip (DC 15)
Cleric Spells Prepared
 (CL 8th)
4th—dimension door (2), freedom of movement*, heroism (D)
3rd—bestow curse (DC 17), blindness/deafness (DC 17), cure serious wounds, nondetection (D),
2nd—calm emotions (DC 20) (D), charm person (DC 18) (S), enthrall (DC 18), hold person (DC 20)
1st—bane (DC 19), charm person (DC 17) (D), command (DC 19), cure light wounds, doom (DC 15), obscuring mist
0—bleed, detect poison, read magic, stabilize
D
 domain spell, S sorcerer spell; Domains Charm, Trickery
Sorcerer Spells Known
(CL 9th)
4th (5/day)—charm monster (DC 23), confusion (DC 25)
3rd (8/day)—fireball (DC 20), fly, hold person (DC 24)
2nd (8/day)—detect thoughts (DC 19), hideous laughter (DC 23), invisibility, web (DC 19)
1st (8/day)—animate rope, charm person (DC 20), disguise self, entangle (DC 18), grease(DC 18), magic missile
0 (at will)—acid splash, daze (DC 21), ghost sound (DC 17), mage hand, mending, message, open/close, prestidigitation
Bloodline fey
*Each time she goes after the PC she casts freedom of movement a couple minutes in advance.
 STATISTICS
Str 9, Dex 20, Con 12, Int 16, Wis 18, Cha 24
Base
 Atk +6; CMB +6; CMD 23
Feats
  Arcane Armor Mastery, Arcane Armor Training, Combat Casting, Eschew Materials, Greater Spell Focus (enchantment), Spell Focus (enchantment), Toughness, Weapon Finesse
Skills
 Bluff +25, Knowledge (arcana) +12, Knowledge (religion) +12, Perception +18, Sense Motive +19, Stealth +19, Spellcraft +17; Racial Modifiers +2 Perception
Languages
 Common, Elven, Sylvan, Undercommon
SQ
 bloodline arcana, combined spells (3rd), copycat (7/day), poison use
NPC Gear +2 glamered mithral breastplate, +2 mithral heavy shield, +1 mithral rapier, amulet of natural armor +1, belt of physical perfection +2, headband of mental superiority +2 (Perception), silver holy symbol charm attached to a silver bracelet
 SPECIAL ABILITIES
Combined Spells (Su)
A mystic theurge can prepare and cast spells from one of her spellcasting classes using the available slots from any of her other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. At 1st level, a mystic theurge can prepare 1st-level spells from one of her spellcasting classes using the 2nd-level slots of the other spellcasting class. Every two levels thereafter, the level of spells that can be cast in this way increases by one, to a maximum of 5th-level spells at 9th level (these spells would take up 6th-level spell slots). The components of these spells do not change, but they otherwise follow the rules for the spellcasting class used to cast the spell.
Spontaneous spellcasters can only select spells that they have prepared that day using non-spontaneous classes for this ability, even if the spells have already been cast. For example, a cleric/sorcerer/mystic theurge can use this ability to spontaneously cast a bless spell using a 2nd-level sorcerer spell slot, if the character had a prepared bless spell using a 1st-level cleric spell slot, even if that spell had already been cast that day.
Enthrall(Su)
Any creature rendered unconscious by Charisma drain from the psychic vampire's psychic feeding ability (see below) can become enthralled. A psychic vampire may have only one thrall at any given time, and cannot control a thrall whose hit dice exceed the psychic vampire's own. Thralls serve their psychic vampire master unquestioningly and to the best of their ability. A psychic vampire may release a thrall at any time in order to gain a new thrall
Hypnotic Gaze (Su)
Fascinated (as the spell suggestion), range 30 ft. Will save negates.
Poison Use (Ex)
Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness—this poison allows drow to capture slaves with great ease.
Psychic Feeding (Su)
Psychic vampires can attempt to drain the life essence of others with a touch. To use this ability, the psychic vampire must first make a touch attack against a living creature with a Charisma score. If it succeeds, the psychic vampire deals 1d6 points of Charisma damage with each successful attack. The psychic vampire gains 5 temporary power points each time it drains Charisma in this fashion, which last for 1 hour. The psychic vampire may choose to deliver this attack with its natural attacks, if it has any, but this ability triggers only once per round, regardless of how many times the psychic vampire attacks.