![]() About Euridicea, The Hollow MaidenEuridicea, The Hollow Maiden CR 10
Feats
Traits
Skills
Languages Common (Taldane), Druidic, Orisiani, Sylvan Racial Abilities:
Special Attacks Blood Drain (Su): 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. 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. Stunning Glance (Su) As a standard action, a nymph can stun a creature within 30 feet with a look. The target must succeed on a DC 25 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based. Special Abilities
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. Inspiration (Su) A nymph can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically a lock of her hair). As long as the nymph retains her favor for this creature and as long as the creature carries the nymph's token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has a nymph for a muse in this way can use his bardic performance for an additional number of rounds per day equal to his nymph muse's Charisma modifier. The nymph retains a link to her token and its carrier as if she had cast a status spell on the carrier. The nymph can end this effect at any time as a free action. A single nymph may only inspire one creature at a time in this manner. Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror. Spells: A nymph casts spells as a 7th-level druid, but cannot swap out prepared spells to cast summon spells. Spell-Like Abilities (CL 8th): 1/day — dimension door Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell. Unearthly Grace (Su) A nymph adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class. Vermin Empathy (Su) This works like the druid's wild empathy class feature, except the nymph has a +6 racial bonus on the check. The nymph's effective druid level is equal to her HD for determining her total modifer to the check. Total: +26 Class Abilities:
Nature Bond (Ex): Destruction Domain. Domain Spells - 1st) True Strike Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your druid level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability 10 times per day. Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Vermin Empathy (Su): A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack. Spells:
Druid CL: 8th
Orisons (DC 17) 4/day detect magic, guidance, light, spark 1st level (DC 18) 6/day + 1 domain entangle, faerie fire, frostbite, obscuring mist, produce flame, ray of sickening, true strike(D) 2nd level (DC 19) 5/day chill metal, feast of ashes, frigid touch, pox pustules, web shelter 3rd level (DC 20) 5/day call lightning, cup of dust, fungal infestation, sleet storm, spike growth 4th level (DC 21) 3/day cape of wasps, giant vermin, volcanic storm Gear:
Starting Gold: 82,000 gp +1 Adamantine Wounding Sickle [21306 gp, 2 lb.] +1 Adamantine Unholy Dagger [21302 gp, 1 lb.] Bracers of Armor +2 (Fortification, light) [9000 gp, 2 lb.] Ring of Mind shielding [8000 gp, nil] Boots of Striding and Springing [5500 gp, 2 lb.] Hat of Disguise [1800 gp, 1 lb.] Rod of Metamagic, Sickening (lesser) [9000 gp, 5 lb.] Bag of Holding (Type II) [5000 gp, 25 lb.] Total: 38 lb.
Background:
It was over a millennium ago when Euridicea made her way to Golarion from the wild depths of the First World. Upon arriving to this world, she immediately fell in love with a beautiful valley in the mountains overlooking the eastern edge of the Mwangi Expanse. For centuries she would dwell in this small valley amongst the soaring peaks at peace. The tribesmen of the jungle below would come to know her by as the Lady of the Singing Trees as the wind would blow through the trees of her valley making soothing melodies. The peace and music came to an end the moment he stepped foot in the valley.
He was a powerful necromancer from Geb and a vampire noble who was soon to be elevated to the rank of Blood Lord. He happened upon Euridicea’s pristine haven while looking for a location to experiment without any undue distractions getting in the way. The first night of his arrival was marked in blood as he slaughtered a family of mountain bears to use their den as a lair to rest out the daylight. It was the second night when Euridicea learned something was wrong in her domain, that something foul had come to the valley. At first it was merely finding animal blood and entrails scattered randomly amongst the trees but soon it was discovering rotting trees where healthy ones stood merely days before. For over a week, the necromancer named Vemiar tormented Euridicea by desecrating her valley piece by piece. The nymph tried to find and stop him but she was always a moment late or turned back by the ever increasing ranks of his undead minions. While her heart broke as the beauty of her home was slowly leeched away by the Gebite man, the biggest insult and injury came when he slew her fey friends that shared the valley with Euridicea. Vemiar sent the shambling bodies of a satyr and several pixies to harass the nymph for three days before he finally grew tired of his game and came to collect the final prize. As his final torture and greatest experiment, Vemiar denied Euridicea the mercy of a clean death, instead bestowing her with the vampire’s kiss. When the last drop of her blood was sipped and the last ounce of her energy consumed, as death opened her arms with the promise of rebirth in the First World, Euridicea felt the cold chains of undeath latch around her spirit. All she could do as her spirit was drug back to her body was scream a mournful song that no-one would hear. Days later when she would arise to her new existence and a world bereft of the beauty that was once her life, her mind was a broken vessel. Sanguine tears ran down her cheeks as her new master commanded her to attend him. Centuries more would pass for Euridicea under the yoke of her powerful lord who delighted in twisting the nymph’s innocence into a corruption of that which was once pure and perfect. Euridicea would slip in and out of sanity but found her heart more and more hardened with each moment of clarity. Soon, she would come to savor the mortal lives that fueled her existence before lapsing into fits of regret and mourning. While she was Vemiar’s trophy for both her looks and uniqueness, one that he kept close on most occasions to show off to visitors and rivals amongst the court, he did grow tired of her raving moments of insanity and would send her away for months until she could regain her senses. It was during this time that Euridicea earned her title as the Hollow Maiden as she found an eerie solace amongst the stone figures of the Field of Maidens. The few visitors to this desolate place would often hear her mournful songs and nonsensical ramblings over the years and thus brand her with her new nickname. Personality:
Appearance:
The words to describe Euridicea would have to be crafted from the forges of creation as no terms of such perfection have yet to be discovered that would truly do her justice. Suffice to say, Euridicea is every man of every race's desire given form but were once radiated warm and vitality now is the deceptively chilling stillness of a frozen lake. There are many though who would still make that plunge for but a taste of her ruby lips. The garments containing her cold perfection vary with her mercurial moods though all are some type of dress or gown of varying lengths and cuts ranging from the demure to the risque. Black silk and ruffles can change in the blink of an eye to red leather and lace then back again. The cascade of dark red hair that tumbles down from her head is just as often done up in a dozen different trendy styles in the space of time it takes most to stroll down the length of a street. |