The Drow War Book Two. The Dying Of - RoseRed
The Drow War Book Two. The Dying Of - RoseRed
The Drow War Book Two. The Dying Of - RoseRed
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<strong>The</strong>se dreadful creatures are the undead corpses of<br />
those who have frozen to death in desolate places and<br />
have never received a decent burial. <strong>The</strong>y seek each<br />
other out, thronging together as if in re-enactment of<br />
some dim memory of human companionship. <strong>The</strong>y<br />
crave the heat of living creatures and can drain it from<br />
their bodies. <strong>The</strong>y cannot, however, venture out of a<br />
cold environment, as the cold is all that keeps their<br />
desiccated bodies together.<br />
Some chattermen are the risen revenants of those who<br />
were buried properly in cold regions and have then had<br />
their burial mounds disturbed. Boskenland and Visk<br />
both have strict customs regarding the taboos on burial<br />
sites. Grave robbing is the worst of all crimes there,<br />
because the chattermen do not distinguish between the<br />
grave robber and the ordinary peasant when they come<br />
looking for prey.<br />
Chattermen resemble human skeletons encased in<br />
tattered, dark, tight-fitting leather – the mummified,<br />
snow-tanned remains of skin. <strong>The</strong>y sometimes wear<br />
the grave-goods they were buried with. <strong>The</strong>ir lips are<br />
drawn back from their teeth in horrible snarls and their<br />
eye sockets are empty. <strong>The</strong>ir name comes from the<br />
chattering sound of their victims’ teeth. <strong>The</strong>y move<br />
with unnatural silence.<br />
Chattermen are completely mute. <strong>The</strong>y can only<br />
communicate by hand signs or by scrawling messages<br />
in the ground.<br />
Fatigue (Su): Chattermen sap the vitality of their prey;<br />
once they have begun the attack, the victim is soon too<br />
weary to flee or defend himself. A creature struck for<br />
damage in melee by a chatterman’s claw must make<br />
a Charisma-based Fortitude saving throw (DC 22) or<br />
become fatigued. If the creature is already fatigued, it<br />
becomes exhausted.<br />
Hurl Frost (Su): Chattermen have mystic ties to the<br />
snow and ice in which they have lain for so long.<br />
If it is in a square where there is snow or ice on the<br />
ground, a chatterman can scoop up a claw full of frost<br />
(a move action) and hurl it at a single target within 30<br />
feet as a ranged touch attack with a range increment of<br />
10 feet. This deals 4d6 points of cold damage to the<br />
target, who must also make a Charisma-based Fortitude<br />
saving throw (DC 22) or be dealt 1d3 points of Strength<br />
ability drain. Chattermen pelt their victims with frost to<br />
weaken them before closing in for the kill.<br />
Improved Grab (Ex): A chatterman who successfully<br />
hits with a claw attack may immediately attempt to start<br />
a grapple as a free action without provoking an attack<br />
of opportunity. If the chatterman successfully grapples<br />
the target, it attempts a pin on its next turn, which may<br />
bestow shivering blight (see below).<br />
Steal the Heart’s Fire (Sp): A chatterman can drain<br />
all of the life-giving heat from a creature, killing it<br />
instantly. This ability is only effective upon creatures<br />
that are vulnerable to critical hits and are not of the<br />
Cold subtype. <strong>The</strong> chatterman must succeed in a melee<br />
touch attack against the target, who is then entitled to<br />
a Charisma-based Fortitude saving throw (DC 22). A<br />
creature who fails its saving throw is slain instantly.<br />
Creatures who succeed are dealt 3d6 points of damage<br />
instead. Stealing the heart’s fire grants the chatterman<br />
ten temporary hit points. Once it has used the ability, it<br />
cannot attempt to use it again for 1d4 rounds.<br />
Shivering Blight (Su): Any target the chatterman<br />
successfully holds in a pin must immediately make a<br />
Charisma-based Fortitude saving throw (DC 22) or be<br />
stricken with shivering blight, a condition like having<br />
ice water in the marrow of one’s bones. It must attempt<br />
a new saving throw on each turn when it is pinned. <strong>The</strong><br />
shivering blight makes it impossible for the victim to<br />
do anything other than stand on the spot and shiver<br />
uncontrollably. <strong>The</strong> effect imposes a –4 penalty to<br />
Armour Class and a –10 penalty on Reflex saving<br />
throws; it also negates any Armour Class bonus granted<br />
by a shield the target holds. <strong>The</strong> shivering subject<br />
provokes attacks of opportunity each round on its turn.<br />
Shivering blight lasts for 3d6 rounds.<br />
Ibon Presno Gonzalez (order #73006) 8