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The Drow War Book Two. The Dying Of - RoseRed

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160<br />

<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

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