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The Drow War Book Two. The Dying Of - RoseRed

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Those who have survived expeditions into the far north<br />

often tell tales of the terrible beasts to be found there.<br />

<strong>The</strong>y spin yarns of woolly mammoths, barbaric frost<br />

giants and elder ice wyrms in nests of snow that have<br />

not seen a thaw since the world was begun. <strong>The</strong>re<br />

is one creature, though, that is never mentioned; one<br />

nightmare that is perhaps feared above all others.<br />

This is the tiny terror the ice-dwellers call the ‘little<br />

blue devil’, though it is not a devil at all but a species<br />

of fey. According to legend, the little blue devil hides<br />

itself away among one’s equipment. When it is snugly<br />

hidden away, it begins to whisper terrible things in a<br />

voice only the individual carrying it can hear. <strong>The</strong><br />

strangest thoughts enter the victim’s head. In the<br />

middle of the arctic wilderness, far from civilisation, the<br />

victim begins to go insane. He becomes convinced that<br />

his team mates are plotting to abandon him. He gets<br />

crazy notions, such as the belief that there is a secret<br />

passage to a safe haven hidden under the ice, so he has<br />

to smash his way through it. <strong>The</strong> victim can even end<br />

up believing that the only way to remain safe against the<br />

evil spirits of the mountain is to eat human flesh – the<br />

flesh of his companions.<br />

When rescue parties come across the shattered remains<br />

of explorers’ camps, they usually imagine that monsters<br />

are responsible. When it becomes apparent that the<br />

team members killed each other, the blame is usually<br />

placed on the endless monotony of the snowy waste<br />

driving people mad. Those who live in those wastes<br />

know better. <strong>The</strong> little blue devils have been at work.<br />

<strong>The</strong> blue devils look like tiny, bald, blue-skinned men<br />

with sneering expressions and thin tails. <strong>The</strong>y are<br />

completely malicious and love nothing better than<br />

causing havoc. <strong>The</strong> more a creature’s sanity suffers<br />

before dying, the more they like it. <strong>The</strong>y live off<br />

carrion.<br />

Alcohol Vulnerability: Alcohol is a deadly poison to<br />

the little blue devil. It functions as a contact poison<br />

(saving throw DC 20, primary damage death, secondary<br />

damage 2d6 Con). <strong>The</strong> devils will not attack nor come<br />

within ten feet of a creature who even smells of alcohol.<br />

A creature who has drunk alcohol is left alone until the<br />

effect wears off (usually 2–4 hours), while a creature<br />

who has rubbed himself with alcohol is safe from the<br />

blue devils for eight hours.<br />

Camouflage (Sp): <strong>The</strong> little blue devil uses an inherent<br />

Illusion ability to assume the form of an object of<br />

Diminutive size such as a bag of provisions or even<br />

a rock, as if by the alter self spell cast by a 10 th level<br />

sorcerer. Unlike an ordinary caster, the blue devil is<br />

not limited to assuming the form of a creature and<br />

may become an object. When it does this, it makes a<br />

Disguise check at a +10 bonus to assume the new form<br />

convincingly. If it suffers damage, it must make a<br />

Concentration check to maintain the illusion.<br />

Giddying Bite (Su): Those bitten by a blue devil must<br />

make Charisma-based Will saving throws (DC 19) or<br />

become groggy and light-headed. A giddy character<br />

is stunned for one round. In addition, he immediately<br />

forgets what he was doing prior to the bite, as if affected<br />

by a modify memory spell cast by a 12 th level caster. <strong>The</strong><br />

blue devil uses this memory lapse to avoid detection.<br />

Suggestion (Sp): <strong>The</strong> blue devil’s primary mode of<br />

mischief-making is its suggestion ability, which it can<br />

use at will. It implants the suggestion telepathically and<br />

must have line of effect to do this. <strong>The</strong> target is entitled to<br />

a Charisma-based Will saving throw (DC 23, including a<br />

+4 racial bonus). This is a mind-affecting enchantment.<br />

If the saving throw is successful, the target knows what<br />

it was being prompted to do and that it was a suggestion<br />

but not where the effect came from. <strong>The</strong> target is also<br />

immune to that blue devil’s suggestion for the next 24<br />

hours. <strong>The</strong> blue devil manipulates its victims carefully,<br />

using one suggestion to build on the next. For example,<br />

it may suggest to a character that another character is<br />

acting in a suspicious manner and clearly has something<br />

to hide. If the character then confronts the ‘suspicious’<br />

person, who denies the allegation, the blue devil will<br />

suggest that the denials are excessive and thus clear<br />

evidence of guilt. Successive suggestions that build on<br />

the first are considered exceptionally plausible and this<br />

bestows a –1 or –2 circumstance penalty to the saving<br />

throw.<br />

Telepathy (Su): <strong>The</strong> blue devil can communicate<br />

telepathically with any creature within 100 feet.<br />

Lodestone Golem<br />

Large Construct<br />

Hit Dice: 14d10+30 (107 hp)<br />

Initiative: –1<br />

Speed: 20 ft. (4 squares)<br />

Armour Class: 26 (–1 size, –1 Dex, +18 natural), touch<br />

8, flat-footed 26<br />

Base Attack/Grapple: +10/+25<br />

Attack: Slam +20 melee (2d10+11)<br />

Full Attack: 2 slams +20 melee (2d10+11)<br />

Space/Reach: 10 ft./10 ft.<br />

Special Attacks: Ferrous attraction, magnetic drag,<br />

magnetic slow<br />

Ibon Presno Gonzalez (order #73006) 8<br />

163

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