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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turn within ten feet of a lodestone golem, as if by the spell cast by a 16 th level wizard. Creatures wearing medium ferrous metal armour are slowed when they start their turn adjacent to a lodestone golem. Free action cancels this slow effect. Skitterjinx Medium Outsider (Chaos, Cold) Hit Dice: 14d8+14 (77 hp) Initiative: +10 Speed: 50 ft. (10 squares) Armour Class: 22 (+6 Dex, +6 natural), touch 16, flatfooted 16 Base Attack/Grapple: +14/+15 Attack: Claw +20 melee (1d4+1 plus entropy) Full Attack: 2 claws +20 melee (1d4+1 plus entropy) and bite +15 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Damage reduction 10/lawful, dying curse, entropy, misdirection, spell-like abilities Special Qualities: Discern voice, expert mimic, immunity to cold, spell resistance 23, vulnerability to fire Saves: Fort +10, Ref +15, Will +12 Abilities: Str 12, Dex 22, Con 13, Int 10, Wis 17, Cha 16 Skills: Balance +16, Bluff +20, Climb +11, Diplomacy +13, Hide +23, Move Silently +23, Sleight of Hand +23, Survival +10, Swim +8, Tumble +23, Use Rope +13 Feats: Combat Reflexes, Dodge, Improved Initiative, Mobility, Weapon Finesse Environment: A cold chaotic-aligned plane Organisation: Solitary, pack (3-6) or den (10–20 plus one sorcerer alpha male plus 50% non-combatants) Challenge Rating: 11 Treasure: No coins, double goods Alignment: Always chaotic neutral Advancement: 15–28 HD (Medium) Level Adjustment: — These denizens of wild and icy planes resemble werewolves in their hybrid form: bipedal canine creatures lean as greyhounds, with lashing tails and short silvery-grey fur. They have small pearl-coloured horns and large ears. They speak in whining, breathy voices unless they are mimicking another creature. Skitterjinxes are minor nuisances on trips through cold countries, as they are sneaky and curious and often steal foods and goods. This is done out of inquisitiveness and boredom rather than malice. It is not uncommon for travellers to wake up and discover their equipment strewn all over their campsites, where curious skitterjinxes have left it. Catching a skitterjinx in the act is difficult as they are masters of stealth. The skitterjinx has a skeleton made from a substance identical to pearl, so those who do not know any better often hunt the unfortunate creature for its bones as well as its seal-like pelt. A full skitterjinx skeleton is worth between 1,000 and 3,500 gold pieces, depending on its condition and age. Skitterjinx hunting, however, is almost unknown in arctic communities, for one good reason. The skitterjinx’s name comes from folktales which hold that it is dreadfully bad luck to kill one. These tales are founded in fact. With one of the strangest defence mechanisms known to zoology, a dying skitterjinx is able to bestow a potent curse on its killer. Skitterjinxes excel at mimicry. They survive by learning the calls of large predators and imitating them, to scare off smaller creatures. Their agility and long legs help them to flee if they are in serious danger. A skitterjinx’s natural weapons count as chaotic-aligned for the purposes of overcoming damage reduction. Discern Voice (Su): The skitterjinx can imitate the voice of any creature it has studied for three rounds, whether it has heard it speak or not. Dying Curse (Su): The killer of a skitterjinx immediately suffers a curse of exceptional power (effective caster level 20 th ). A Charisma-based Will saving throw (DC 20) is allowed to avoid this. The curse bestows a –4 luck penalty on saving throws, ability score checks and skill checks. This curse is permanent until dispelled with a remove curse spell or something similar. Direct blood relatives of the dead skitterjinx (parents, children or siblings) may also remove the curse at will as a standard action, though they very rarely do so. Unless they are convinced that the death was an accident, they demand hefty compensation and/or acts of penitence before they will consider removing a skitterjinx death curse. Entropy (Su): The skitterjinx’s natural attacks have an entropic effect on the target, making his behaviour less and less co-ordinated. This is where the ‘skitter’ part of the creature’s name comes from. A creature hit in melee for damage by a skitterjinx’s claw attack must make a Charisma-based Fortitude saving throw (DC 20) or suffer a –1 luck penalty to Armour Class. These penalties stack, with a maximum penalty of –5. When a pack of skitterjinxes attacks a target, they can bring it down rapidly by removing its protection with this ability. Expert Mimic (Ex): A skitterjinx has a +10 racial bonus to any Bluff check made to imitate another creature’s voice. Ibon Presno Gonzalez (order #73006) 8 165

166 Misdirection (Sp): To put hunters and predators off the scent, the skitterjinx can attempt to misdirect them. It does this as a standard action. The ability has a range of 250 feet and can affect up to 15 creatures, no two of whom may be more than 30 feet apart. Affected creatures must make Charisma-based Will saving throws (DC 20). Those who fail suffer a suggestion that the direction in which they are travelling is wrong and that they should alter their course slightly. A creature who successfully saves against a skitterjinx’s misdirection cannot be affected by the ability from that skitterjinx again for 24 hours. Spell-like Abilities: The skitterjinx uses these abilities as a 14 th level sorcerer. 3/day – chaos hammer, dispel law, entropic shield; 1/day – animate objects, word of chaos. Whiteladies Medium Outsider (Cold, Evil) Hit Dice: 16d8 (72 hp) Initiative: +9 Speed: 30 ft. (6 squares), swim 30 ft., fly 60 ft. (good) Armour Class: 20 (+5 Dex, +5 natural), touch 15, flatfooted 15 Base Attack/Grapple: +16/+16 Attack: Slam +21 melee (1d4 plus 1d6 cold plus energy drain) Full Attack: 2 slams +21 melee (1d4 plus 1d6 cold plus energy drain) Space/Reach: 5 ft./5 ft. Special Attacks: Energy drain, snow blindness, spelllike abilities, spells, spell resistance 25, terrible laugh Special Qualities: Damage reduction 10/cold iron and good, darkvision 60 ft., low-light vision, ice penetration, outsider traits, unnatural aura Saves: Fort +10, Ref +15, Will +12 Abilities: Str 10, Dex 20, Con 11, Int 11, Wis 15, Cha 22 Skills: Bluff +25, Diplomacy +16, Gather Information +11, Knowledge (arcana) +9, Knowledge (history) +14, Knowledge (the planes) +10, Listen +13, Perform (dance) +25, Spot +12, Survival +21, Swim +19, Tumble +14 Feats: Combat Casting, Combat Reflexes, Deflect Arrows, Dodge, Improved Initiative, Improved Unarmed Strike B , Track B , Weapon Finesse Environment: Cold hills and underground Organisation: Solitary, nest (2–5 plus 50% chance of one Grun) or community (3–12 plus one Grun and one queen) Challenge Rating: 13 Treasure: Standard Alignment: Always neutral evil Advancement: 17–32 HD (Medium) Level Adjustment: — The whiteladies are horrors distantly remembered in some elven folktales. Delirious travellers lost in the snow sometimes see them gliding above the ground or hear their inhuman laughter. Often mistaken for undead, they are actually creatures from a plane of endless ice, drawn to the earth by the prospect of souls to devour. They can subsist on the bland souls of animals but enjoy the richer souls of intelligent creatures far more. They enjoy playing with illusions, creating mirages to mislead the lost. Whiteladies make their lairs in ice caves. As they can move through ice as easily as water, they lurk close to the surface, sometimes pretending to be human women embedded in the ice. They have stark white skin, dark eyes and black lips, and never smile except when they feed. Whiteladies have short lifespans, perishing in ecstasy when they have devoured sufficient souls (approximately a hundred). Depending on how many victims they can reach, this may take only a few months or many years. Their remains disintegrate into a slush which is reverently carried back to the queen, who then consumes it. All whiteladies hatch out from pearly eggs laid by the queen. The single male of the brood is called a Grun (see below) and is wholly unlike his sisters, resembling an ogre covered with white fur. A whitelady’s slam attacks and any weapons she wields count as evil-aligned weapons for the purposes of overcoming damage reduction. Energy Drain (Su): A whitelady’s slam attack bestows two negative levels upon the target. A Charisma-based Fortitude saving throw (DC 24) removes one negative level. Ice Penetration (Su): Whiteladies can pass through ice as if it were water. They use their Swim skill to manoeuvre when they are encased in ice. They cannot pass through snow, though they can swim in water. While in an ice square, a whitelady gains concealment (20% miss chance) and a +4 shield bonus to Armour Class. She can attack adjacent opponents and be attacked. If there are one or more whole ice squares between the whitelady and an opponent, the opponent does not have line of effect and must break through the ice or melt it somehow in order to reach her. When wounded, whiteladies flee deep into the ice to recover, aware that very few foes can come after them there. Snow Blindness (Sp): Whiteladies can attempt to afflict their victims with snow blindness as a standard action. Ibon Presno Gonzalez (order #73006) 8

turn within ten feet of a lodestone golem, as if by the<br />

spell cast by a 16 th level wizard. Creatures wearing<br />

medium ferrous metal armour are slowed when they<br />

start their turn adjacent to a lodestone golem. Free<br />

action cancels this slow effect.<br />

Skitterjinx<br />

Medium Outsider (Chaos, Cold)<br />

Hit Dice: 14d8+14 (77 hp)<br />

Initiative: +10<br />

Speed: 50 ft. (10 squares)<br />

Armour Class: 22 (+6 Dex, +6 natural), touch 16, flatfooted<br />

16<br />

Base Attack/Grapple: +14/+15<br />

Attack: Claw +20 melee (1d4+1 plus entropy)<br />

Full Attack: 2 claws +20 melee (1d4+1 plus entropy)<br />

and bite +15 melee (1d6+1)<br />

Space/Reach: 5 ft./5 ft.<br />

Special Attacks: Damage reduction 10/lawful, dying<br />

curse, entropy, misdirection, spell-like abilities<br />

Special Qualities: Discern voice, expert mimic,<br />

immunity to cold, spell resistance 23, vulnerability to<br />

fire<br />

Saves: Fort +10, Ref +15, Will +12<br />

Abilities: Str 12, Dex 22, Con 13, Int 10, Wis 17, Cha<br />

16<br />

Skills: Balance +16, Bluff +20, Climb +11, Diplomacy<br />

+13, Hide +23, Move Silently +23, Sleight of Hand<br />

+23, Survival +10, Swim +8, Tumble +23, Use Rope<br />

+13<br />

Feats: Combat Reflexes, Dodge, Improved Initiative,<br />

Mobility, Weapon Finesse<br />

Environment: A cold chaotic-aligned plane<br />

Organisation: Solitary, pack (3-6) or den (10–20 plus<br />

one sorcerer alpha male plus 50% non-combatants)<br />

Challenge Rating: 11<br />

Treasure: No coins, double goods<br />

Alignment: Always chaotic neutral<br />

Advancement: 15–28 HD (Medium)<br />

Level Adjustment: —<br />

<strong>The</strong>se denizens of wild and icy planes resemble<br />

werewolves in their hybrid form: bipedal canine<br />

creatures lean as greyhounds, with lashing tails and<br />

short silvery-grey fur. <strong>The</strong>y have small pearl-coloured<br />

horns and large ears. <strong>The</strong>y speak in whining, breathy<br />

voices unless they are mimicking another creature.<br />

Skitterjinxes are minor nuisances on trips through cold<br />

countries, as they are sneaky and curious and often steal<br />

foods and goods. This is done out of inquisitiveness<br />

and boredom rather than malice. It is not uncommon<br />

for travellers to wake up and discover their equipment<br />

strewn all over their campsites, where curious<br />

skitterjinxes have left it. Catching a skitterjinx in the<br />

act is difficult as they are masters of stealth.<br />

<strong>The</strong> skitterjinx has a skeleton made from a substance<br />

identical to pearl, so those who do not know any better<br />

often hunt the unfortunate creature for its bones as well<br />

as its seal-like pelt. A full skitterjinx skeleton is worth<br />

between 1,000 and 3,500 gold pieces, depending on<br />

its condition and age. Skitterjinx hunting, however, is<br />

almost unknown in arctic communities, for one good<br />

reason. <strong>The</strong> skitterjinx’s name comes from folktales<br />

which hold that it is dreadfully bad luck to kill one.<br />

<strong>The</strong>se tales are founded in fact. With one of the<br />

strangest defence mechanisms known to zoology, a<br />

dying skitterjinx is able to bestow a potent curse on its<br />

killer.<br />

Skitterjinxes excel at mimicry. <strong>The</strong>y survive by learning<br />

the calls of large predators and imitating them, to scare<br />

off smaller creatures. <strong>The</strong>ir agility and long legs help<br />

them to flee if they are in serious danger.<br />

A skitterjinx’s natural weapons count as chaotic-aligned<br />

for the purposes of overcoming damage reduction.<br />

Discern Voice (Su): <strong>The</strong> skitterjinx can imitate the voice<br />

of any creature it has studied for three rounds, whether<br />

it has heard it speak or not.<br />

<strong>Dying</strong> Curse (Su): <strong>The</strong> killer of a skitterjinx immediately<br />

suffers a curse of exceptional power (effective caster<br />

level 20 th ). A Charisma-based Will saving throw (DC<br />

20) is allowed to avoid this. <strong>The</strong> curse bestows a –4<br />

luck penalty on saving throws, ability score checks and<br />

skill checks. This curse is permanent until dispelled<br />

with a remove curse spell or something similar. Direct<br />

blood relatives of the dead skitterjinx (parents, children<br />

or siblings) may also remove the curse at will as a<br />

standard action, though they very rarely do so. Unless<br />

they are convinced that the death was an accident, they<br />

demand hefty compensation and/or acts of penitence<br />

before they will consider removing a skitterjinx death<br />

curse.<br />

Entropy (Su): <strong>The</strong> skitterjinx’s natural attacks have an<br />

entropic effect on the target, making his behaviour less<br />

and less co-ordinated. This is where the ‘skitter’ part<br />

of the creature’s name comes from. A creature hit in<br />

melee for damage by a skitterjinx’s claw attack must<br />

make a Charisma-based Fortitude saving throw (DC<br />

20) or suffer a –1 luck penalty to Armour Class. <strong>The</strong>se<br />

penalties stack, with a maximum penalty of –5. When<br />

a pack of skitterjinxes attacks a target, they can bring<br />

it down rapidly by removing its protection with this<br />

ability.<br />

Expert Mimic (Ex): A skitterjinx has a +10 racial bonus<br />

to any Bluff check made to imitate another creature’s<br />

voice.<br />

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

165

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