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The Drow War Book Two. The Dying Of - RoseRed

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166<br />

Misdirection (Sp): To put hunters and predators off the<br />

scent, the skitterjinx can attempt to misdirect them. It<br />

does this as a standard action. <strong>The</strong> ability has a range<br />

of 250 feet and can affect up to 15 creatures, no two<br />

of whom may be more than 30 feet apart. Affected<br />

creatures must make Charisma-based Will saving throws<br />

(DC 20). Those who fail suffer a suggestion that the<br />

direction in which they are travelling is wrong and that<br />

they should alter their course slightly. A creature who<br />

successfully saves against a skitterjinx’s misdirection<br />

cannot be affected by the ability from that skitterjinx<br />

again for 24 hours.<br />

Spell-like Abilities: <strong>The</strong> skitterjinx uses these abilities<br />

as a 14 th level sorcerer. 3/day – chaos hammer, dispel<br />

law, entropic shield; 1/day – animate objects, word of<br />

chaos.<br />

Whiteladies<br />

Medium Outsider (Cold, Evil)<br />

Hit Dice: 16d8 (72 hp)<br />

Initiative: +9<br />

Speed: 30 ft. (6 squares), swim 30 ft., fly 60 ft. (good)<br />

Armour Class: 20 (+5 Dex, +5 natural), touch 15, flatfooted<br />

15<br />

Base Attack/Grapple: +16/+16<br />

Attack: Slam +21 melee (1d4 plus 1d6 cold plus energy<br />

drain)<br />

Full Attack: 2 slams +21 melee (1d4 plus 1d6 cold plus<br />

energy drain)<br />

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

Special Attacks: Energy drain, snow blindness, spelllike<br />

abilities, spells, spell resistance 25, terrible laugh<br />

Special Qualities: Damage reduction 10/cold iron and<br />

good, darkvision 60 ft., low-light vision, ice penetration,<br />

outsider traits, unnatural aura<br />

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

Abilities: Str 10, Dex 20, Con 11, Int 11, Wis 15, Cha<br />

22<br />

Skills: Bluff +25, Diplomacy +16, Gather Information<br />

+11, Knowledge (arcana) +9, Knowledge (history)<br />

+14, Knowledge (the planes) +10, Listen +13, Perform<br />

(dance) +25, Spot +12, Survival +21, Swim +19,<br />

Tumble +14<br />

Feats: Combat Casting, Combat Reflexes, Deflect<br />

Arrows, Dodge, Improved Initiative, Improved Unarmed<br />

Strike B , Track B , Weapon Finesse<br />

Environment: Cold hills and underground<br />

Organisation: Solitary, nest (2–5 plus 50% chance of<br />

one Grun) or community (3–12 plus one Grun and one<br />

queen)<br />

Challenge Rating: 13<br />

Treasure: Standard<br />

Alignment: Always neutral evil<br />

Advancement: 17–32 HD (Medium)<br />

Level Adjustment: —<br />

<strong>The</strong> whiteladies are horrors distantly remembered in<br />

some elven folktales. Delirious travellers lost in the<br />

snow sometimes see them gliding above the ground or<br />

hear their inhuman laughter. <strong>Of</strong>ten mistaken for undead,<br />

they are actually creatures from a plane of endless ice,<br />

drawn to the earth by the prospect of souls to devour.<br />

<strong>The</strong>y can subsist on the bland souls of animals but<br />

enjoy the richer souls of intelligent creatures far more.<br />

<strong>The</strong>y enjoy playing with illusions, creating mirages to<br />

mislead the lost.<br />

Whiteladies make their lairs in ice caves. As they can<br />

move through ice as easily as water, they lurk close to<br />

the surface, sometimes pretending to be human women<br />

embedded in the ice. <strong>The</strong>y have stark white skin, dark<br />

eyes and black lips, and never smile except when they<br />

feed.<br />

Whiteladies have short lifespans, perishing in ecstasy<br />

when they have devoured sufficient souls (approximately<br />

a hundred). Depending on how many victims they<br />

can reach, this may take only a few months or many<br />

years. <strong>The</strong>ir remains disintegrate into a slush which is<br />

reverently carried back to the queen, who then consumes<br />

it. All whiteladies hatch out from pearly eggs laid by<br />

the queen. <strong>The</strong> single male of the brood is called a Grun<br />

(see below) and is wholly unlike his sisters, resembling<br />

an ogre covered with white fur.<br />

A whitelady’s slam attacks and any weapons she wields<br />

count as evil-aligned weapons for the purposes of<br />

overcoming damage reduction.<br />

Energy Drain (Su): A whitelady’s slam attack bestows<br />

two negative levels upon the target. A Charisma-based<br />

Fortitude saving throw (DC 24) removes one negative<br />

level.<br />

Ice Penetration (Su): Whiteladies can pass through<br />

ice as if it were water. <strong>The</strong>y use their Swim skill to<br />

manoeuvre when they are encased in ice. <strong>The</strong>y cannot<br />

pass through snow, though they can swim in water.<br />

While in an ice square, a whitelady gains concealment<br />

(20% miss chance) and a +4 shield bonus to Armour<br />

Class. She can attack adjacent opponents and be<br />

attacked. If there are one or more whole ice squares<br />

between the whitelady and an opponent, the opponent<br />

does not have line of effect and must break through the<br />

ice or melt it somehow in order to reach her. When<br />

wounded, whiteladies flee deep into the ice to recover,<br />

aware that very few foes can come after them there.<br />

Snow Blindness (Sp): Whiteladies can attempt to afflict<br />

their victims with snow blindness as a standard action.<br />

Ibon Presno Gonzalez (order #73006) 8

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