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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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