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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<strong>The</strong> whitelady sends forth ice-white beams from her<br />
eyes (a ray attack with a range of 120 feet); if these<br />
successfully hit, the target must make a Charisma-based<br />
Fortitude saving throw (DC 24) or be blinded until<br />
he leaves the snowy environment and for 1d4 hours<br />
thereafter.<br />
Spell-Like Abilities: At will, as 10 th level sorcerer –<br />
dancing lights, scrying, silent image; 3/day – cone of<br />
cold, fire shield (chill blue flames only), sleet storm.<br />
Spells: A whitelady casts arcane spells as a 10 th level<br />
sorcerer.<br />
Terrible Laugh (Sp): Three times per day, a whitelady<br />
can trill forth a laugh so cold and malicious that those<br />
who hear it are struck with terror. All targets within a<br />
60-foot spread must make Charisma-based Will saving<br />
throws (DC 24) or be panicked for 3d6 rounds. This is<br />
a mind-affecting sonic fear effect.<br />
Unnatural Aura (Su): Animals, whether wild or<br />
domesticated, can sense the unnatural presence of<br />
a whitelady at a distance of 30 feet. <strong>The</strong>y will not<br />
willingly approach nearer than that and will panic if<br />
forced to do so; they remain panicked as long as they<br />
are within that range.<br />
Whitelady Queen<br />
Any whitelady can become a queen after ingesting the<br />
liquid remains of her sisters, though broods only have<br />
one at a time. This flightless abomination is a whitelady<br />
from the waist up but has a long, jointed, many-legged<br />
body beneath, like a human-millipede cross. Its<br />
attributes are different from the regular whitelady.<br />
A whitelady queen rarely leaves her cavern lair, trusting<br />
to the Grun and the other whiteladies to defend her. <strong>The</strong><br />
whitelady queen deposits eggs which the Grun then<br />
renders fertile by a process best not described.<br />
Whitelady Queen: CR 14; Large outsider (cold, evil);<br />
HD 16d8 (72 hp); Init +9; Spd 30 ft., climb 30 ft., swim<br />
30 ft.; AC 24, touch 14, flat-footed 19; Base Atk +16;<br />
Grp +20; Atk +20 melee (1d6 plus 1d6 cold plus energy<br />
drain, slam); Full Atk +20 melee (1d6 plus 1d6 cold<br />
plus energy drain, 2 slams) and +15 melee (1d6 plus<br />
1d6 cold plus venom, sting); Space/Reach 10 ft./5 ft;<br />
SA energy drain, snow blindness, spell-like abilities,<br />
spells, terrible laugh; SQ damage reduction 15/cold<br />
iron and good, darkvision 60 ft., low-light vision, ice<br />
penetration, outsider traits, unnatural aura; SV Fort<br />
+10, Ref +15, Will +12; Str 10, Dex 20, Con 11, Int 11,<br />
Wis 15, Cha 22.<br />
Skills & Feats: Bluff +25, Diplomacy +16, Gather<br />
Information +11, Knowledge (arcana) +9, Knowledge<br />
(history) +14, Knowledge (the planes) +10, Listen +13,<br />
Perform (dance) +25, Spot +12, Survival +21, Swim<br />
+19, Tumble +14; Combat Casting, Combat Reflexes,<br />
Deflect Arrows, Dodge, Improved Initiative, Improved<br />
Unarmed Strike B , Track B , Weapon Finesse.<br />
Venom (Ex): <strong>The</strong> queen’s sting swiftly rots muscular<br />
tissue, dealing 2d4 points of primary Strength damage<br />
and 3d4 points of secondary Strength damage. <strong>The</strong><br />
Fortitude saving throw (DC 22) to avoid its effects is<br />
Constitution-based and includes a +4 racial bonus.<br />
Windshaper<br />
Medium Outsider (Cold, Law)<br />
Hit Dice: 12d8 (54 hp)<br />
Initiative: +1<br />
Speed: 30 ft. (6 squares), fly 80 ft. (good)<br />
Armour Class: 18 (+1 Dex, +7 natural), touch 11, flatfooted<br />
17<br />
Base Attack/Grapple: +12/+12<br />
Attack: +3 silver hammer +15 melee (1d8+3/x3)<br />
Full Attack: +3 silver hammer +15/+10 melee (1d8+3/<br />
x3)<br />
Space/Reach: 5 ft./5 ft.<br />
Special Attacks: Craft ice sculpture, imbue thunder,<br />
spells, weathermongering<br />
Special Qualities: Damage reduction 10/chaos, ice<br />
shaping, invisibility, immunity to cold, spell resistance<br />
21, vulnerability to fire<br />
Saves: Fort +8, Ref +9, Will +9<br />
Abilities: Str 10, Dex 12, Con 10, Int 14, Wis 12, Cha<br />
18<br />
Skills: Concentration +5, Craft (ice) +20, Decipher<br />
Script +12, Diplomacy +14, Intimidate +14, Knowledge<br />
(arcana) +12, Knowledge (nature) +12, Knowledge (the<br />
planes) +17, Listen +16, Move Silently +11, Perform<br />
(sing) +19, Spellcraft +17, Spot +6, Survival +6<br />
Feats: Alertness, Blind-Fight, Dodge, Skill Focus (Craft<br />
(ice)), Spell Penetration<br />
Environment: A cold lawfully-aligned plane<br />
Organisation: Solitary, coven (2–4) or stead (8–12)<br />
Challenge Rating: 10<br />
Treasure: —<br />
Alignment: Always lawful neutral<br />
Advancement: By character class<br />
Level Adjustment: —<br />
Treasure: —<br />
Alignment: Always lawful neutral<br />
Advancement: By character class<br />
Level Adjustment: —<br />
Ibon Presno Gonzalez (order #73006) 8<br />
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