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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 />

167

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