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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opportunity. If it wins the grapple check, it establishes<br />
a hold and can constrict.<br />
Split (Ex): Slashing and piercing weapons deal no<br />
damage to a black pudding. Instead the creature splits<br />
into two identical puddings, each with half of the<br />
original’s current hit points (round down). A pudding<br />
with ten hit points or less cannot be further split and<br />
dies if reduced to zero hit points.<br />
2. Scum Pools<br />
<strong>The</strong> water in this region is covered with green mats of<br />
pulp. You can see movement under the surface, but it is<br />
hard to tell what.<br />
<strong>The</strong> region toward the stern of the ship is home to an<br />
extended clan of filth nixies, loathsome sprites who<br />
dwell only in the most putrid waters they can find. <strong>The</strong>y<br />
believe themselves to be the true masters of the ship and<br />
consider the rubbish dropped down into the bilges to be<br />
‘tribute’. Intruders in their realm are treated as peasants<br />
who must be taxed. Occasionally filth nixies are sent up<br />
through the pipes to raid the stores or purposefully jam<br />
the plumbing. <strong>The</strong> Sea Harriers treat them as vermin<br />
and kill them on sight.<br />
<strong>The</strong>re are currently 70 of the little horrors living here,<br />
in nests built under the waterline. <strong>The</strong>y try to pick the<br />
Player Characters’ pockets if they wade into this area,<br />
using the murky water for concealment.<br />
If the Player Characters make a sustained and respectful<br />
attempt to converse with the nixies, they are told that<br />
the nixies will help them if they bring alcohol. <strong>The</strong><br />
filth nixies are greedy, so at least a full barrel of ale<br />
or wine is required. If the Player Characters manage<br />
to deliver, the nixies run amok and drink themselves<br />
insensible, completely ignoring any questions. <strong>The</strong>y<br />
do, however, condescend to answer if the Player<br />
Characters stubbornly persist or threaten violence (and<br />
are obviously a threat).<br />
<strong>The</strong> filth nixies have been here since before the Sea<br />
Harriers took over the ship.<br />
Filth Nixie: CR 4; Small Fey (Aquatic); HD 6d6; hp<br />
21; Init +3; Spd 20 ft., swim 30 ft.; AC 14, touch 14,<br />
flat-footed 11; Base Atk +3; Grp –2; Atk Short sword<br />
+7 melee (1d4-1/19–20) or light crossbow +7 ranged<br />
(1d6/19–20); Full Atk Short sword +7 melee (1d4-<br />
1/19–20) or light crossbow +7 ranged (1d6/19–20);<br />
Space/Reach 5 ft./5 ft.; SA Stench cloud, disease; SQ<br />
Amphibious, damage reduction 10/cold iron, disease<br />
immunity, low-light vision, spell resistance 21, water<br />
breathing, wild empathy; AL NE; SV Fort +2, Ref +8,<br />
Will +6; Str 8, Dex 16, Con 11, Int 12, Wis 13, Cha 18.<br />
Filth nixies are mottle-skinned creatures with straggly<br />
hair and bulging eyes. <strong>The</strong>y are as hideous as the<br />
freshwater nixies are comely. <strong>The</strong>y are clearly a variant<br />
on the nixie race, though it is unknown whether they<br />
were originally nixies who were degraded through<br />
some form of curse, or a parallel species. <strong>The</strong>y usually<br />
go naked or wear pieces of rotten cloth. <strong>The</strong>y prize the<br />
skulls of small animals as headdresses.<br />
Filth nixies love alcohol and love to steal it from<br />
humans. <strong>The</strong>y are usually surly and vicious, but a bribe<br />
of a bottle of spirits can bring them around. Filth nixies<br />
are an especial problem in damp cellars, as they get into<br />
wine butts, drink themselves insensible and then drown<br />
in the wine, ruining it.<br />
Amphibious (Ex): Although filth nixies are aquatic, they<br />
can survive indefinitely on land.<br />
Disease (Ex): Filth nixie weapons are besmirched with<br />
unpleasant substances from their environment. A hit<br />
from a filth nixie weapon that deals damage exposes<br />
the victim to a severe form of tetanus. This requires a<br />
Fortitude saving throw (DC 16) to avoid; it otherwise<br />
deals 1d4 Strength damage and has an incubation period<br />
of 1d3 days. Every time a character suffers two or more<br />
points of Strength damage, he must make a further<br />
Fortitude saving throw or be permanently afflicted with<br />
jaw cramp, rendering him unable to speak.<br />
Stench Cloud (Sp): A filth nixie can use stinking cloud<br />
three times per day as the spell (caster level 4 th ). Those<br />
affected must succeed on a Will saving throw (DC 15)<br />
or be nauseated for as long as they remain in the cloud<br />
and for 1d4+1 rounds after they leave. Creatures who<br />
remain in the cloud must make a new saving throw each<br />
round on the filth nixie’s turn. Filth nixies are immune<br />
to their own and each other’s stench clouds. <strong>The</strong> saving<br />
throw DC is Charisma-based.<br />
Water Breathing (Sp): Once per day a filth nixie can use<br />
water breathing as the spell (caster level 12 th ).<br />
Disease Immunity (Ex): A filth nixie is immune to all<br />
diseases.<br />
Wild Empathy (Ex): This ability works like the druid’s<br />
wild empathy class feature, except that a filth nixie has<br />
a +6 racial bonus on the check.<br />
Ibon Presno Gonzalez (order #73006) 8