15.01.2013 Views

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

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

80<br />

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

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!