In a field a
quarter-mile to the east of the Chaos Well, where the corn grows tall and sways
in the gentle wind that always comes down off the hills this time of year, a
clawed hand cautiously pulls aside a thick green stem. Dark eyes peer at the
observer Harotanu as she makes her way along the low stone fence that borders
the valley of the Well. She stops as she draws parallel to the eyes, prompted
by some inner urging or sensitivity nagging at her conscious mind. The eyes are
hooded immediately, and the impossibly slender figure withdraws, disappearing
in the corn. Harotanu’s worried grey eyes clear to a cheerful green, and she
smiles wryly at her own follies, tossing her purple hair. The hand that had
strayed towards the sword scabbarded at her side does not move, however, and
she finishes her rounds in an even more cautious manner than usual. The thin
creature waits for her to disappear from view, every moment a torment.
Eventually, however, she is gone. Time for a drink, the thin thing growls inwardly and resumes its slow progress through
the corn towards the wall, pausing only to whistle its new friend out of cover.
It comes slowly, ears lowered in eternal, undying weariness, tail dragging
behind it on the ground, red fur matted and in some places gone altogether,
revealing the corrupted skin beneath. Pity the hunter that chases this fox, the emaciated creature thinks to itself with a sardonic chuckle.
As noted earlier, the Chaos Well’s arcane energies pulse
throughout the land, sending out subliminal summons to various creatures whose
very nature renders them susceptible. Two such creatures have found themselves
drawn to Chelmsey’s hinterland in recent times. None of the ‘observers’ are as
yet aware of their presence, but it is only a matter of time before they make
themselves known in one way or another.
The first of these is a Thin Man, a fey creature generally
found in warmer climes. This particular monster stowed away on a boat carrying
sugar cane from plantations in the sub-tropical north over a year ago, and,
after disembarking unnoticed in the port city of Pareja – six week’s travel to
the east – made its way across the sparsely populated north until, three weeks
later, it felt a sudden urge to travel south and west, until it came to
Chelmsey and found what it had, all unknowing, been seeking: the Chaos Well.
Evading the attentions of the observers it made its way to the Well and began
drinking regularly of the corrupted water there. The water swiftly affected the
Thin Man, undermining its native resilience, but quickening its reactions and
hardening its already tough skin.
MUTANT THIN MAN (Pathfinder) CR5
|
NEUTRAL MEDIUM
ABERRATION
|
Init +9; Senses
low-light vision, darkvision 60' Perception +12
|
XP 1,600
|
DEFENSE
|
AC 21,
touch 16, flat-footed 15,(+5 Dex, +5 Natural, +1 Dodge)
|
HP 31 (7d6
+ 7)
|
Fort +3, Ref +10, Will +9
|
Immune poison
|
OFFENSE
|
Speed 30
ft., burrowing 20 ft.
|
Melee
|
bite +6 (1d6
+ 3)
|
2 claws +7
(1d4 + 3 plus 1d4 bleeding)
|
STATISTICS
|
Str 16, Dex 20, Con 13, Int
8, Wis 15, Cha 9
|
Base
Atk +3; CMB +6; CMD +21
|
Feats Dodge,
Improved Initiative, Iron Will, Weapon Focus (claw)
|
Skills Climb
13, Escape Artist 19, Perception 12, Stealth 15 (27 in cane fields, 21 in
corn/wheat fields), Survival 9
|
Racial
Modifiers +4 Escape Artist, +12 Stealth in cane fields (+6 in corn/wheat
fields)
|
Languages Aklo
|
SQ concealment,
vanish, celerity, armored, fragile
|
SPECIAL ABILITIES
|
Vanish (Su)
|
Once per day as a move action while
benefiting from concealment, a thin man can simply vanish from sight.
This gives it a +20 bonus on Stealth checks and the ability
to hide in plain sight for 1 round per Hit Die even when
there is no cover, concealment, or shadow nearby. If it makes an
attack, the thin man is no longer in its vanished state. It usually uses this
ability when attempting to elude pursuit.
|
Armored (Ex)
|
The
mutant’s natural armor bonus to AC increases by 2.
|
Celerity (Ex)
|
As a swift
action, the mutant gains the benefits of haste for 1 round.
This ability can be used once every 1d4 rounds. The mutant has a +2 bonus
on Initiative checks.
|
Fragile (Ex)
|
When the mutant fails a Fortitude save,
it is staggered for 1 round.
|
MUTANT THIN MAN (RMFRP)
|
Level: 8
|
Base Rate: 50' (30' when burrowing)
|
Max Pace/MN bonus: FSpt/30
|
Speed MS/AQ: MD/FA
|
Size/Crit: M/-
|
Hits: 57
|
At (DB): 5(20)
|
Attacks: Small Bite 70 √ Medium Claw (x2)
40
|
Special Notes
|
Stalking/Hiding 65 (125 in cane fields; 95 in wheat/corn
fields); Contortions 85; Climbing 70; Perception 50; Darkvsion 60'; +100 RRs
vs. Poison; Can use Haste at no PP cost once every 4 rounds; gains the
effect of Shrink Self when making a successful Contortions roll. If
partially concealed, may automatically gain +100 on Stalking rolls even if
under observation. If failing a RR vs Poison/Disease, or taking hit damage
equal to 1/2 or more of their hit total, they are stunned for 1 round.
|
The Thin Man was joined, just two weeks ago by another
creature that felt itself drawn to Chelmsey: an Undead Fox stricken with
demon-plague. This small horror and the Thin Man have since taken to hunting
together and, with a gathering sense of ownership, defending the Well against
other interlopers. Two wandering Goblins and a lone Sprite have fallen to them
thus far, and they are now considering ambushing one of the observers, although
the unknown consequences have restrained them for the moment. The Thin Man and
the Plague-Fox share burrows in several locations around Chelmsey and move from
one to another regularly to avoid discovery. However, it is only a matter of
time before some farmer or shepherd falls afoul of them.
PLAGUE-FOX (Pathfinder) CR1
|
NEUTRAL EVIL
TINY UNDEAD (AUGMENTED ANIMAL)
|
Init +3; Senses Perception
+8; Senses Low-light vision, scent, darkvsion 60 ft.
|
DEFENSE
|
AC 17,
touch 17, flat-footed 14 (+3 Dex, +2 Natural, +2 Size)
|
HP 9(1d8 +
5)
|
Fort +4, Ref +5, Will +1
|
Defensive
Abilities channel resistance +2, DR 5/slashing
|
Immune cold,
undead traits
|
OFFENSE
|
Speed 40
ft.
|
Melee
|
bite +3 (1d4 +
1, plus disease)
|
Special Attacks
disease
|
STATISTICS
|
Str 13, Dex 17, Con -, Int 2, Wis 12, Cha 15
|
Base
Atk +0; CMB 0; CMD 12 (16 vs trip)
|
Feats Skill
Focus (Perception), Toughness
|
Skills
Acrobatics +3 (+11 when jumping), Perception +8, Stealth +11, Survival +1 (+5
scent tracking)
|
Racial
Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
|
Special Abilities
|
Disease (Ex) Demon
Plague: Bite—injury; save Fortitude DC 13; onset 1 day; frequency
1/day; effect 1d3 Constitution damage and 1d6 Wisdom damage, victim is
fatigued if it takes any ability damage from the disease, and certain
creatures slain by demon plague rise as plagued beasts; cure 3
consecutive saves.
|
PLAGUE-FOX (RMFRP)
|
Level: 1
|
Base Rate: 65'
|
Max Pace/MN bonus: Dash/35
|
Speed MS/AQ: MF/MD
|
Size/Crit: S/II (slash only), #, @
|
Hits: 25
|
At (DB): 3(45)
|
Attacks: Medium Bite 25
|
Special Notes
|
Type I Undead. Bite carries demon-plague (RR vs. Disease
5th level, drain 1 CO/10 failure and 1 SD/5 failure. Target loses 50
Exhaustion Points and regains them at 1 pt./day). Darkvision 60'. Add +10 to RR's vs.
spells from the Repulsions and Exorcism lists. Immune to Cold-based attacks,
type 'm' spells.
|
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