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CAPÍTULO II. GASTOS SEGUNDO A NATUREZA ECONÓMICA, Exercicio 2006

In document MEMORIA ECONÓMICA 2006 (página 69-75)

CAPÍTULO I Vicexerencia Lugo

CADRO 2.11: CAPÍTULO II. GASTOS SEGUNDO A NATUREZA ECONÓMICA, Exercicio 2006

"Patients seem to have hallucinations of a woman covered in scabs and boils, with rats

scurrying about all around her. These ravings subsided after an administration of henbane and poppy extract. -Joachim von Gratz's notes, Vilmerius Hospital in Novigrad

When plague ravages a region, a spirit wil sometimes walk its lands, a ghost resembling an ill woman whose flesh rots off her bones and in whse wake crawls a cavalcade of rats. No one knows whether this spirit brings the pox with her or is merely drawn to it like a moth to a light.

Yet it is certain that she delights in dealing pain and suffering, in hearing the howling and moaning of men.

Many have called into question the very existence of plague maidens, or pestae, as they are sometimes called. Only two sightings of such a creature have ever been recorded, both during times of raging epidemic.

As the name "plague maiden" suggests, these wraiths take the appearance of females, though exactly why that is remains a mystery. Some speculate they, like other such specters, arise from the powerful emotional charge associated with certain circumstances of death, such as death preceded by a long and particularly pain full illness.

Not much is known about how to fight a plague maiden, though one can assume they possess many traits in common with other phantoms and wraiths. They undoubtedly pose a great danger, though a witcher's immunities should at least prevent him from catching the contagious illnesses they carry."

V AMPIRES

Vampires include a variety of blood-sucking monsters, not just the traditional D&D vampire (referred to as “Nosferat” in the setting) and its vampire spawn. Bruxas, katakans, ekimmaras, and fleders number among the blood-suckers.

B RUXA

The bruxa is dangerous for three reasons: she is incredibly agile, steel-resistant, and a manipulator capable of bending any man to her will.

"It is said that at night bruxae haunt attractive young men and drink their blood. These vampires move quietly in the dark to suddenly emerge near their victims. Bruxae are womanoids and may take the form of beautiful girls, leading some to

mistake them for water-nymphs, but their long fangs and unrestrained thirst for blood always betray them."

The bruxa is a higher vampire, that is a post-Conjunction creature, an intruder in our world.

She appears as a beautiful woman, but when she is hungry or attacking, she is terrifying. As a vampire, the bruxa drinks blood. She often finds a victim to become her lover and a constant supply of sustenance at the same time.

The bruxa finds the smell of garlic to be socially inconvenient at most. And she considers holy symbols to be interesting examples of handicraft.

She endures the light of the sun well, but she prefers the darkness of the night. As you see, you can stuff most stereotypical preconceptions about vampires up your arse when it comes to a bruxa.

So what works? The blade of the silver sword, as

usual. Apart from silver, she can be wounded with fire and a stake, provided that the latter is as long as a wagon's drawbar. A Bruxa is a womanoid,just like an Alp

Less powerful bruxae often hunt in packs, making it easier to corner prey. If threatened, they attack with their talons and rip the victim apart, pausing only to savor the blood of their dying foe. The greatest threat to a witcher is the bruxa's voice. The creature can screech with such force that the shockwave will knock even a huge man down, making him easy prey for the vampiress. Blindness is as great a threat as this ghastly scream. Bruxae deprive their enemies of sight in order to play cat and mouse with them. they are vulnerable to fire and they hunt in packs and use their screeching to knockdown prey. turn into a vampire bat. telepathy.

E KIMMARA

vicious animalistic lesser vampire

K ATAKAN

intelligent humanoid higher vampire

F LEDER

The fleder is a lesser vampire. Its appetite for blood is the only thing it shares with the noble princes of the night. A creature with animal instincts, deprived of any human, it seemed inappropriate to make him a

stereotypical vampire with flat, black hair and dressed in a long black coat. These obvious attributes eliminated, we had to devise features less typical of a bloodsucker.

Its head — triangular, with a flat face and horn-like protrusions — renders it similar to a vampire. The

concept art and model depicted certain bat-like features, including the monster's face and ears (which became horns).

The fleder is not a good flier, the membranes under its arms allowing only short jumps and attacks from above.

Though not particularly smart, it knows that it gains an advantage and increases its chance of victory by suddenly attacking unsuspecting victims.

Fleder

Medium humanoid (vampire), chaotic evil Armor Class 13

Hit Points 44 (8d8+8) Speed 25 ft.

STR DEX CON INT WIS CHA

16 (+3) 16 (+3) 13 (+1) 6 (-2) 10 (+0) 7 (-2) Skills Perception +2, Stealth +5

Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical non-silvered weapons

Senses blindsight 60 ft., passive perception 10 Languages -

Challenge 2 (450 XP) TRAITS

Echolocation. The fleder can’t use its blindsight while deafened.

Gliding. The fleder can fly up to its walking speed, though it must land on a surface at the end of its movement or it falls.

Keen Hearing. The fleder has advantage on Wisdom (Perception) checks that rely on hearing.

ACTIONS

Multiattack. The fleder makes two attacks, only one of which may be a bite. If both attacks hit the same target they are grappled.

Bite. Melee weapon attack. Attack: +5 hit, reach 5-ft, one creature grappled by the fleder,

incapacitated, or retrained. Hit: 6 (1d6+3) slashing damage plus 7 (2d6) necrotic damage.

The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken and the fleder regains hit points equal to that amount.

The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit points to 0.

Claw. Melee weapon attack. Attack: +5 hit, reach 5-ft, one target. Hit: 6 (1d6+3) piercing damage.

In document MEMORIA ECONÓMICA 2006 (página 69-75)

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