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1 CARACTERIZACIÓN DE LA ZONA RURAL

1.4 ASPECTOS AMBIENTALES

1.4.2 E STADO DE CONSERVACIÓN , NECESIDADES DE PROTECCIÓN Y EVENTUAL APTITUD COMO SOPORTE PARA ACTIVIDADES E

1.4.2.2 Espacios naturales protegidos (incluida Red Natura)

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Rahu’s natural weapons, as well as any weapons he wields, are treated as chaotic- aligned and evil-aligned for the purpose of overcoming damage reduction.

Improved Grab (Ex): To use this ability, Rahu must hit a Medium or smaller

opponent with a claw attack.

Pain Manipulation (Ex): Using his advanced knowledge of anatomy and

how to turn a small wound into a horrific disability, Rahu automatically confirms critical hits against previously wounded opponents.

Spell-Like Abilities: At will—blasphemy (DC 23), death knell (DC 18), detect

good, detect law, fear (DC 20), greater dispel magic, greater teleport (self plus 50

pounds of objects only), hold person (DC 19), suggestion (DC 19), symbol of pain

(DC 21), unholy blight (DC 20), zone of truth (DC 18); 3/day—displacement, haste;

1/day—implosion (DC 25). Caster level 20th. The save DCs are Charisma-

based.

Stop that Wriggling (Ex): Due to his extensive knowledge of immobilizing

an opponent, Rahu receives a +4 competence bonus on grapple checks.

Tools of the Trade (Ex): If he gets a hold, Rahu can spend a round

working on the held opponent’s body with the grisly torture implements that hang from his apron. He may pick one of the following options:

Don’t Look at Me Like That: Rahu sticks pins into the opponent’s eyes,

rendering it completely blind. Sight can be restored with a regenerate spell.

Not the Face!: The opponent suffers 1 point of Charisma drain from

horrific wounds that scar its face. The drain can only be undone with

a regenerate spell.

Kneel before Rahu: Using a serrated blade, Rahu saws through the

tendons in the back of the opponent’s legs. The opponent is rendered immobile until its legs are repaired through a regenerate spell.

That’s Enough Out of You: Rahu crushes the opponent’s larynx with

a set of rusty pliers. The creature cannot speak until the damage is repaired with a regenerate spell.

Unhand Me!: The Tormentor completely ruins one of the opponent’s

hands, rendering it usless until the damage is repaired by a regenerate spell.

Truth through Pain (Su): As a free action, Rahu can ask a question of the

creature he is attacking. If his attack is successful, the opponent must make a Will save (DC 25) with a circumstance modifier of –1 for every point of damage dealt by Rahu’s attack. Those who fail to save must answer the question truthfully. The save DC is Charisma-based.

Regeneration (Ex): Rahu takes normal damage from good-aligned weapons

and from spells or effects with the good descriptor.

Schir

Medium Outsider (Chaotic, Demon, Evil, Extraplanar) Hit Dice: 6d8+12 (39 hp)

Initiative: +2 Speed: 30 ft. (6 squares)

Armor Class: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17 Base Attack/Grapple: +6/+9

Attack: Halberd +10 melee (1d10+4/x3 plus disease) or gore +9 melee

(1d6+4)

Full Attack: Halberd +10/+5 melee (1d10+4/x3 plus disease) or gore +9

melee (1d6+4)

Space/Reach: 5 ft./5 ft.

Special Attacks: Charge 3d6+3, disease, spell-like abilities, summon demons Special Qualities: Damage reduction 5/cold iron or good, darkvision 60 ft.,

demon traits, immunity to disease, electricity, and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 14, telepathy 100 ft.

Saves: Fort +7, Ref +7, Will +3

Abilities: Str 17, Dex 14, Con 14, Int 8, Wis 6, Cha 6

Skills: Balance +11, Climb +12, Intimidate +7, Jump +12, Listen +7, Spot

+15, Survival +7

Feats: Power Attack, Run, Weapon Focus (halberd) Environment: The Abyss

Organization: Solitary or pack (3–8) Challenge Rating: 4

Treasure: Standard

Alignment: Always chaotic evil

Advancement: 7–12 HD (Medium); 13–18 HD (Large) Level Adjustment: +5

The goat-headed schirim pervade the Material Plane, primarily because they can be summoned by magics easily accessible to spellcasters with very little skill. Clumsy covens fumbling with half-understood scrolls frequently bring a schir from the Abyss, and many credulous cultists believe all demons look like the bestial schirim.

The goat demons revel in their reception on the Material Plane, seldom speaking of their station at home. In the Abyss, schirim are little more than soldiers or guardians, expected to follow the orders of their betters at all times. Dull-witted and slow to learn, they nonetheless make superlative sentries, thanks to their spell-like abilities and otherworldly sense of focus. A schir looks like the bastard offspring of human and goat. Its long, muscular neck supports a bestial head topped with two backward-curving horns. The creature’s nauseating yellowed teeth reek of decayed meat and human waste, and its beady eyes burn with an amber rage. A food-encrusted beard dangles from the demon’s chin.

Schirim carve or brand a number of mystical symbols upon their chests. These markings represent clan affiliations, and some schirim refuse to work with members of other clans; such refusals occasionally break out into open battle between the schirim serving allied demon lords. To a schir, clan allegiance is paramount to all other concerns, and no task is too important to get in the way of eons-old internecine struggle.

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Though all schirim pay lip service to their creator, the demon prince Azazel, not all serve the progenitor of their race. Perhaps due to their incredible fecundity, schirim have spread to nearly every inhabitable layer of the Abyss, and rare is the demon noble who does not employ at least a pack of the creatures somewhere in its vast retinue.

Schirim speak Abyssal, relying upon their tongues spell-like ability to

communicate with mortals.

Combat

Schirim care little for tactics, preferring to attack the nearest enemy regardless of the dictates of combat. If facing multiple foes, allied schirim gang up on a single opponent, making sure that enemy has been dealt with before moving on to the next.

A schir’s natural weapons, as well as any weapons it wields, are treated as chaotic- aligned and evil-aligned for the purpose of overcoming damage reduction.

Charge (Ex): A schir typically begins combat by lowering its head and

charging at an opponent, aiming to gore its enemy upon powerful horns. In

This creature has the head and legs of a goat and the torso