• No se han encontrado resultados

Insurrectionary Anarchism in the 21st century: An International Phenomenon

In document Experiencias en común (página 198-200)

from terror vampires as follows.

AC: Natural armor improves only by +2.

Special Attacks: Terror vampire spawn only gain the following.

Absorb Fear (Su): The terror vampire spawn may drain

individual opponents that are suffering from any form of fear. To do so, the spawn must make a successful grapple check against the opponent. If it gets a pin, it may lock eyes with the opponent and deal 1d4 points of Wisdom damage. Blind creatures and creatures without eyes are not immune to this attack. Each point of Wisdom the opponent loses provides the terror vampire spawn with 1 temporary hit point.

Energy Drain (Su): Living creatures hit by a terror vam-

pire spawn’s natural attack gain one negative level. For each negative level bestowed, the terror vampire spawn gains 5 temporary hit points. A terror vampire spawn can use its energy drain ability once per round.

Instill Fear (Su): The terror vampire spawn can direct

its gaze at a single opponent within 30 feet. That opponent must make a Will saving throw (DC 10 + one-half of the spawn’s HD + its Charisma modifier) against the effect or cower in fear. Those who succeed on the save are still shaken for 1d3 rounds. If a creature cowed by this ability is attacked, it stops cowering and becomes shaken for 1d6 rounds. An opponent that is affected by instill fear and recovers, or one having successfully saved against it, is im- mune to the same terror vampire spawn’s instill fear attack for 24 hours. This is a mind-affecting fear effect.

Special Qualities: Terror vampire spawn only gain the following.

Damage Reduction (Su): Terror vampire spawn have

damage reduction 5/cold iron.

Fast Healing (Ex): A terror vampire spawn heals 2

points of damage each round. Damage from sunlight and fire is healed at a rate of 1 every other round. If reduced to 0 hit points or fewer, a terror vampire spawn automatically assumes shadow form and attempts to escape. It must reach its lair within 3 hours or be utterly destroyed. Once at rest, it rises to 1 hit point after 1 hour, then resumes healing at the rate of 2 hit points per round.

Resistances (Ex): A terror vampire spawn has resistance

to electricity 10 and resistance to cold 10.

Shadow Form (Su): As the Terror Vampire template. Turn Resistance (Ex): Terror vampire spawn have +2

turn resistance.

Skills: Terror vampire spawn receive only a +4 racial bonus on Hide, Intimidate, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Feats: Terror vampire spawn only gain Alertness, Im- proved Initiative, and Lightning Reflexes as bonus feats. Challenge Rating: Only +1.

Advancement: Terror vampire spawn do not advance unless freed from enslavement. They then advance as the base creature would.

Level Adjustment: —

Terror Vampire Weaknesses

Terror vampires recoil from a strongly presented holy sym- bol. A terror vampire cannot stand the sound of laughter or anything to do with love. These things don’t harm the terror vampire—they merely keep it at bay.

Animals can detect the presence of a terror vampire, acting nervous and vocal when one is within 120 feet. Like normal vampires, terror vampires cannot enter a building unless invited in by someone with the authority to do so. They may freely enter public or abandoned places, since

these are by definition open to all.

Simply reducing a terror vampire’s hit points to 0 or below incapacitates but doesn’t destroy it. However, expos- ing a terror vampire to direct sunlight disorients it and instantly robs it of one-half of its hit points. It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape. Driving a gold or gold-plated shaft through a terror vampire’s heart instantly paralyzes the monster. However, it returns to life if the shaft is removed, unless the body is destroyed.

Sample Terror Vampire

This example uses a harpy as the base creature.

Terror Harpy

Medium Undead (Augmented Monstrous Humanoid) Hit Dice: 7d12 (45 hp)



C

ha

pt

er 1

3

: U

nd

ea

d

Speed: 20 ft. (4 squares), fly 80 ft. (average) Armor Class: 19 (+4 Dex, +5 natural), touch 14, flat- footed 15 Base Attack/Grapple: +7/+9 Attack: Club +9 melee (1d6+2) or claw +9 melee (1d3+2) Full Attack: Club +9/+4 melee (1d6+2) and 2 claws +4 melee (1d3+1) Space/Reach: 5 ft./5 ft. Special Attacks: Absorb fear, captivating song, children of the night, create spawn, energy drain, fear aura Special Qualities: +4 turn resistance, damage reduction 10/cold iron and magic, darkvision 60 ft., fast healing 5, resistance to cold 20, resistance to electricity 20, shadow form Saves: Fort +2, Ref +11, Will +8 Abilities: Str 14, Dex 19, Con —, Int 9, Wis 16, Cha 23 Skills: Bluff +14, Hide +12, Intimidate +18, Listen +17, Move Silently +12, Perform (oratory) +8, Search +11, Sense Motive +11, Spot +13

Feats: AlertnessB, Combat ReflexesB, Dodge, Flyby Attack,

Improved InitiativeB, Lightning ReflexesB, Persuasive

Environment: Temperate marshes Organization: Solitary, pair, gang (1 plus 2–5 terror vampire spawn), or troupe (1–2 plus 2–5 terror vampire spawn) Challenge Rating: 6 Treasure: Double standard Alignment: Always chaotic evil Advancement: By character class Level Adjustment: +10

This harpy is wide-eyed and drawn, its pale flesh tight over its emaciated frame.

Combat

Terror harpies use their captivating songs to draw in prey. They then use their fear auras to cow victims and begin feed- ing. A terror vampire harpy’s natural attacks are considered

magic for overcoming damage reduction.

Absorb Fear (Ex): As a full-round action, the terror

harpy may deal 1 point of Wisdom damage per round to all creatures within 60 feet made to cower by its fear aura ability. Creatures dealt this damage are en- titled to another Will save each round (+1 to the roll per previous attempt) to overcome the aura’s effect. Those that do are shaken for 1d6 rounds thereafter. The terror harpy may also drain individual crea- tures that are suffering from any form of fear. To do so, the terror harpy must make a successful grapple check against the creature. If it gets a pin, it may lock eyes with the opponent as a free action and deal 1d4 points of Wisdom drain each round it maintains the pin and eye contact. Blind creatures and creatures without eyes are not immune to this attack.

The terror harpy gains 1 temporary hit point per point of Wisdom damage it deals. It gains 5 temporary hit points per point of Wisdom drain it deals.

Captivating Song (Su): When a terror harpy sings, all

creatures (other than terror harpies or harpies) within a 300-foot spread must succeed on a DC 19 Will save or be- come captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same terror harpy’s song for 24 hours. The save DC is Charisma-based.

A captivated victim walks toward the terror harpy, tak- ing the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the terror harpy stands there and offers no resistance to the monster’s attacks. The effect continues for as long as the terror harpy sings and for 1 round thereafter. A bard’s countersong ability allows the

captivated creature to attempt a new Will save.

Create Spawn (Su): A creature slain by a terror harpy’s

energy drain rises as a terror vampire spawn (see template of the same name, page 170) 1d4 days after death. If the crea- ture cannot qualify for the Terror Vampire Spawn template, it does not rise.

A creature with 5 or fewer Hit Dice that is reduced to 0 Wisdom by a terror harpy’s absorb fear attack rises as a ter- ror vampire spawn (see the Terror Vampire Spawn template, page 170) 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror harpy.

In either case, the new terror vampire or spawn is under the command of the terror harpy that created it and remains enslaved until its mistress’ destruction. At any given time



C

ha

pt

er 1

3

: U

nd

ea

d

a terror harpy may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed terror vampires or terror vampire spawn. A terror vampire that is enslaved may create and enslave spawn of its own, so a master terror harpy can control a number of lesser terror vampires in this fashion. A terror harpy may voluntarily free enslaved spawn in order to enslave new spawn, but once freed, a terror vam- pire or terror vampire spawn cannot be enslaved again.

Children of the Night (Su): Once per day, as a standard

action, a terror harpy can call forth 1d6+1 spider swarms, an unkindness of 5d6 ravens, or a clutch of 2d6 Tiny vipers. The called creatures arrive in 2d6 rounds and serve the ter- ror harpy for up to 1 hour.

Energy Drain (Su): Living creatures hit by a terror

harpy’s natural attack gain two negative levels. For each negative level bestowed, the terror harpy gains 5 temporary hit points. A DC 19 Fortitude save removes a negative level. The save DC is Charisma-based. A terror harpy can use its

energy drain ability once per round.

Fear Aura (Su): A terror harpy generates an aura of fear

in a 60-foot emanation centered on itself. All creatures entering this area must make a DC 19 Will save or cower until it saves. It may save against the aura each round. If a creature cowed by this ability is attacked, it immediately stops cowering and becomes shaken for 2d6 rounds. Those who succeed the save are still shaken for 1d6 rounds. An op- ponent that is affected by the fear aura and recovers, or one having successfully saved against it, is immune to the same terror harpy’s fear aura for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.

Fast Healing (Ex): A terror harpy heals 5 points of dam-

age each round so long as it has at least 1 hit point. Damage from sunlight or fire can only be healed at a rate of 1 point per round. If reduced to 0 hit points or fewer, a terror harpy automatically assumes shadow form and attempts to escape. It must reach its lair within 3 hours or be utterly destroyed. Once at rest, it rises to 1 hit point after 1 hour, then resumes healing at the rate of 5 hit points per round.

Shadow Form (Su): As a standard action, a terror harpy

can take the form of a fearsome-looking shadow (not the undead creature, just a shadow). In this form, the terror harpy can move at its normal speed and is insubstantial and unable to interact with the physical world. It gets a +10 cir- cumstance bonus on Hide checks in shadowy or dark areas. The shadow form can travel through any opening that light can breach and on any surface that can hold a shadow. The shadow form cannot enter any area lit by bright, pure light, such as the area of a daylight spell.

Skills: Terror harpies have a +4 racial bonus on Bluff.

They have a +12 bonus on Listen checks and a +8 racial bonus on Hide, Intimidate, Move Silently, Search, Sense Motive, and Spot checks.

In document Experiencias en común (página 198-200)