• No se han encontrado resultados

Tipos de resistencias según su valor

In document Apuntes: Resistencias (página 4-11)

1. Las resistencias

1.2. Tipos de resistencias según su valor

The giant magister Ur-Nalgron believes he has finally broken the con- ditioning that makes Urgan’s minions violent and paranoid. He cap- tured a few creatures from a nearby tribe and succeeded in reforming them. He has brought his subjects into town and hopes that, by slow- ly exposing them to normal civilization, he can integrate them into society.

At the same time, the rest of the minions’ tribe is convinced that Nalgron has twisted and corrupted their brethren. Urgan’s writings tell of how he defeated a rival by setting the commoners against him. The minions decide to copy that ploy and create evidence that Nalgron’s subjects are not truly converted. They slip into town and attack people or otherwise cause trouble, escaping through channels in the sewers and leaving behind hatred and fear toward Nalgron and his work.

Many of the townsfolk assume that the magister’s “friends” are behind the attack. The minions of the tribe fear that if Nalgron suc- ceeds, he will return to their camp and “destroy” all of them with his foul plans. Their paranoia makes them unable to see Nalgron’s noble intentions. They can only conceive that he wishes to dominate and enslave them.

Valkith (Harrid Hound)

Medium Magical Beast

Hit Dice: 4d10+4 (26 hp), dying/dead: –2/–13 Initiative: +1

Speed: 40 feet

AC: 17 (+1 Dexterity, +6 natural), touch 11, flat-footed 16 Base Attack/Grapple: +4/+6

Attack: Bite +7 melee (1d6+2)

Full Attack: Bite +7 melee (1d6+2) and gore +4 (1d4+1) Space/Reach: 5 feet/5 feet (Face/Reach: 5 feet by 5 feet/5 feet) Special Attacks: Trip

Special Qualities: Energy absorption, phase into earth,

see through earth, low-light vision, scent

Saves: Fort +5, Ref +5, Will +3

Abilities: Str 15, Dex 12, Con 13, Int 3, Wis 10, Cha 11 Skills: Sneak +7, Spot +1

Feats: Iron Will, Multiattack*, Weapon Focus (bite) Environment: Any

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

Treasure: Standard

Advancement: 5–8 HD (Medium); 9–12 HD (Large) Level Adjustment: —

* Denotes a feat from the MM.

The twisted and corrupt harrids (see Chapter Four of The

Diamond Throne) bred the valkith on the distant continent to

the south. They use the beasts, sometimes called “harrid hounds,” to help them hunt for slaves. Since the harrids themselves feed upon magical energy, they created the valkith to absorb energy in a similar way. The harrids use their own magic to heal and strengthen their hounds when- ever needed.

Further, they gave the valkith the ability to move and see through rock and earth. The hounds use this ability to hide just below the surface and attack a foe when it crosses the ground above it.

With a wide body like that of a dark mastiff, the valkith has a head that looks vaguely reptilian—almost crocodilean— but with horns on either side of it, curving outward. Scales cover the creature’s entire body, and it has a long tail.

Valkith do not speak, but they understand the simple commands of their masters.

Combat

A group of valkith, for the most part, uses tactics similar to those of a wolf or dog pack, making coordinated hit-and-run attacks to bring down a much larger foe. A lone valkith is more likely to use its phase into earth ability to hide in the ground and wait in ambush for prey.

Energy Absorption (Su): Valkith absorb magical energy

directed at them. Spells, spell-like abilities, and the spell-like effects of magic items directed at them are drawn harmlessly into their bodies. Even area spells and effects do not affect them, although they do not cancel out the effect for others in the area. Further, the creature feeds on the energy and uses it to heal its wounds. A wounded valkith gains 5 hit points per spell level absorbed. Thus, if a magister casts cold blast at a valkith, the hound heals 5 hit points. If the same magister uses a wand to cast sorcerous blast with three valkith in the area, each instantly heals 15 hit points. The energy absorption cannot raise a valkith over its normal hit point maximum.

Magical energy can, however, restore a dead valkith to life. If a valkith reaches –13 hit points or is slain in some other way, two spell levels of magical energy will restore it to –12 hit points, no matter how long it’s been dead, as long as at least three-quarters of its body remains intact. Three spell levels will restore it to –12 and then heal it 5 points, bringing it to –7. Four levels will bring a dead valkith to –2, and so on. The only way to permanently destroy a valkith is to com- pletely dismember, burn, or otherwise obliterate its body, using a method other than spells or spell-like abilities.

A valkith within an area of continuous, natural magic, such as a power cyst (see “Magical Effects of the Land” in Chapter One of The Diamond Throne), has the fast healing 5 ability in

addition to its ability to gain healing from spells and effects directed at it.

Supernatural abilities such as dragon’s breath, or magic weapon qualities such as that of a +1 flaming

longsword, affect the valkith normally.

Phase Into Earth (Su): A valkith can sink down into the

ground or enter a boulder or rock wall as if it did not exist. It uses this ability to pass through stone and earth barriers well as to hide. The creature can “swim” through solid rock or earth at its normal speed. If the valkith is to hide within a stone or area of earth, it must be large enough to accommodate the hound in all three dimensions. Minor physical damage to the stone or ground does not harm the valkith, but its partial destruction (to the extent that the hound no longer fits within it) expels the beast and deals it 5d6 points of damage. The stone’s or earth’s complete destruction (such as with a disintegration) expels the valkith and slays it instantly, unless it succeeds at a Fortitude save (DC 18). Any spell with the earth descriptor that changes, reshapes, or damages the earth the valkith is inside expels the creature and deals it 5d6 points of damage.

If a valkith is aware of the attack, weapons made of stone— a hurled boulder, a stone from a sling, or a stone-headed hammer—inflict no damage and pass right through the beast. Likewise, the valkith does not take falling damage if it falls onto stone or earth, and rockslides and cave-ins present no danger if the creature is conscious and aware of the threat.

Scent (Ex): The valkith can detect opponents within 30

feet by sense of smell. For upwind foes, the range increases to 60 feet; downwind, it drops to 15 feet. When detecting a scent, the valkith doesn’t determine its exact source, only its presence in range. The valkith can take a standard action to note the scent’s direction. Once within 5 feet of the source, it can pinpoint the source. A valkith can also follow tracks by smell, making a Wisdom check to find or follow a track.

See Through Earth (Su): A valkith can see through up to

10 feet of earth or stone as if it were not there.

Trip (Ex): A valkith that hits with a bite attack can

attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the valkith.

In document Apuntes: Resistencias (página 4-11)

Documento similar