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Denizens of Darkness
A Web Enhancement from Sword & Sorcery
ampire Spawn (Variant Strains)
v
Chiang-Shi Spawn
Nosferatu Spawn
Vrykolaka Spawn
Medium-Size Undead
Medium-Size Undead
Medium-Size Undead
Hit Dice:
4d12 (26 hp)
4d12 (26 hp)
4d12 (26 hp)
Initiative:
+6 (+2 Dex, +4 Improved
Initiative)
+6 (+2 Dex, +4 Improved Initiative)
+8 (+4 Dex, +4 Improved
Initiative)
Speed:
40 ft.
30 ft.
30 ft.
AC:
15 (+2 Dex, +3 natural)
15 (+2 Dex, +3 natural)
16 (+4 Dex, +2 natural)
2 claws +5 melee
Slam +4 melee
2 claws +5 melee
Attacks:
Damage:
Claw 1d4+3 and energy drain
Slam 1d6+3
Claw 1d4+3 and disease
Face/Reach:
5 ft. by 5 ft./5 ft.
5 ft. by 5 ft./5 ft.
5 ft. by 5 ft./5 ft.
Stun, energy drain, blood drain
Charm, blood drain
Sleep, blood drain, disease
Special Attacks:
Special
Qualities:
Undead, +2 turn resistance,
damage reduction 10/silver, cold
and electricity resistance 10,
invisibility, fast healing 2
Undead, +2 turn resistance, damage
reduction 10/silver, cold and
electricity resistance 10, gaseous
form, spider climb, restful sleep,
lunar regeneration 2, daylight
powerlessness
Undead, +1 turn resistance,
damage reduction 5/silver, cold
and electricity resistance 10,
swarm, spider climb, fast
healing 2
Saves:
Fort +1, Ref +5, Will +5
Fort +1, Ref +5, Will +5
Fort +1, Ref +7, Will +6
Abilities:
Str 16, Dex 14, Con —, Int 13,
Wis 13, Cha 15
Str 14, Dex 14, Con —, Int 13, Wis
13, Cha 17
Str 16, Dex 18, Con —, Int 5,
Wis 15, Cha 13
Skills:
Bluff +8, Climb +8, Craft (any
one) or Profession (any one)
+10, Hide +10, Jump +8, Listen
+11, Move Silently +12, Search
+8, Sense Motive +11, Spot +11
Bluff +9, Climb +7, Craft (any one)
or Profession (any one) +10, Hide
+10, Jump +7, Listen +11, Move
Silently +12, Search +8, Sense
Motive +11, Spot +11
Bluff +5, Climb +7, Craft (any
one) –1 or Profession (any one)
+4, Hide +12, Jump +7, Listen
+10, Move Silently +12, Search
+1, Sense Motive +6, Spot +10
Feats:
Alertness, Improved Initiative,
Lightning Reflexes, Skill Focus
(any Craft or Profession)
Alertness, Improved Initiative,
Lightning Reflexes, Skill Focus
(any Craft or Profession)
Alertness, Improved Initiative,
Lightning Reflexes, Skill Focus
(any Craft or Profession)
Climate/Terrain:
Any land and underground
Any land and underground
Any land and underground
Organization:
Solitary or pack (2–5)
Solitary or pack (2–5)
Solitary or pack (2–5)
Challenge
Rating:
4
4
3
Treasure:
Standard
Standard
Standard
Alignment:
Always chaotic evil
Always chaotic evil
Always chaotic evil
Advancement:
Vampires of most variant strains are capable of
plaguing the world with their vampire spawn (see the
Monster Manual ), just as base vampires can do.
Vampire spawn resemble their masters both in terms of
physical traits and in their special attacks and qualities.
Vampire spawn of variant strains speak whatever
languages they spoke in life, usually a domain language
(or Common in campaigns beyond Ravenloft). Vampire
spawn of racial strains typically also speak their racial
tongue (Dwarven, Elven, and Halfling, respectively).
Combat
Vampire spawn from variant strains use their
unnatural physical gifts to hammer their foes with
powerful blows. They also use their special attacks and
qualities to strike when foes are most vulnerable.
All vampire spawn share the following qualities:
Undead: Immune to mind-influencing effects,
poison, sleep, paralysis, stunning, and disease. Not
subject to critical hits, subdual damage, ability damage,
energy drain, or death from massive damage.
Dwarven Spawn
Elven Spawn
Halfling Spawn
Medium-Size Undead
Medium-Size Undead
Small Undead
Hit Dice:
4d12 (26 hp)
4d12 (26 hp)
4d12 (26 hp)
Initiative:
+5 (+1 Dex, +4 Improved
Initiative)
+9 (+5 Dex, +4 Improved
Initiative)
+8 (+4 Dex, +4 Improved
Initiative)
Speed:
20 ft.
30 ft.
20 ft.
AC:
15 (+1 Dex, +4 natural)
17 (+5 Dex, +2 natural)
18 (+1 size, +4 Dex, +3 natural)
Attacks:
Slam +5 melee
Slam +4 melee
Slam +2 melee
Damage:
Slam 1d6+4 and Strength drain
Slam 1d6+3 and Charisma drain
Slam 1d4–1 and Strength
damage
Face/Reach:
5 ft. by 5 ft./5 ft.
5 ft. by 5 ft./5 ft.
5 ft. by 5 ft./5 ft.
Special Attacks:
Fear gaze, Strength drain, blood
drain
Horrid gaze, Charisma drain,
black thumb
Fatigue aura, Strength damage,
blood drain
Special
Qualities:
Undead, +2 turn resistance,
damage reduction 10/+1, cold
and electricity resistance 10,
stonewalk, fast healing 0/2,
dwarf traits
Undead, +1 turn resistance,
damage reduction 10/oakwood,
cold and electricity resistance 10,
plantwalk, fast healing 2, elf
traits
Undead, +2 turn resistance,
damage reduction 10/silver, cold
and electricity resistance 10,
gaseous form, fast healing 2,
halfling traits
Saves:
Fort +1, Ref +4, Will +5
Fort +1, Ref +8, Will +6
Fort +2, Ref +8, Will +7
Abilities:
Str 16, Dex 12, Con —, Int 13,
Wis 13, Cha 13
Str 14, Dex 20, Con —, Int 13,
Wis 15, Cha 11
Str 8, Dex 18, Con —, Int 13,
Wis 15, Cha 17
Skills:
Bluff +7, Climb +8, Craft (any
one) or Profession (any one)
+10, Hide +9, Jump +8, Listen
+11, Move Silently +11, Search
+8, Sense Motive +11, Spot
+11
Bluff +6, Climb +7, Craft (any
one) +10 or Profession (any one)
+11, Hide +13, Jump +7, Listen
+14, Move Silently +15, Search
+10, Sense Motive +12, Spot
+14
Bluff +9, Climb +6, Craft (any
one) +10 or Profession (any one)
+11, Hide +16, Jump +6, Listen
+16, Move Silently +16, Search
+8, Sense Motive +12, Spot +12
Feats:
Alertness, Improved Initiative,
Lightning Reflexes, Skill Focus
(any Craft or Profession)
Alertness, Improved Initiative,
Lightning Reflexes, Skill Focus
(any Craft or Profession)
Alertness, Improved Initiative,
Lightning Reflexes, Skill Focus
(any Craft or Profession)
Climate/Terrain:
Any hill, mountains and
underground
Temperate forest
Any land and underground
Organization:
Solitary or pack (2–5)
Solitary or pack (2–5)
Solitary or pack (2–5)
Challenge
Rating:
5
4
3
Treasure:
Standard
Standard
Standard
Alignment:
Always chaotic evil
Always chaotic evil
Always chaotic evil
Advancement:
Skills: Vampire spawn receive a +4 racial bonus to
Bluff, Hide, Listen, Move Silently, Search, Sense
Motive, and Spot checks.
fails her save is stunned for 4 rounds (see the Player’s
Handbook glossary).
Energy Drain (Su): Living creatures hit by a
chiang-shi spawn’s claw attack receive one negative
level. The Fortitude save to remove the negative level
has a DC of 14.
Blood Drain (Ex): A chiang-shi spawn can suck
blood from a living victim with its fangs by making a
successful grapple check. If it pins the foe, it drains
blood, inflicting 1d4 points of permanent Constitution
drain each round.
Invisibility (Su): A chiang-shi spawn can turn
itself invisible at will as a standard action, as the
invisibility spell cast by a 6th-level sorcerer, but it can
remain invisible indefinitely. The spawn still
immediately becomes visible if it makes a direct attack.
Fast Healing (Ex): A chiang-shi spawn heals 2
points of damage each round so long as it has 1 hit
point. If reduced to 0 hit points in combat, it
automatically becomes invisible and intangible and
Repelling and Slaying Vampire
Spawn
Vampire spawn of each strain are equally vulnerable to
attacks that can repel or destroy their masters. For details, see
the Vampire Strains entries in Denizens of Darkness .
Chiang-Shi Spawn
Like their masters, chiang-shi spawn have stark
white hair and sharp fingernails, though this does not
grow over time. A chiang-shi spawn has the following
special attacks and qualities.
Stun (Su): This is similar to the chiang-shi’s
mesmerism ability (see pg. 150 of Denizens of
Darkness ), but the save DC is 14, and a victim who
 
attempts to escape. It must reach its coffin home within
2 hours or be utterly destroyed. Once at rest in its
coffin, it regains 1 hit point after 1 hour, then resumes
healing at the rate of 2 hit points per round.
Vrykolaka Spawn
Vrykolaka spawn are even more hideous than their
masters, and are often mistaken for ghouls. A common
belief holds that if a vrykolaka is destroyed, all of its
spawn die with it. A vrykolaka spawn has the following
special attacks and qualities.
Sleep (Su): This is similar to the vrykolaka’s fever
sleep ability (see pg. 154 in Denizens of Darkness ),
but the save DC is 13, and the effect is similar to a sleep
spell cast by a 5th-level sorcerer.
Blood Drain (Ex): A vrykolaka spawn can suck
blood from a living victim with its fangs by making a
successful grapple check. If it pins the foe, it drains
blood, inflicting 1d4 points of permanent Constitution
drain each round. Any victim that suffers blood drain
also risks infection (see below).
Disease (Ex): Every vrykolaka spawn continues to
transmit the disease that took its life (typically filth
fever, see below). Any living creature that suffers
damage from a vrykolaka spawn’s claw attacks or
blood drain must make a successful Fortitude save (DC
13) or contract the spawn’s disease.
Filth fever — claw or blood drain, incubation
period 1d3 days, damage 1d3 temporary Dexterity and
1d3 temporary Constitution (see “Disease” in Chapter
Three of the Dungeon Master’s Guide ).
Swarm (Su): This is similar to the vrykolaka’s
Alternate Form ability to transform into a swarm of fine
vermin, except that the spawn’s swarming creatures
cannot make attacks.
Spider Climb (Ex): A vrykolaka spawn can climb
sheer surfaces as though with a spider climb spell.
Fast Healing (Ex): A vrykolaka spawn heals 2
points of damage each round so long as it has 1 hit
point. If reduced to 0 hit points in combat, it
automatically assumes its swarm form and attempts to
escape. At least half of the swarm must reach its coffin
home within 2 hours or the vrykolaka spawn is utterly
destroyed. Once at rest in its coffin, it regains 1 hit
point after 1 hour, then resumes healing at the rate of 2
hit points per round.
Nosferatu Spawn
Like their masters, nosferatu spawn are difficult to
distinguish from base vampires — or mortals. A
nosferatu spawn has the following special attacks and
qualities.
Charm (Su): This is similar to the vampire’s
domination ability (see the Vampire entry in Appendix
Three of the Monster Manual ), but the save DC is 15,
and the effect is similar to charm person as cast by a
5th-level sorcerer. A charmed subject allows the
nosferatu spawn to drain his or her blood (see below).
Blood Drain (Ex): A nosferatu spawn can suck
blood from a living victim with its fangs by making a
successful grapple check. If it pins the foe, it drains
blood, inflicting 1d4 points of permanent Constitution
drain each round.
Gaseous Form (Su): As a standard action, a
nosferatu spawn can assume gaseous form at will, as
the spell cast by a 6th-level sorcerer, but it can remain
gaseous indefinitely and has a fly speed of 20 feet with
perfect maneuverability.
Spider Climb (Su): A nosferatu spawn can climb
sheer surfaces as though with a spider climb spell.
Restful Sleep (Ex): A nosferatu spawn heals 2
points of damage each hour it spends sleeping in its
coffin so long as it has at least 1 hit point.
Lunar Regeneration (Su): A nosferatu spawn
gains the regeneration special quality whenever it is
directly exposed to the light of the full moon. When a
nosferatu is exposed to such moonlight, any damage it
has previously suffered is immediately converted to
subdual damage, even if the nosferatu spawn had
already been slain. The nosferatu spawn automatically
heals subdual damage at a rate of 2 points per round.
Note that nosferatu, as undead creatures, otherwise
ignore subdual damage.
Fire, acid and blessed or holy weapons still deal
normal damage. Regenerating nosferatu spawn can
reattach severed limbs, but cannot regrow them. A
decapitated nosferatu spawn cannot heal subdual
damage until its head is reattached.
Daylight Powerlessness (Ex): Nosferatu spawn
cannot use any of their supernatural attacks or qualities
between the hours of sunrise and sunset. A nosferatu
spawn that is actually exposed to direct sunlight must
sleep in its coffin for 8 full hours to regain its powers.
A nosferatu spawn can continue to exert influence over
previously charmed victims during the day, but it
cannot charm new victims.
Dwarven Vampire Spawn
Dwarven vampire spawn share their master’s
physical traits. A dwarven vampire spawn has the
following special attacks and qualities.
Fear Gaze (Su): This is similar to the dwarven
vampire’s terror gaze ability, but the save DC is 13.
Strength Drain (Su): Living creatures hit by a
dwarven vampire spawn’s slam attack suffer 1d4 points
of permanent Strength drain.
Blood Drain (Ex): A dwarven vampire spawn can
suck blood from a living victim with its fangs by
making a successful grapple check. If it pins the foe, it
drains blood, inflicting 1d4 points of permanent
Constitution drain each round. Any victim that suffers
blood drain also risks infection (see below).
Stonewalk (Su): As a standard action, a dwarven
vampire spawn can merge with solid stone at will. This
ability is similar to the spell meld into stone , except that
the spawn can move freely through the stone at a speed
of 20 feet and can remain merged with the stone
indefinitely.
Fast Healing (Ex): A dwarven vampire spawn
heals 2 points of damage each round, so long as it has at
least 1 hit point, and then only if it is underground. If
reduced to 0 hit points in combat, the dwarven vampire
spawn automatically assumes a stonewalking state and
attempts to escape. It must travel to its coffin within 2
hours. If it does not reach its coffin, it rematerializes
within the stone and is utterly destroyed. Once at rest in
its coffin, it regains 1 hit point after 1 hour, then
resumes healing the rate of 2 hit points per round.
Fast Healing (Ex): An elven vampire spawn heals
2 points of damage each round so long as it has 1 hit
point. If reduced to 0 hit points in combat, it
automatically attempts to escape to its coffin using its
plantwalk ability. If the spawn spends more than 2
continuous rounds outside a tree before it reaches its
coffin home, it is utterly destroyed. Once at rest in its
coffin, it regains 1 hit point after 1 hour, then resumes
healing at the rate of 2 hit points per round.
Gnomish Vampire Spawn
Gnomish vampires cannot create vampire spawn.
Halfling Vampire Spawn
Halfling vampire spawn resemble their masters in
both appearance and habit. Halfling vampire spawn are
small undead: add a +1 size bonus to attacks and AC. A
halfling vampire spawn has the following special
attacks and qualities:
Fatigue Aura (Su): Living creatures that come
within a 30-foot radius of a halfling vampire spawn
must make a successful Will save (DC 15) or become
fatigued. Creatures that are already fatigued become
exhausted (see the Player’s Handbook glossary). This
effect lasts 1d6 rounds.
Strength Damage (Su): Living creatures hit by a
halfling vampire spawn’s slam attack suffer 1d4 points
of temporary Strength damage.
Blood Drain (Ex): A halfling vampire spawn can
suck blood from a living victim with its fangs by
making a successful grapple check. If it pins the foe, it
drains blood, inflicting 1d4 points of permanent
Constitution drain each round.
Gaseous Form (Su): As a standard action, a
nosferatu spawn can assume gaseous form at will, as
the spell cast by a 6th-level sorcerer, but it can remain
gaseous indefinitely and has a fly speed of 20 feet with
perfect maneuverability.
Fast Healing (Ex): A halfling vampire spawn
heals 2 points of damage each round so long as it has 1
hit point. If reduced to 0 hit points in combat, it
automatically assumes gaseous form and attempts to
escape. It must reach its coffin home within 2 hours or
be utterly destroyed. Once at rest in its coffin, it regains
1 hit point after 1 hour, then resumes healing at the rate
of 2 hit points per round.
Elven Vampire Spawn
Like their masters, elven vampire spawn appear as
pallid, hideously scarred elves. An elven vampire
spawn has the following special attacks and qualities.
Denizens of Darkness Errata: An elven victim’s
original Charisma score is restored by the change to
undeath.
Horrid Gaze (Ex): Anyone who sees an elven
vampire spawn’s face must make an immediate Horror
save (DC 12).
Charisma Drain (Su): Living creatures hit by an
elven vampire spawn’s slam attack suffer 1d4 points of
permanent Charisma drain.
Black Thumb (Su): Any plant an elven vampire
spawn touches with its bare skin must make a
successful Fortitude save (DC 12) or suffer 1d4 points
of damage each minute for a duration of 10 minutes.
Once started, this withering process can be halted mid-
course only by destroying the elven vampire spawn.
Like their masters, elven vampire spawn can feel the
agony of the plants they touch, and thus try to avoid
doing so.
Plantwalk (Su): As a standard action, an elven
vampire spawn can tree stride at will between living
trees, as the spell. Both trees (the entry point and the
exit point) automatically come in contact with the
spawn and are subject to its black thumb ability.
This document is a web enhancement of Denizens of Darkness , a d20 Ravenloft book released by Sword & Sorcery Studios.
DUNGEONS &DRAGONS, D&D, and RAVENLOFT, are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro,
Inc., and are used by Arthaus under license.
For more information on d20 Ravenloft or Denizens of Darkness , visit www.swordsorcery.com or www.kargatane.com
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