The Damned of Setralus
Setralus the Lost has recently developed a way of blending mortal creatures with demons in such a way that both are able to benefit. Instead of the normal possession, the mortal gains awesome abilities, their mind and the demon's becoming one and forming a Gestalt consciousness that is neither mortal nor demon but something far worse. The Damned of Setralus are an elite cadre of beings, although they are few and far between. Only specific individuals can become vessels and these are sought after by the rest of the Damned to bring into Setralus's fold, until the day comes when her great scheme comes to fruition.
Combat
All of the Damned have their own unique purposes and act as a coherent and organized team. A typical group of the Damned will consists of one or two Voices, about four Talons per Voice and maybe even an Eye. The Talons will act as scouts, when the Eye cannot reach into areas further than his abilities, and will also be the main foot soldiers of The Damned. The Voices are the agents of the Damned, and they liaison with all of her non-Damned agents. Typically the leaders of the groups they bow down only to the Eyes.
The Damned prefer to surprise their opponents, exploiting their weakness and using their awesome powers to bring them down, utilizing each different Damned's abilities where they are needed most.
The Talons of the Damned
Type: Tanaarii Aberration Subtype
Hit Dice: 9d10+18 (67hp)
Inititiative: +4
Speed: 40ft
Armour Class: 20 (+4 dex, +6 natural/ demonic) touch 14, flat footed 16
Base Attack/Grapple: +4/+8
Attack: Bite: + 8 melee (1d4+2), Slam +8 melee (1d6+4)
Full Attack: Bite: +8 Melee, 2 Slam +8 Melee (1d6+4)
Space/Reach: 5ft
Special Attacks: Poison attacks
Special Qualities: Regeneration, Acid blood
Saves: Fort: +6 Ref: +8 Will: +4
Abilities: Str: 18 Dex: 18 Con: 15 Int: 10 Wis: 10 Cha: 8
Skills: Climb +18, Hide +12, Jump +10, Listen +12, Move Silently +8, Search +8, Spot +10, Tumble +12,
Feats: Power Attack, Cleave, Greater Cleave, Up the Walls, Improved Speed
Environment: any
Organization: 1-5, 1 Voice of the Damned
Challenge Rating: 8
Treasure: none
Alignment: chaotic evil
Advancement: 11-15hd (large) 16-25hd (huge)
Level Adjustment: +8
Before you crouches a pack of strange ghoul-like creatures. They appear vaguely human, but the strange ridges and spines that protrude out of their skin tell another story. They move swiftly across the rooms, climbing along the walls with ease.
The Talons of The Damned are hunched vicious creatures that enjoy slaughtering those weaker than them. They appear to be gaunt humanoids of different races and size, but all exhibit the same behavior. They hunch over and scramble along on all fours, moving with amazing speed.
The Talons are the failed joining of tanarri and mortal. the device used to combine the two creatures seems to reject them, and instead form a creature with an above average intelligence, and a voraciousness for slaughter.
Combat
The Talons of The Damned love to stalk their victims, and then use their Spiderclimb ability to find an opportune postion from which they leap out and tear their prey apart.
Acid Blood: whenever a Talon is damaged anyone within 5 ft must make a reflex save (DC 15) for half damage or take 5d6 acid damage. Any slashing or piercing weapon that did the damage to the Talon will automatically be hit and will take 3d6 damage.
Regeneration: a Talon will Regenerate double its constitution modifier in hit points every turn. Only holy, blessed, cold or electricity damage can negate this.
Poison Attacks: Every successful slam attack that the Talon makes must be saved against (fortitude DC18) or the victim will suffer an additional 1d6 hit point damage every round for the next 1d6 rounds. The victim can roll a save every turn that they are afflicted by the poison. on a successful save the poison is negated. If they are hit multiple times, they can be poisoned multiple times and so will have to make multiple saves
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