Special Qualities: Damage reduction 5/tritium, darkvision 60 ft., immunity to magic, low-light vision
Ecology
Environment: Any
Organization: Solitary or gang (2-4)
Treasure:Standard
Berserk
When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.
A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds, with no saving throw.
A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a flesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A flesh golem golem gets no saving throw against attacks that deal electricity damage.
She has ruled for 60 years since her husband passed away.
Attitude: Downtrodden. The town has been suffering famines and sickness for decades. The past 3 years have been the worst, corn and soybean crops have all rotted in the fields. All that has survived is cabbage and potato crops.
Superstitious: the peasants are fearful of Lady Balan, and see witchcraft in many places, but also seek a saviour.
The town is mainly under the thumb of the magistrate.
Special Qualities: 15ft Reach, Darkvision 60 ft., death throes, immunity to cold, low-light vision, vulnerability to fire
Ecology
Environment:Cold Plains
Organization: Lone
Treasure:none
Trill
A frost worm can emit a noise that forces its prey to stand motionless. This sonic mind-affecting compulsion affects all creatures other than frost worms within a 100-foot radius. Creatures must succeed on a DC 17 Will save or be stunned for as long as the worm trills and for 1d4 rounds thereafter, even if they are attacked. However, if attacked or violently shaken (a full-round action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm’s trill for 24 hours. The effect’s caster level is 14th.
Cold
A frost worm’s body generates intense cold, causing opponents to take an extra 1d8 points of cold damage every time the creature succeeds on a bite attack. Creatures attacking a frost worm unarmed or with natural weapons take this same cold damage each time one of their attacks hits.
Breath Weapon
30-foot cone, once per hour, damage 15d6 cold, Reflex DC 22 half. Opponents held motionless by the frost worm’s trill get no saving throw.
Death Throes
When killed, a frost worm turns to ice and shatters in an explosion that deals 12d6 points of cold damage and 8d6 points of piercing damage to everything within 100 feet (Reflex half DC 22).
Gades is an older trade company, that owns most of the warehouses in Ferryport, and makes most of its money off of small fees helping goods find their way to the correct buyers.
Eyes is a game of 6 sided dice. Those who are playing place an ante, then all roll their dice. They then place a bet, select which dice they wish to reroll, and then reroll. After the reroll, the best rolls win.
Gerey Soray is an ex-guardsman from Kowal. He left the city to be free of the Uthgard influence on the city. He leads up the guards for Elmhearth now.
Gerey is an old, skinny, grizzled man, his thinning grey hair is kept short. He has a neatly trimmed beard, and his chainmail is always thoroughly oiled. His large bastard sword across his back is adorned with his family crest, three acorns.
Ghoul
Challenge Rating: 1
Size: Medium
Type: Undead
Initiative: +2
Defense
Hit Points: 13hp (2d12)
Armor Class: 14, touch 12, flat footed 12 (+2 Dex, +2 natural)
Saves: Fort +0 Ref +2 Will +5
Weaknesses: —
Offense
Speed: 40
Base Attack: +1
Melee: Bite +1 (1d6+1+ paralysis) and 2 Claws +0 (1d3 plus paralysis)
Ranged: –
Special Attacks: ghoul fever, paralysis
Sanity Effects: First encounter 0/1d2
Statistics Abilities: Str 13, Dex 15, Con 0, Int 6, Wis 14, Cha 8 Skills: Acrobatics +2, Athletics +1, Awareness +4, Endurance -, Knowledge -, Persuasion -, Spellcraft 0, Survival +2, Thievery +2 Talents: 1 point or recommended: Alertness
Special Qualities: Multiattack, Darkvision 60’
Ecology
Environment: Any
Organization: Any
Treasure: Standard
Ghoul Fever
Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 CON and 1d3 DEX for two weeks.
Multiattack
The creature’s secondary attacks with natural weapons take only a -1 penalty.
Paralysis
Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis.
Savage is the only word needed to describe the ghul. Supposedly, these creatures are the twisted remains of Eastlanders who were caught in the dark magics of the Aradan War. They are now the most widely spread menace to civilization. Raiders, bandits, cannibals—there is no limit to their depravity and madness.
The origins of the ghul cannot be stated with certainty, but they appear to be the descendants of those who were twisted and deranged by the dark magic of the 30-year war between Aradan and Pardalor. Whatever the truth, they have become a twisted, evil, and outcast people. Dworvs call them “ghuls,” which in their tongue is related to the word “lost.”
The ghul hate all other living things and show a strong dislike between their own tribes. They are hunter-gatherer societies—more like packs—who take advantage of any easy prey, from animals to farmers. They are raiders, feared in any land through which they roam. Luckily, due to their exceedingly chaotic and violent nature, their population has typically remained sparse in the 700 years since they were first encountered.
They are most common in the East, though lately some have been seen as far west as Garaden. In recent years, rumors have begun to spread that someone has organized them for some sinister purpose. With all the strife now in the North, we can only hope that this is just a rumor.
One common trait they seem to share is a reverence for honorific body scarification and disfigurement. This may be due to the deformities that many suffer from long exposure to the toxins in the Eastern plains.
Little else is known of the ghul, as their beliefs, languages, and rituals differ widely from tribe to tribe.
—Etahn
Etahn and I encountered a band of ghul on our first research excursion. We had no choice but to destroy them, as consumed by hatred for our kind and unrelenting in their aggression as they were.
But what can one expect of a people of such tragic history? Many historians believe—and the evidence is quite convincing—that the ghul are direct descendants of those who fought for the Warlock King, used by his necromancers as disposable fodder for the front line of that bloody war. They did not choose to become what they did—who would?
The ghul appear mostly teran, though they often look emaciated and pale; some can grow larger than teran and more muscular. They scar, disfigure, and tattoo themselves. It is because of their appearance that many do not believe that they are descended from terans.
Special Qualities: Low-Light Vision; Natural Resistance:+2 Save vs Poison and Disease
Ecology
Environment: Any
Organization: Single, Pair, Tribe (2-10)
Treasure: Standard
Ghul Shaman
Ghul tribes are often led by a single shaman. These shaman understand the visions of both worlds and lead their people, hoping to find their way in a world that rejected them.
A wylder can use Spell Sight to memorize a spell that they witness being cast. This ability is detailed further in the chapter on Magic.
Spell Memory
Unable to record spells in a spellbook, wylders are limited to a number of spells they can know at a given time. This is based on class, level, and ability score. A wylder can commit a number of spells to memory equal to their Spell Memory Allotment for a given spell level plus their primary ability score modifier.
A burst of energy explodes from the wylder’s hands towards a target. On a successful ranged touch attack with a +2 to the roll (figured in above), the wylder inflicts 1d4+1 damage as a force effect. Range 60’.
Focus and Ravage
An unman shaman can do focusing and ravaging to cast more spells as described in the Sagaborn Core Rulebook.