Mummy

Mummy

Challenge Rating: 5

Size: Medium

Type: Undead

Initiative: +0

 

Defense

Hit Points: 55 (8HD)

Armor Class: 20 (+10 natural), touch 10, flat-footed 20

Saves: Fort +4 Ref +2 Will +8

Weaknesses: Fire

 

Offense

Speed: 20’

Base Attack: +4

Melee: Slam +11 melee (1d6+10 plus mummy rot)

Special Attacks: Despair, mummy rot

Sanity Effects: First Encounter 1/1d6

 

Statistics

Abilities: STR 24, DEX 10, CON –, INT 6, WIS 14, CHA 15

Skills: Acrobatics +0, Athletics +10,  Awareness +6, Endurance –, Knowledge -5, Persuasion +2, Spellcraft +2, Survival +2, Thievery +0

Talents: 2 points or recommended: Alertness, Great Fortitude

Special Qualities: Damage reduction 5/-, darkvision 60 ft., undead traits

 

Ecology

Environment: Any

Organization: Solitary, Warden Squad (2-4), or guardian detail (6-10)

Treasure: Standard

 

Despair

At the mere sight of a mummy, the viewer must succeed on a DC 16 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours.

 

Mummy Rot

Supernatural disease—slam, Fortitude DC 16, incubation period 1 minute; damage 1d6 Con and 1d6 Cha.

 

Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 Spellcraft check, or the spell has no effect on the afflicted character.

To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.

An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.

 

Nachzur

Nachzur

He looked alive. He moved fluidly, but there was something wrong. His blue eyes called to me and I almost believed the sweet words coming from his mouth. That mouth, filled with thin translucent fangs, which somehow did not seem strange to me. I tried to look away, but I could not.

 

A nachzur is not one of the most powerful beings of the Navirim, but it still has great powers of persuasion over those of Atheles. They prefer to use a banter of words to defeat enemies than to fight outright.

Nachzur

Challenge Rating: 4

Size: Medium

Type: Navirite

Initiative: +2

 

Defense

Hit Points: 40 (6d10+6)

Armor Class: 19 ( +2 DEX, +7 natural)

Saves: Fort +5 Ref +5 Will +3

Weaknesses: – Cold iron, Aradani Steel, amarnium, silver

 

Offense

Speed: 30’

Base Attack: +3

Melee: +3 Claws x2 1d6

Ranged: +5

Special Attacks:

Sanity Effects: At Will (Once per day)

 

Statistics

Abilities: STR 11, DEX 14, CON 13, INT 15, WIS 12, CHA 16

Skills: Acrobatics +2, Athletics +0, Awareness +2, Endurance +1, Knowledge +2, Persuasion +3, Spellcraft +3, Survival +1, Thievery +2

Talents: 2 points or recommended: Advantage, Negotiator

Special Qualities: Darkvision 60’; DR 5/ cold iron, Aradan Steel, amarnium, or silver;   immortal*; trapped; summon ally, shadowborn

Special Abilities: (Once per day) Alter Self; Spell-like abilities – Cause fear, comprehend languages, tongues; Advancement

 

Ecology

Environment: Any / dark

Organization: Single

 

Treasure: Standard

 

Spell-Like Abilities

At Will – Cause Fear (DC12); 2/day – Comprehend Languages, Tongues

 

Alter Self

When a nachzur takes over a host body, that body transforms to look more like the natural form of the nachzur, semi-transparent skin, enlarged cranium, bright blue eyes, and translucent fangs. They use the Alter Self ability to blend into population that surrounds them. This can be used once per day, but lasts indefinitely. Abilities or items that allow True Seeing, see through the nachzur’s illusion.

 

Advancement

A nachzur can gain levels as a player class. For each class level, they gain an additional CR point. They gain HP, abilities, and spells as per the class level they advance in.

 

Immortal

A nachzur can only be killed by being decapitated and then a silver spike hammered through their skull. Otherwise, the spirit of the nachzur will slowly repair the body until it is whole again.

 

Summon Ally

Once per day a nachzur can summon another from the navirim to aid them. The summoned ally is always CR 2 or lower.

 

Shadowborn

A nachzur is a creature of the shadows. The Navirim does not have a strong sun. In Atheles, the nachzur must stay out of direct sunlight, or suffer 1d6 damage per minute.

 

Trapped

Unlike some navirites that possess a creature, a nachzur can not leave the body it inhabits. This makes them more likely to be cautious than other navirite fey.

 

Nameless

During the Aradan War, Uthgard created an elite group of warriors who vowed to give everything to crown and kingdom. They gave up themselves, the Nulthari erased their desires, their individual thoughts, and their names. The Nameless became the most feared elite unite of the faction called Death’s Embrace.

Naru

Librarian Council member

Physical Description: Naru is 5′ 10″ pale skinned Uthgardian. He has a thick accent, his smile is disarming. He dresses in the style of the librarians, an embroidered Grey robe. 

Personality: He is a little short with answers, and you can tell he enjoys being clever.

 

[private role=”administrator”]

Role in Story: Major NPC 

Occupation: Librarian Council member. Spy for Cerberos

Motivations

  • He is searching for information on other pieces of Armagedecron.

Habits/Mannerisms

Background:

Naru’s parents were wylders. They dabbled in whatever magic helped them survive the harsh wilds. Eredar found them and sentenced them as ravagers. They were silenced and left to be. Naru tried to take care of them, but without their magics, their farm suffered and he watched them starve to death. 

A member of Cerberos found his farm after news of witches silenced spread through the countryside. Pulled the young Naru crying from the small empty farm, he trained him in the ways of the arts and indoctrinated him into Cerberos. 

He has become a powerful Luminar, though he hides this and pretends to be much weaker than he is. 

Internal Conflicts: He still bears the scars of his parents death. His anger at those who punish magic users is apparent. 

External Conflicts:  

He hates the power system in Kowal and works to pull it down. Asmoden has promised that Armagedecron will be used to rip the Red Guard from their keep when he is summoned. 

Notes:

Character Sheet:

Level 8 Luminar

 

 

 

[/private]

Navirim

The Navirim – The Dream World

The most mysterious source of energy is the dream world. Called the Navirim by the ancient elves, these days it is more often called the Never by superstitious folk. In the tomes, it states that the Navirim is a mirror of our world in many ways…a dark twisted version, but with many similarities. It is said to be inhabited by shadowy creatures and beings that many believe haunt our dreams. In the past, there are accounts of things crossing over, but thankfully there is no proof of recent breaches into our world.

Treatise of Magic, by Deen Hyton of the Mage Tower, 5701

Many would curse those who betray them to the Never…that dark fairy land where horned creatures bake children in giant fires, gray skinned devils sink hooks into the skin of the cursed, hanging them from chains, and beautiful, cruel sirens seduce us in order to consume our spirits. It was safe to speak of this in the past, because these were just fairy stories, but now we know that the Navirim is indeed an actual place, just out of reach, but forever there. How do you fight the immaterial inhabitants of your nightmares?

Dsk Muerd, Chronicler, Druid

 

Dreams in Uteria

Dreams are dark in uteria.

 

The Link to the Dream World

The elves call the creatures from the Navirim the Unvari. Humans call them demons or dark fey.

Nerrahem Asylum

A place for the mentally troubled. It has a long history of abuse, tragedy, and even rumored to be haunted.

Night Hag

Night Hag

Challenge Rating: 9

Size: Medium

Type: Monstrous Humanoid

Initiative: +4

 

Defense

Hit Points: 92 (8HD)

Armor Class: 25, touch 14, flat-footed 21 (+4 Dex, +11 natural)

Saves: Fort +14 Ref +8 Will +11

Weakness: Cold Iron, Magic

Offense

Speed: 30ft

Base Attack: +8

Melee:2 claws +13 (1d4+5), bite +13 (2d6+5 plus disease) 2 claws +7 melee (1d4+4)

Special Attacks:  Dream haunting, Disease, Spell-Like Abilities – mage bolt, ray of enfeeblement, sleep

 

Statistics

Abilities: STR 21, DEX 19, CON 22, INT 18, WIS 16, CHA 17

Skills: Acrobatics +4, Athletics +5,  Awareness +3, Endurance +6, Knowledge +3, Persuasion +5, Spellcraft +6, Survival +3, Thievery +4

Talents: Alertness, persuasive

Special Qualities: DR/10 Cold Iron and Magic; Immune to Charm, Cold, Fear, Fire, Sleep ; etherealness

 

Ecology

Environment: Any Evil-Aligned Plane

Organization: Solitary or covey (3 hags of any kind plus 1-8 ogres and 1-4 evil giants)

Treasure: Standard

 

Spell-Like Abilities

At Will – mage bolt, ray of enfeeblement, sleep (DC14 will)

 

Disease

Demon Fever: Bite—injury; save Fort DC 20; onset immediate; frequency 1/day; effect 1d6 Con damage(target must save a 2nd time or 1 point of the damage is drain instead); cure 2 consecutive saves. The save DC is Constitution-based.

 

Dream Haunting

A night hag can visit the dreams of chaotic or evil targets by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once it does so, it rides on the victim’s back until dawn. The sleeper suffers tormenting dreams and takes 1 point of Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions by confronting and defeating the night hag.

 

Etherealness

A Night Hag may become ethereal, along with their equipment. For the duration of the spell, they are in a place commonly called the In-Between, which theoretically overlaps the normal, physical, plane of Atheles (called the Material Plane). When the spell expires, a Night Hag return to material existence.

 

An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, it can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet. Treat other ethereal creatures and ethereal objects as if they were material. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. If the spell ends and the ethereal creature becomes material while inside a material object (such as a solid wall), they are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that they so travel.

 

This effect lasts 10 rounds and can only be used if the Night Hag is in possession of its Heartstone.

 

Heartstone

All night hags carry a heartstone—a special gemstone worth at least 1,800 gp that is worn as a periapt. A heartstone’s magic is fueled by the hag’s spirit and proximity—once separated from its owner (or upon the hag’s death), a heartstone retains its magic for only 24 hours before becoming a nonmagical gem again. The heartstone instantly cures any disease contracted by the holder. In addition, a heartstone provides a +2 resistance bonus on all saving throws (this bonus is included in the statistics block above). A night hag that loses this charm can no longer use etherealness or soul bind until it finds a replacement gemstone.

 

 

 

Nightcat

Nightcat

Challenge Rating: 2

Size: S

Type: Animal

Initiative: +2

 

Defense

Hit Points: 13 (2d8+4)

Armor Class: 14, touch 13, flat-footed 12 ( +2 DEX, +1 natural, +1 size )

Saves: Fort +5 Ref +6 Will +0

Weaknesses:

 

Offense

Speed: 40’, climb 20’

Base Attack: +1

Melee: (2) claw +4 (1d3 plus grab), bite +4 (1d4+2)

Ranged: –

Special Attacks: Pounce

Sanity Effects: –

 

Statistics

Abilities: STR 15, DEX 15, CON 15, INT 4, WIS12, CHA 6

Skills: Acrobatics +2, Athletics +2,  Awareness +2, Endurance +2, Knowledge -, Persuasion -, Spellcraft -, Survival +1, Thievery +3 (+5 to stealth and hide checks)

Talents: 2 points or recommended: Alertness, Stealthy

Special Qualities: Low-light vision, scent

 

Ecology

Environment: Cold hills, forests and mountains

Organization: Solitary

 

Treasure: None

 

Description: 30lbs, black fur, gold eyes, long tufts of fur on ears and end of tail

 

Pounce

Once per round the Nightcat can leap up to 20’ and attack with both of it claws as a single move action. It may then attempt a normal melee action if it has any actions left.

 

Scent

This ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

 

A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk, can be detected at three times these ranges.

 

The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.

 

Northguard Inn

The inn is tall for a two-story building. Its stone walls have aged from the weather. The two large metal doors open easily into a large common room. A quick look around shows an assortment of people, and all the tables and chairs are taken, save for a round table in the corner, near the hearth.

Innkeeper Baralt (Commoner 1): Owner of the tavern. He is pudgy and a big beard hangs below a smile that splits his face.

Menu:

  • Eggs, Jerky, and Potatoes  (5 cp)
  • Stewed Grouse and Turnip, Tankard of Mead (12 cp)
  • Millet Porridge, Mug of Ale (2 cp)
  • Stewed Sausage and Watercress, Tankard of Beer (12 cp)
  • Salted Crayfish and Barley Bread, Tankard of Ale (11 cp)
  • Pickled Mutton and Dried Lettuce, Tankard of Cider (7 cp)

Overnight prices:

  • Common room (3cp)
  • Bunk room with bed (1sp)
  • Bath (1sp)
  • Private room with 2 beds (3sp)