4 minute read

Denassa The Midnight Vesper

MICHAEL TRICE

Not all tales ofloyal servitude end with the devotee honored among the masses—sometimes such people are feared,cursed,and reviled.And not just by those who oppose the ones they serve,but by those who gave them power and life ...and death.Denassa,the Midnight Vesper,is one such creature.

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Born a verrik ofmoderate station but unique intellect, Denassa grew to adulthood within the confines ofan akashic guild that many believed to be only rumor—an order that commanded the utmost zealotry to protect a powerful coven ofwitches.This coven pushed the strains ofmorality to pursue perfection in its guardian-assassins,who were raised from birth to die for them in the greatest test offealty. In fact,they hand-selected the most loyal and accomplished ofthe guild,grooming them to die and be raised again in undeath as members ofthe Haunt.

The favors the guild granted Denassa’s family escape record,perhaps stripped by the beast herself.But what the guild reportedly received in return,the folk ofthe Diamond Throne lands know all too well.Stories ofher infiltrations,thefts,murders,and myriad acts ofsabotage pour freely from too many lips for them all to be truly the work ofone creature.However,the facts justify enough of them that few doubt the veracity ofany claim.The coven uses such stories to drive home fear ofthe Haunt’s power, ordering all members to leave behind Denassa’s mark of the purple lily,always reminding those who tell the tales that none are safe.

Yet this is not her story’s end.Robbed ofher youth and promising life,Denassa has grown tired ofserving her masters.Recently,she escaped their control to travel freely and ply her trade as she likes.Skilled in the arts ofdisguise,infiltration,and educated in all matters,Denassa is uniquely suited to pass among the living,slipping from one place to the next with few ever the wiser.

The coven alone knows ofher current rogue status.That its prize possession has fled presents a dire challenge to the order’s authority.In response,they have unleashed dozens of new members ofthe Haunt to bring her back or destroy her. None have succeeded,many have disappeared,and few of them still know the fearlessness they once enjoyed.

Haunted by the abomination ofher existence,Denassa seeks some form ofsolace that is not a final death.In her heart she believes what she has been told most ofher life: that her deeds served some greater purpose,which she could not fully understand.And having passed out ofthe world ofthe living,life is not her final pursuit—divinity is. She hopes to ascend,as the verrik ofold once did,to a higher state ofbeing by helping her legend to grow through her ever-greater deeds.Her search for such a reward is tireless,all-consuming,and utterly without mercy.

Combat

Denassa wields her flaming claws as weapons skillfully in battle.She is also likely to use her disorient and mind stab spell-like abilities during combat.

Denassa is well suited to preserving herself,both in healing and disguise.Her tattooed spell can overcome most injuries in time,while her Disguise skill is unsurpassed.

She still leaves her trademark purple lily at the scene ofeach ofher attacks,to enlarge her already considerable legend.

Using Denassa

While Denassa currently travels deep in the Central Plains, the whispered myth ofthe Midnight Vesper is known from Zalavat to the Harrowdeep.Characters who encounter her may have the misfortune ofalso tangling with the members ofthe Haunt who pursue her.

Ifa cause serves her,Denassa will see it completed.Her legend does not allow failure,thus she remains utterly dependable as friend or foe.

Denassa,female (undead) verrik Aks8/Verrik3: CR 12;Medium undead;HD 11d12;86 hp;Dying/Dead —/0;Init +2;

Speed 30 feet;AC 14 (+2 Dex,+2 natural armor),touch 12, flat-footed 12;BAB +8/+3;Grapple +8;Attack +8 melee (1d4+2 and 1d6 fire,critical 20/×2, claw),or +10 ranged (1d8,critical 20/×3, light crossbow);Full Attack +8/+3 melee (1d4+2 +1d6 fire,critical 20/×2, claw),or +10 ranged (1d8 critical 20/×3, light crossbow);SA Sneak attack +1d6;SQ Darkvision 60 feet,undead traits,sensory control,spell-like abilities;Hero Points 0;SV Fort +5,Ref+5,

Will +12;Str 10,Dex 14,Con —,Int 20,Wis 17,Cha 14

Languages: Common,Faen,Giant,Goblin,Litorian,and

Verrik

Skills and Feats: Appraise +8,Balance +9,Bluff+11,Climb +5,

Diplomacy +15,Disable Device +10,Disguise +17,Escape

Artist +9,Forgery +10,Jump +5,Knowledge (architecture) +12, Knowledge (ceremony) +12,Knowledge (cosmology) +12, Knowledge (dangerous beasts),Knowledge (engineering) +12,Knowledge (geography)+12,Knowledge (history) +12, Knowledge (magic) +12,Knowledge (nature) +12,

Knowledge (nobility and courtesy) +12,Knowledge (religion) +12,Knowledge (runes) +12,Knowledge (sailing and navigation) +12,Knowledge (science) +12,Listen +5,

Open Lock +8,Search +11,Sense Motive +10,Sleight of

Hand +11,Sneak +11,Spot +5,Tumble +11,Use Magic

Device +9;Great Fortitude,Hands as Weapons (+2,flaming),Intuitive Sense,Night Owl,Skill Focus (Disguise),

Tattooed Spell (touch ofdisruption) Sensory Control (Su): Denassa can selectively shut down one or more senses. Innate Spell-Like Abilities (Sp): 1/day—compelling command, contact, detect magic, disorient, lesser telekinesis, levitate, mind stab, read mind, sense thoughts;2/day—telepathy;3/day— object loresight Skill Memory (Su): Four times per day,Denassa gains a +2 bonus to a single skill check attempt made the next round. Perfect Recall (Ex): Denassa enjoys a +3 bonus to

Knowledge skill checks made without using skill memory. Delve Into Collective Memory (Su): Eight times per day,

Denassa can make a +13 check to remember some relevant information about notable people,legendary items,or noteworthy places. Akashic Spell-Like Abilities (Sp): 3/day—creature loresight, location loresight, object loresight Lesser Delve Into Personal Memory (Su): Once per day as a standard action,Denassa can mentally probe the memory ofone creature within 25 feet to find a truthful one-word answer to a question.A

Will save (DC 16) negates the attempt;succeed or fail,the subject remains unaware ofthe attempt. Minor Battle Memory (Su): Once per day,for 8 rounds,Denassaenjoys a +4 competence bonus to attack and damage rolls,as well as a +4 dodge bonus to Armor Class. Lesser Battle Memory (Su): Twice per day,for 8 rounds,

Denassa enjoysa +3 competence bonus to attack and damage rolls,as well as a +3 dodge bonus to Armor

Class. Kinesthetic Memory (Su): Denassa can easily get around with no penalty when she has a single damaged or deprived sense and is in familiar surroundings. Possessions: Amulet ofunknown (usable once per day for 12 hours,caster level 15th);light crossbow and 20 bolts;a large,fine leather satchel;six scroll cases,20 pieces ofvellum,and pen and ink vial;fine clothes befitting a courtier, including necklace,earrings,and bejeweled coif(250 gp); 75 gp

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