Heroes of Horror - 3.5e

Page 147

COMBAT

Save DC 13 14 16 20 22 24

Corruption Gained 1 1 1d2 1d3 1d4 1d6

Dimension Door (Sp): 3/day. A taint elemental can, by spreading its tainted essence into the environment and instantly reforming at another point, duplicate the effects of dimension door spell (PH page 221). Doing this is a move-equivalent action. Unlike the dimension door spell, the elemental is permitted to take an action immediately afterward if it has any remaining in the round. Elemental Traits: A taint elemental has immunity to poison, magical sleep effects, paralysis, and stunning. It is not subject to critical hits or flanking. It cannot be raised, reincarnated, or resurrected (although a limited wish, wish, miracle, or true resurrection spell can restore life). Excessive Taint (Ex): A taint elemental has both corruption and depravity scores equal to its HD. It takes no ill effects from taint.

GIANT, DUSK

Least Dusk Giant Medium Giant Hit Dice: 6d8 24 (51 hp) Initiative: 1 Speed: 30 ft. (6 squares) Armor Class: 17 ( 1 Dex, 6 natural), touch 11, flat-footed 16 Base Attack/Grapple: 4/ 9 Attack: Claw 5 melee (1d4 9) or greatclub 5 melee (1d10 15)† Full Attack: 2 claws 5 melee (1d4 9) and bite 3 melee (1d4 6) or greatclub 5 melee (1d10 15)† Space/Reach: 5 ft./5 ft. Special Attacks: Cannibalize, rend 2d4 7 Special Qualities: Low-light vision, pall of twilight Saves: Fort 9, Ref 3, Will 4 Abilities: Str 20, Dex 13, Con 18, Int 14, Wis 14, Cha 15 Skills: Climb 14, Intimidate 11, Listen 11, Spot 11 Feats: Cleave, Multiattack, Power Attack Environment: Cold, temperate, and warm mountains and plains Organization: Solitary or gang (2–4)

Lesser Dusk Giant Large Giant Hit Dice: 12d8 84 (138 hp) Initiative: 0 Speed: 40 ft. (8 squares) Armor Class: 20 (–1 size, 11 natural), touch 9, flat-footed 20 Base Attack/Grapple: 9/ 25 Attack: Claw 11 melee (1d6 21) or large greatclub 11 melee (2d8 36)† Full Attack: 2 claws 11 melee (1d6 21) and bite 9 melee (1d6 15) or large greatclub 11/ 6 melee (2d8 36) or rock 1 ranged (2d6 21)† Space/Reach: 10 ft./10 ft. Special Attacks: Cannibalize, rend 2d6 18, rock throwing, spell-like abilities Special Qualities: Low-light vision, pall of twilight, rock catching Saves: Fort 15, Ref 4, Will 8 Abilities: Str 34, Dex 11, Con 25, Int 14, Wis 14, Cha 16 Skills: Climb 27, Intimidate 18, Listen 17, Spot 17 Feats: Cleave, Improved Sunder, Iron Will, Multiattack, Power Attack Environment: Cold, temperate, and warm mountains and plains Organization: Solitary or gang (2–4) Challenge Rating: 9 Treasure: Standard Alignment: Usually chaotic evil Advancement: 13–17 HD (Large) Level Adjustment: — †Includes adjustments for Power Attack feat. Greater Dusk Giant Huge Giant Hit Dice: 18d8 198 (279 hp) Initiative: –1 Speed: 40 ft. (8 squares) Armor Class: 25 (–2 size, 17 natural), touch 8, flat-footed 25 Base Attack/Grapple: 13/ 40 Attack: Claw 17 melee (1d8 32) or huge greatclub 17 melee (3d8 28)† Full Attack: 2 claws 17 melee (1d8 32) and bite 15 melee (1d8 22) or huge greatclub 17/ 12/ 7 melee (3d8 54) or rock –2 ranged (2d8 32)† Space/Reach: 15 ft./15 ft. Special Attacks: Cannibalize, rend 2d8 27, rock throwing, spell-like abilities Special Qualities: Low-light vision, pall of twilight, rock catching Saves: Fort 22, Ref 5, Will 10 Abilities: Str 48, Dex 9, Con 32, Int 14, Wis 14, Cha 18 Skills: Climb 40, Intimidate 25, Listen 23, Spot 23 Feats: Awesome Blow, Cleave, Improved Overrun, Improved Sunder, Iron Will, Multiattack, Power Attack

CHAPTER 6

Elemental Small Medium Large Huge Greater Elder

Challenge Rating: 4 Treasure: Standard Alignment: Usually chaotic evil Advancement: 7–11 HD (Medium) Level Adjustment: — †Includes adjustments for Power Attack feat.

CREATURES OF THE NIGHT

Taint elementals are sadistic opponents. They are fond of ambushes and sneak attacks. While they do not hesitate to kill, they also enjoy corrupting targets with large amounts of taint and then leaving them to suffer. A taint elemental tends not to use its Power Attack feat on the first few attacks, instead calling it into play once it is certain that it has a good chance to hit its chosen target(s). Touch of Taint (Ex): Anyone struck by a taint elemental, or who physically touches a taint elemental, must succeed on a Fortitude save or gain corruption points. The DC of the save, and the amount of taint gained, is as follows. The save DC is Charisma-based.

147


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Tainted Minion

3min
page 153

Unholy Scion

12min
pages 155-158

Tainted Raver

3min
page 154

Phantasmal Slayer

3min
page 152

Golem, Cadaver

9min
pages 149-150

Giant, Dusk

7min
pages 147-148

Boneleaf

3min
page 143

Corruption Eater

3min
page 144

Elemental, Taint

6min
pages 145-146

Bog Imp

4min
page 142

Bloodrot

7min
pages 140-141

Fiend-Blooded

24min
pages 102-107

Tainted Scholar

25min
pages 113-118

Purifi er of the Hallowed Doctrine

21min
pages 108-112

Violence and Taint

4min
page 80

Dread Witch

18min
pages 98-101

Dread Necromancer

19min
pages 84-87

Chapter 5: Heroes and Antiheroes

2min
page 81

Death Delver

24min
pages 93-97

Mortuary Terrain

10min
pages 72-75

Haunting Presences

11min
pages 69-71

Mental Symptoms

10min
pages 65-66

Adventuring in Nightmare Realms

19min
pages 54-57

The Taint of Evil

5min
page 62

Dreams as Plot Devices

6min
page 53

Other Campaign Models

5min
page 51

Sample Campaign: Nightwatch

8min
pages 48-50

Plot in a Horror Campaign

10min
pages 44-45

Unhappy Endings

5min
page 47

Villains

5min
page 46

Setting

22min
pages 40-43

Villains in a Horror Game

25min
pages 27-32

Plot and Story

11min
pages 25-26

Setting

5min
page 24

New Demigod: Cas

9min
pages 19-20

Villainous Traits

5min
page 12

Creating Horror

5min
page 7

Sample Encounter: “Annalee’s Baby”

11min
pages 15-18

Chapter 1: Dread Encounters

2min
page 5

Sample Encounter: “To Grandmother’s House”

8min
pages 13-14

Creepy Effects

11min
pages 8-9

The Villain of a Horror Encounter

10min
pages 10-11
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