Heroes of Horror - 3.5e

Page 155

CHAPTER 6

CREATURES OF THE NIGHT Illus. by S. Prescott

levels of both corruption and depravity (referred to hereafter as the base creature). It is most often applied to a creature that goes insane because its depravity score exceeds the maximum for severe depravity for a creature with its Wisdom score; see Table 4–1: Taint Thresholds on page 63. A tainted raver uses all the base creature’s statistics and special abilities except as noted here. Armor Class: A tainted raver’s state of perpetual rage gives it a –2 penalty to Armor Class. Special Attacks: A tainted raver retains all the special attacks of the base creature and gains a perpetual rage ability. Perpetual Rage (Ex): A tainted raver is constantly in a state of insane fury similar to a barbarian’s rage. In this state, the raver gains a 4 bonus on its Strength and Constitution scores, a 2 bonus on Will saves, and a –2 penalty to Armor Class. An effect that counters rage, such as the calm emotions spell, temporarily suppresses this ability and negates these bonuses and penalties. Unlike a barbarian’s rage, a tainted raver’s perpetual fury does not prevent it from taking actions that require reasoned thought or concentration. A tainted raver can cast spells, use skills, activate magic items, and even act calmly and rationally. It retains at least some modicum of tactical and rational thought, although its madness can cause it to act on those thoughts in an unpredictable manner. While some tainted ravers become screaming maniacs, others manifest their lunacy in more subtle and sinister ways. A rare few can suppress the outward signs of their innate wrath and even pass, for a time, as normal. Eventually, however, even the most iron-willed raver must give vent to its rage, resulting in fits of homicidal temper. Special Qualities: A tainted minion retains all the special qualities of the base creature and gains those described below. Fast Healing (Ex): A tainted raver heals 3 points of damage each round. Madness (Ex): A tainted raver is irretrievably mad. It uses its Charisma modifier on Will saves instead of its Wisdom modifier and has immunity to confusion and insanity effects. Anyone targeting a tainted raver with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d3 points of taint (depravity) from that contact. A tainted raver cannot be restored to sanity by any means short of a miracle or wish spell. If restored to sanity, a tainted raver loses this template and all the modifiers it applies. Saves: A tainted raver’s state of perpetual rage gives it a 2 bonus on Will saves. Abilities: Increase from the base creature as follows: Str 4 (for raging), Con 4 (for raging), Wis –6, Cha 6. Taint: A tainted raver no longer acquires taint. For purposes of special abilities, its corruption and depravity scores are both considered to be half its Charisma score 1. Environment: Any, usually same as base creature. Organization: Solitary or gang (2–5). Treasure: Double standard. Alignment: Always evil (any). Level Adjustment: Tainted ravers cannot be player characters.

Tainted raver

UNHOLY SCION

Not all births that follow from the mating of an evil outsider and a mortal result in a half-fiend. If the female partner in such a union is impregnated in an area of high taint, the result is the unholy scion. An unholy scion can also be created when a fiend mentally possess an unborn child within the womb. In either case, it is a creature with fiendish power and malignance, all the more terrifying for its ability to pass as mortal. Even worse, the horror gestating in its mother’s womb is already fully intelligent and possesses the ability to influence its mother’s actions and observe the world through her senses. A mortal woman in such straits is often compelled to commit all manner of depraved acts, without ever fully understanding why she is forced to act in such ways—at least, not until the child is born. Unholy scions look like normal members of their mortal parent’s race, but they are subtly disturbing. Their features might be ever so slightly off, their eyes possessed of an evil gleam, or they might simply make everyone around them nervous for no obvious cause. The overwhelming majority of unholy scions are humanoid, although animal scions are not unheard of. All unholy scions are irredeemably evil. By the time the child is born, it is no longer possible to separate the possessing

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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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