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Religion
nical terms and concepts but no syntax to speak of. It exists primarily to serve as a written form of tsochar telepathy. Tsochari rarely use the languages of other races, again relying on their telepathy. Typically, a tsochar speaks Tsochar, Common, and one additional language useful in its dealings with specifi c races, such as Draconic, Giant, Goblin, Orc, or Undercommon. Tsochari understand these languages much better than they speak them, since their vocal apparatus is nothing like a humanoid throat. When they do speak aloud in humanoid languages, their voices are tinny and high-pitched, and buzz abominably. A tsochar inhabiting or animating the body of a humanoid is much more intelligible, since it can use the existing vocal arrangements.
The tsochari are one of the most religious aberration races. The cult of Mak Thuum Ngatha comprises an elite priestly caste within tsochar society, even more powerful and infl uential than the noble caste. The Nine-Tongued Worm embodies the opening of infi nite knowledge, the destruction of barriers, and the spanning of space and time, all things that the tsochari deeply revere. In turn, Mak Thuum Ngatha regards the tsochari as its favored servants and agents (as much as it favors anyone or anything), and entrusts tsochar priests with tasks it deems important. Since Mak Thuum Ngatha already holds sway over the tsochari, its commands to its priests involve spreading its worship, and the dark and perilous lore it brings, to other races and lands. All too often, this means humanoid realms in the mundane world. Tsochari priests therefore serve as emissaries or messengers from the NineTongued Worm to humanoids foolish or reckless enough to be tempted by the power the tsochari offer. More than one human cultist has gained the services of tsochari spies and assassins by promising to perform awful sacrifi ces and summonings at the behest of tsochari priests.
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Sample Characters: Akhando and X hekk T hosss (EL 10)
Last of a line of minor lords notorious for traffi cking with sinister powers, the cleric Akhando dwells in a dilapidated tower in the dark, tangled forests of the Witchfi re Hills. Passing himself off as a reclusive landowner who rules over a small fi ef in this desolate area, Akhando is the secret master of a cult devoted to Mak Thuum Ngatha. His shrines and summoning stones lie scattered throughout the sinister forests of his home. Akhando is currently hosting the tsochar priest Xhekk Thosss, carrying the horrible creature in his own fl esh so that his “guest” can study for itself the possibilities Akhando’s cult offers.
Akhando and Xhekk Thosss have Krusk in a diffi cult position A k h a ndo, S er va nt of the Worm: Male halff a r s p a w n † h u m a n cleric 7 of Mak Thuu m Ng a t h a ; C R 9 ; Med iu m outsider (native); HD 7d8 +35 ; hp 69 ;
Illus. by M. Phillippi
Init +2; Spd 30 ft. (20 ft. in armor); AC 23, touch 12, fl at-footed 21; Base Atk +5; Grp +9; Atk +11 melee (1d8+5, +1 heavy mace); Full Atk +11 melee (1d8+5, +1 heavy mace) and +4 melee (1d4+2, 2 tentacles); SA spell-like abilities, true strike; SQ blindsight 60 ft., change shape, damage reduction 5/magic, immunity to poison, resistance to acid 10, resistance to electricity 10, spell resistance 17; AL CE; SV Fort +10, Ref +6, Will +8*; Str 18, Dex 14, Con 20, Int 10, Wis 19, Cha 10.
Skills and Feats: Concentration +14, Knowledge (dungeoneering) +5, Knowledge (religion) +5, Spellcraft +5, Spot +6*; Dodge, Lightning Refl exes, Spell Penetration, Weapon Focus (heavy mace). † New template described on page 151. * Includes Madness domain penalty.
Language: Common.
Spell-Like Abilities: 3/day—blur, blink; 1/day—touch of idiocy, stinking cloud.
True Strike (Su): Once per day, Akhando can make a normal attack with a +20 insight bonus on a single attack roll. He is not affected by the miss chance that applies to attacks against a concealed target.
Change Shape (Su): As a standard action, Akhando can take the form of a grotesque, tentacled mass. While in this form, he cannot be fl anked and is not subject to extra damage from critical hits. Creatures native to the Material Plane take a –1 morale penalty on attack rolls against Akhando in this form. His Armor Class changes to 15, his attack changes to +9 melee (1d4+4, tentacle), and his full attack changes to +9 melee (1d4+4, 4 tentacles).
Cleric Spells Prepared (caster level 7th): 0 —cure minor wounds, detect magic (2), guidance, read magic, resistance; 1st—command (DC 15), cure light wounds (2), divine favor, lesser confusionD (DC 15), shield of faith; 2nd—cure moderate wounds, darkness, hold person (DC 16), lesser restoration, touch of madnessD†; 3rd— contagionD (DC 17), cure serious wounds, dispel magic, summon monster III; 4th—confusionD (DC 18), divine power, summon monster IV. † New spell described on page xx. D: Domain spell. Domains: Destruction (smite 1/day, +4 on attack, +7 on damage); Madness (–1 to Wisdom-based checks and Will saves, except that 1/day add +3 to a single Wisdombased check or Will save).
Possessions: +1 breastplate, heavy steel shield, +1 heavy mace, gauntlets of ogre power.
Xhekk Thosss: Tsochar cleric 5 of Mak Thuum Ngatha; CR 7; Small aberration; HD 9d8+36; hp 77; Init +3; Spd 20 ft., climb 20 ft.; AC 18, touch 14, fl at-footed 15; Base Atk +6; Grp +9; Atk +10 melee (1d4+3, tentacle); Full Atk +10 melee (1d4+3, 4 tentacles); Space/Reach 5 ft./10 ft.; SA constrict 2d4+6, improved grab, poison, take spells, wear fl esh; SQ damage reduction 5/adamantine, darkvision 60 ft., rebuke undead, resistance to cold 5, spell resistance 14, telepathy 100 ft.; AL CE; SV Fort +9, Ref +5, Will +15; Str 16, Dex 16, Con 18, Int 14, Wis 20, Cha 15.
Skills and Feats: Bluff +6, Climb +11, Concentration +14 (+18 casting defensively), Hide +11, Knowledge (dungeoneering) +8, Knowledge (religion) +6, Move Silently +5, Sense Motive +9, Spellcraft +8, Spot +9, Use Magic Device +10; Combat Casting, Combat Refl exes, Iron Will, Mindsight†, Weapon FinesseB . † New feat described on page 126.
Languages: Tsochar, Common, Undercommon.
Constrict (Ex): Xhekk Thosss deals 2d4+6 points of damage with a successful grapple check. When Xhekk Thosss deals damage by means of its grapple check, it injects its victim with poison.
Improved Grab (Ex): To use this ability, Xhekk Thosss must hit an opponent with two tentacle attacks. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Tsochari receive a +4 racial bonus on grapple checks.
Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage 1d3 Dex. The save DC is Constitution-based. The poison is delivered by dealing damage with a constrict attack.
Take Spells (Su): A tsochar that replaces an arcane spellcaster retains any arcane spells prepared by the dead spellcaster. See page 122 for details.
Wear Flesh (Su): A tsochar can bore its way into a helpless living creature’s body, choosing to inhabit or replace its victim. See page 122 for details.
Cleric Spells Prepared (caster level 5th): 0—cure minor wounds, detect magic, guidance, read magic, resistance; 1st—command (DC 16), cure light wounds (2), divine favor, longstriderD, shield of faith; 2nd—cure moderate wounds, darkness, hold person (DC 17), shatterD (DC 17); 3rd—dispel magic, fl yD, summon monster III. D: Domain spell. Domains: Destruction (smite 1/day, +4 on attack, +5 on damage) and Travel (freedom of movement up to 5 rounds/day).
Xhekk Thosss currently inhabits Akhando’s body with the cleric’s willing cooperation. The tsochar priest can therefore take no physical actions until it chooses to exit Akhando’s body, as described under Wear Flesh (see page 122). It takes half damage from all damage dealt to Akhando. The tsochar attempts to keep its presence a secret, but if Akhando faces a serious threat, the tsochar exits his body and joins the fi ght—a horrifi c surprise for anyone unfortunate enough to witness the scene. Akhando seems human enough at a quick glance, although he is quite pallid, and his eyes are feverish and intense. Beneath his clothing, he is horribly abnormal. Two thick, strong, green tentacles sprout from his hips, and the fl esh of his left forearm and hand is pocked with half a dozen small, gold-irised eyes beneath thick lids. He is therefore careful to wear baggy tunics