Kjun-dren
(Syphon Axe Beak)
Large Magical Beast (Augmented animal)
Hit Dice: 9d10+54 (103 hp/-6/-23)
Initiative: +3 (+3 Dex)
Speed: 60 ft. (12 squares)
Armor Class: 19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16
Base Attack/Grapple: +9/+21
Attack: Bite +17 melee (2d6 +8 plus poison, 19-20)
Full Attack: Bite +17 melee (2d6 +8 plus poison, 19-20) and 2 claw +11 melee (1d6 +4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Energy release, spell release
Special Qualities: Absorption, darkvision 60ft., immunities, kinetic absorption, low-light vision, spell absorption
Saves: Fort +12, Ref +9, Will +3
Abilities: Str 27, Dex 17, Con 23, Int 2, Wis 11, Cha 10
Skills: Jump +12, Spot +8
Feats: Cleave, Improved Critical (bite), Power Attack, Weapon Focus(Bite)
Environment: Any land
Organization: Solitary
Challenge Rating: 10
Treasure: none
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Level Adjustment: -
DESCRIPTION:
“My people traded with the dramojh, 6 centuries ago for the design of the Kjun-dren, it was just a fancy in those elder days, we simply wanted a pet that reflected the Harrid of Skaraven. They are rare and highly treasured by the upper echelons and their owners will teach a venomous lesson to any who dare harm the Kjun-dren.” Excerpt from Raiders of the Sonish Sea by Gavrani Harrid of Karalash
“You see a massive flightless bird with black and white feathers the size of a horse, and as tall as a giant, it‘s beaks seems vicously sharp and almost oversized for its head”
“as it absorbs the firey blast its flames begin to dance around it, and its neck feathers and underbelly turn from white to a flaming red-orange”
These great muscular birds are likely prehistoric relatives of my people, as they have lost the gift of natural flight just as my people have. They have our featherless heads, a powerful thik neck and the vicious beak of a raptor. Like us their neck is covered in short feathers, that change color with the energy or element they absorb. Their torso is covered in black feathers, their underbelly in white, when not having aborbed any stray power. They make a make a strange blare that carries for nearly a quarter league, it is sometimes used abord raiding vessels, in order to intimidate the enemy.
We harrid have great affection for the kjun-dren as we see much of our land in these magnificent creatures, and would be considered a holy creature to my kind if we held any faith in what is holy, it truly has come to symbolize the absorbtion of power, the consumption of magic, and the cutting edge of the raptor.
There is some work being done on turning these stupendous raptors into mount worthy of the harrid, that they could take us into the lands of the dragons so that we may raid upon their magic rich and prosperous lands. Yet so far, the birth numbers are low, and many harrid steal kjun-dren eggs from their nests so that they may raise, and train a kjun-dren as their own.
There is a great rumor of a flock of the kjun-dren, living within the war storm, living off its inherent magic, There is also the titanic Kjun-dren that lives along the harrid’s neck slaying dragons and protecting the lands of Skaraven, though rumors about it simply guards a dimensional hideaway of on of the great dramojh builders that escaped the fall of Serathis
COMBAT:
Absorption (Su): As an immediate action a kjun-dren can absorb energy and elemental attacks directed against it. Absorbable energy and elemental types include: acid, air, cold, earth, fire, negative, force, electricity, positive, sonic and water. The creature may store any type of energy or elemental attack. The energy may come from a passive (bonfire) or aggressive (sorcerous blast)source, although the kjun-dren can only hold 9 dice of damage from any one energy or elemental source. Stored attacks are consumed harmlessly, along with associated immunities, in 90 minutes. At its option, the creature may release the energy harmlessly as a free action.
Energy Release (Su): As a standard action, a kjun-dren may release one type of stored energy as a ranged touch attack against one foe. The range increment is 20 ft, and the energy does any number of dice up to the amount of damage that was stored (the creature’s choice). Once the kjun-dren uses up all the damage stored, it can no longer use that energy to attack, nor is it immune to that energy any longer. See absorption and immunities.
Immunities (Su): While holding a form of energy from absorption or spell from spell absorption, the kjun-dren is immune to that form of energy or that specific spell. Immunity never apples to kinetic absorption.
Kinetic Absorption (Su): A kjun-dren absorbs kinetic energy differently than other forms, though still as a immediate action action. Once per round it effectively has damage reduction 10/-, For every 10 points of damage that fails to over come its damage reduction it gains 2 points of strength. up to a maximum of 43 The enhanced Strength is consumed in 90 minutes, if the kjun-dren absorbs 160 points of damage it can dispate the kinetic energy harmlessly as a free action until then it cannot use its damage reduction.
Posion (Ex): Injury, Fortitude DC 20, initial and secondary damage 2d6 Str and Dex. A successful save results in half damage. The save DC is Constitution-based.
Spell Absorption (Su): A kjun-dren can also absorb spells as a immediate action, so long as the spell does not involve energy. (If it does, the energy is absorbed, not the actual spell.) The creature can absorb any spell (or spells) whose total levels do not exceed 3, if it is higher than third level the kjun-dren must make a successful fort save against the spell’s DC (if it does not have one it cannot be absorbed. Absorbed spells do not affect the kjun-dren. Stored spells are consumed harmlessly, along with associated immunities, in 90 minutes.
Spell Release (Su): The kjun-dren can release spells it has stored as if it had cast the spell itself (save DC 10 + spell level). The resultant spell has a caster level equal to 9 or the level of the original caster (whichever is lower), and it is subject to spell resistance (the check made with the same caster level the spell has). Once the kjun-dren casts the spell, it is no longer immune to it (see immunities).
15. COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
Tome of Horrors author scott greene, based on original material by gary gygax,
Book of Templates: Deluxe Edition, © 2003, Silverthorne Games; Authors: Ian Johnston and Chris S. Sims.
Showing posts with label Monsters. Show all posts
Showing posts with label Monsters. Show all posts
Wednesday, November 14, 2007
Thursday, November 1, 2007
Legacy of the ...Giants?
I love monsters! There is nothing like a new monster except or a really good twist on an old monster. So I thought I would look though my mountain of 3rd party material and see what I could make. I don't like to post monsters too often as I feel without art you are really lacking something, but since I got such strong response from the first post I thought you might enjoy this as well. Below is a really neat variation on the traditional goblin, I took the idea from the Legion of One found in Creature Collection I. I went a little farther with its collective nature and then made a statement about how goblins are treated in the lands of the diamond throne. I also threw in a twist about blaming things on the legacy of the dramojh.
We the One (Legion of One, Creature Collection I)
Huge Aberration (Augmented humanoid,(goblin)
Hit Dice: 14d8+112 (175hp)
Initiative: +2
Speed: 50ft.
Armor Class: 24 (+2 Dex,+2 insight, -2 size, +12 natural), touch 12, flat-footed 20
Base Attack/Grapple: +10/+31
Attack: Huge greatsword +24 melee (4d6+19 19-20x2)
Full Attack: Huge greatsword +24/+19 melee (4d6+19 19-20x2) and Bite +22 melee 2d8+13Face/Reach: 15 ft./15 ft.
Special Attacks: Acid spew, coordinated tactics,
Special Qualities: Collective consciousness, generate spawn, regenerationSaves: Fort +12, Ref +6, Will +10Abilities: Str 36, Dex 15, Con 27, Int 14, Wis 12, Cha 11Skills: Climb +30, Craft (trapmaking) +19, Intimidate +7, Jump +30, Listen +8, Spot +8
Feats: Cleave, Power Attack, MultiAttack, Weapon Focus (Greatsword), Improved Critical (Greatsword)
Environment: any land
Organization: Solitary
Challenge Rating: 11
Treasure: Double standard
Advancement: 13-15 (huge); 16-19 (gargantuan); 20+ (Colossal)
Level Adjustment: -
"We are Legion, yet We are one. We are Legion, yet We speak with one voice. We were many, now We are one. We have the strength and endurance of many, yet We are one. We can go forth as the goblins We were, yet We are one." Excerpt from Conversations with Monsters by Goddard of Gatesage.
"You see a goblin-like goliath some 15 feet tall with iron fangs and black claws. Its dark gray-rubbery skin reels and quivers as you see goblins pushing outward against its flesh, occasionally breaking halfway out and bleating pitifully before disappearing back into the monsters massive body. "
"With a grimace of concentration upon the beasts face and a glow from its beady eyes, a few goblins escape from its body and go forth"
We have been taught hate by the betrayal of the giants and envy by status of the sibeccai. We have been taught scorn by the people of the land as they abuse and exterminate Our brethren, We shall take from you what We have earned, We shall take what you would not give. Yet, We are Legion, We have time, Our many shall move amongst Our brethren and bring Us what We need to punish those who have taught Us hate, envy and scorn, you will not know We are Legion until it is too late.
We seek only what is Ours by right, the wealth and rewards We should have been given, We seek equal status for Our lesser brethren and the right to become as We are. We share the same will each of Our many share the dream that all goblins may be elevated and become Legion, to become We the One.
The giant De-Shammond elevated our tribe using the same ritual that was used to elevate the Sibeccai; We are the results of that success. We served the giants well as a secretive 5th column amongst the dreaded dramojh armies. We secured the victory at the Battle of Serpents Heart, yet when We attempted to gain a place within the Lands of the Diamond Throne for our goblin brethren; the Knights of the Diamond began to hunt Us down, seeking to "expunge the stain of Our sin" Now We are outcast, named monster, and villain. The giants have manipulated the akashic record to reflect these lies and blame the dramojh for Our creation, this We will not abide.
COMBAT
We the One use their spawn as scouts and as skirmishers to gauge the power of their potential opponents it often puts a shield wall of its goblin spawn between it and its foes using its great reach to deal damage to smaller foes.
Acid Spew (Ex): We the One can vomit up a sickening stream of stomach acid at targets up to 30 ft away (ranged touch +12) and inflicts 3d8 points of damage, In addition, the target must make a Fort save (DC 25) or suffer a -2 circumstance penalty to attack rolls and skill checks due to the intense pain for 2d4 rounds.
Collective Consciousness (Ex): We the One and all its goblin spawn share the same mind and can share all the same knowledge, sensory information and the benefits of all skills and feats either the goblins or the We the One possesses.
Coordinated Tactics (Su): We the One's powerful psychic connection allows it and its goblin spawn to fight effectively as a team. We the One and goblin spawn gains a +1 bonus to its attack rolls for each other goblin from the same We the One that is adjacent to the enemy it attacks. Their opponent never receives a cover bonus if another from the same We the One is present. They never suffer the penalty for firing into melee if their target's opponents are all from the same We the One.
Generate Spawn (Su): 3/day We the One can squeeze goblins from its body, We the One can spend a move action to create 1d6 goblins and can have no more than 42 goblins. generated at anyone time. Experience for defeating spawn is not included in We the One's CR. Spawn Goblins have the same stats as normal goblins but gain the following benefits
-they gain a +2 insight bonus to AC, reflex saves, spot and listen checks when within 30ft of We the One or another goblin spawn (from the same We the One).
-they use the We the One's Will save instead of their own.
-collective consciousness: see above
-cooperative tactics: see above
Regeneration (Ex): Fire and acid deal normal damage to a We the One. If a We the One loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
We the One (Legion of One, Creature Collection I)
Huge Aberration (Augmented humanoid,(goblin)
Hit Dice: 14d8+112 (175hp)
Initiative: +2
Speed: 50ft.
Armor Class: 24 (+2 Dex,+2 insight, -2 size, +12 natural), touch 12, flat-footed 20
Base Attack/Grapple: +10/+31
Attack: Huge greatsword +24 melee (4d6+19 19-20x2)
Full Attack: Huge greatsword +24/+19 melee (4d6+19 19-20x2) and Bite +22 melee 2d8+13Face/Reach: 15 ft./15 ft.
Special Attacks: Acid spew, coordinated tactics,
Special Qualities: Collective consciousness, generate spawn, regenerationSaves: Fort +12, Ref +6, Will +10Abilities: Str 36, Dex 15, Con 27, Int 14, Wis 12, Cha 11Skills: Climb +30, Craft (trapmaking) +19, Intimidate +7, Jump +30, Listen +8, Spot +8
Feats: Cleave, Power Attack, MultiAttack, Weapon Focus (Greatsword), Improved Critical (Greatsword)
Environment: any land
Organization: Solitary
Challenge Rating: 11
Treasure: Double standard
Advancement: 13-15 (huge); 16-19 (gargantuan); 20+ (Colossal)
Level Adjustment: -
"We are Legion, yet We are one. We are Legion, yet We speak with one voice. We were many, now We are one. We have the strength and endurance of many, yet We are one. We can go forth as the goblins We were, yet We are one." Excerpt from Conversations with Monsters by Goddard of Gatesage.
"You see a goblin-like goliath some 15 feet tall with iron fangs and black claws. Its dark gray-rubbery skin reels and quivers as you see goblins pushing outward against its flesh, occasionally breaking halfway out and bleating pitifully before disappearing back into the monsters massive body. "
"With a grimace of concentration upon the beasts face and a glow from its beady eyes, a few goblins escape from its body and go forth"
We have been taught hate by the betrayal of the giants and envy by status of the sibeccai. We have been taught scorn by the people of the land as they abuse and exterminate Our brethren, We shall take from you what We have earned, We shall take what you would not give. Yet, We are Legion, We have time, Our many shall move amongst Our brethren and bring Us what We need to punish those who have taught Us hate, envy and scorn, you will not know We are Legion until it is too late.
We seek only what is Ours by right, the wealth and rewards We should have been given, We seek equal status for Our lesser brethren and the right to become as We are. We share the same will each of Our many share the dream that all goblins may be elevated and become Legion, to become We the One.
The giant De-Shammond elevated our tribe using the same ritual that was used to elevate the Sibeccai; We are the results of that success. We served the giants well as a secretive 5th column amongst the dreaded dramojh armies. We secured the victory at the Battle of Serpents Heart, yet when We attempted to gain a place within the Lands of the Diamond Throne for our goblin brethren; the Knights of the Diamond began to hunt Us down, seeking to "expunge the stain of Our sin" Now We are outcast, named monster, and villain. The giants have manipulated the akashic record to reflect these lies and blame the dramojh for Our creation, this We will not abide.
COMBAT
We the One use their spawn as scouts and as skirmishers to gauge the power of their potential opponents it often puts a shield wall of its goblin spawn between it and its foes using its great reach to deal damage to smaller foes.
Acid Spew (Ex): We the One can vomit up a sickening stream of stomach acid at targets up to 30 ft away (ranged touch +12) and inflicts 3d8 points of damage, In addition, the target must make a Fort save (DC 25) or suffer a -2 circumstance penalty to attack rolls and skill checks due to the intense pain for 2d4 rounds.
Collective Consciousness (Ex): We the One and all its goblin spawn share the same mind and can share all the same knowledge, sensory information and the benefits of all skills and feats either the goblins or the We the One possesses.
Coordinated Tactics (Su): We the One's powerful psychic connection allows it and its goblin spawn to fight effectively as a team. We the One and goblin spawn gains a +1 bonus to its attack rolls for each other goblin from the same We the One that is adjacent to the enemy it attacks. Their opponent never receives a cover bonus if another from the same We the One is present. They never suffer the penalty for firing into melee if their target's opponents are all from the same We the One.
Generate Spawn (Su): 3/day We the One can squeeze goblins from its body, We the One can spend a move action to create 1d6 goblins and can have no more than 42 goblins. generated at anyone time. Experience for defeating spawn is not included in We the One's CR. Spawn Goblins have the same stats as normal goblins but gain the following benefits
-they gain a +2 insight bonus to AC, reflex saves, spot and listen checks when within 30ft of We the One or another goblin spawn (from the same We the One).
-they use the We the One's Will save instead of their own.
-collective consciousness: see above
-cooperative tactics: see above
Regeneration (Ex): Fire and acid deal normal damage to a We the One. If a We the One loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Thursday, October 25, 2007
A horse(man) of a different color
I love monsters, there is nothing like the smell of frightened PC's in the morning, here is a variant centaur I came up with a long time ago, I think it is quite appropriate considering the Dramojh penchant for magical crossbreeding and manipulation.
Nov-Nessus (The Stallion Anew)
Variant Centaur
Large Monstrous Humanoid
Hit Dice: 6d8+12 (39hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +6/+14
Attack: Longsword +9 melee (2d6+6/19–20) or composite longbow (+4 Str bonus) +7 ranged (2d6+4/x3)
Full Attack: Longsword +9 melee (2d6+6/19–20) and 2 hooves +4 melee (1d6+2), or composite longbow (+4 Str bonus) +7/+2 ranged (2d6+4/x3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Gaze of lust, poisoned blood
Special Qualities: Darkvision 60 ft., stargazer
Saves: Fort +4, Ref +7, Will +7
Abilities: Str 18, Dex 14, Con 15, Int 8, Wis 14, Cha 19
Skills: Listen +4, Sneak +4, Spot +4, Survival +3
Feats: Ability Focus (Lustful Gaze, Poisonous Blood)
Environment: Any Temperate Land
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Advancement: By character class
Level Adjustment: +3
DESCRIPTION
“Teach you to see the stars? You do not even know how to look at women. You must be able to perceive what is beautiful about every woman you see. A lady is like a rose awaiting morning’s glory, to whose warmth she must also open herself. When a woman looks into your eyes she should be overwhelmed by the truth of the reflection of her beauty. When you can do this, then I will teach you to see the stars.” Excerpt from Beautiful Beasts by Nov-Nessus the Centaur as transcribed by Bryeep of Harrowdeep.
You see a massive creature with the lower body of a roan-colored horse and with the upper torso and limbs of a man, but you are surprised to find that its head is also that of a horse.
I have a fine physique; being much larger than most of my cousins, I stand slightly over eight of your feet high and weigh just about 2,200 stones. In my youth, a great godling hero killed me with a poisoned arrow while making away with his abandoned wife. However, she later secretly had me resurrected so that she could keep me as her lover. I found that my rebirth and the hands of the Worldsmith had caused the stars of my life to change.
Men have called me a rake, speaking ill of me, saying I use foul and dark forms of Elan (magic) to corrupt the minds of women. I use nothing more than the gifts the Worldsmith gave me. If your wife leaves you, it is because you have ignored her, ridiculed her, or brutalized her. Though I love women, I love the stars even more. My greatest passion is the fire and ice that lies in the night sky. I can see the course of the future set in the stars, but the stars do not force me to speak, much less speak the truth of it.
I have killed men men the most famous of was the Young Lion of Ka-Rone, so certain his victory against the dragon Phaphnir was written in the heavens, he took his death as a great suprise. I took his young wife to my mountain retreat to console her.
I can speak Common and Sylvan.
COMBAT
Nov-Nessus employs a lance that deals double damage when he charges, just as a rider on a mount does.
Lustful Gaze (Su): Nov-Nessus can excite lust and desire in any female who looks into his eyes within a range of 30 feet. These females must succeed on a Will save (DC 17) or fall instantly under the Nov-Nessus’s influence as though by a dominate person or suggestion spell (Nov-Nessus’s choice, caster level 12th). If a female is married, the DC increases to 19. The DC of the saving throw is Charisma-based.
Poisonous Blood (Ex): Contact, Fortitude DC 21, initial and secondary effect as the confusion spell (caster level 12th). The save DC is Constitution-based. Nov-Nessus has a +4 racial bonus to his poisonous blood. If damaged by a melee slashing weapon all those within 5’ must make a successful Reflex save (DC 17) to avoid contact. Nov-Nessus’s blood retains this quality even after his death. Rumors persist that Nov-Nessus is considering poisoning his own arrows with his blood but he has not done so at this time.
Stargazer (Ex): By reading the proper alignment, position and omens of the heavens, Nov-Nessus gains a mystical insight into the world. He must make a Wisdom check DC 15. If he’s successful, Nov-Nessus makes three statements on the subject at hand. However, Nov-Nessus does not believe in a set future, he believes these statements describe what is likely to happen, not what will happen. So, these statements do not always prove to be true, often serving as warnings rather than true predictions. These statements always address of the future. Nov-Nessus can only use this ability about a single subject once until that prediction has come to pass.
Nov-Nessus (The Stallion Anew)
Variant Centaur
Large Monstrous Humanoid
Hit Dice: 6d8+12 (39hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +6/+14
Attack: Longsword +9 melee (2d6+6/19–20) or composite longbow (+4 Str bonus) +7 ranged (2d6+4/x3)
Full Attack: Longsword +9 melee (2d6+6/19–20) and 2 hooves +4 melee (1d6+2), or composite longbow (+4 Str bonus) +7/+2 ranged (2d6+4/x3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Gaze of lust, poisoned blood
Special Qualities: Darkvision 60 ft., stargazer
Saves: Fort +4, Ref +7, Will +7
Abilities: Str 18, Dex 14, Con 15, Int 8, Wis 14, Cha 19
Skills: Listen +4, Sneak +4, Spot +4, Survival +3
Feats: Ability Focus (Lustful Gaze, Poisonous Blood)
Environment: Any Temperate Land
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Advancement: By character class
Level Adjustment: +3
DESCRIPTION
“Teach you to see the stars? You do not even know how to look at women. You must be able to perceive what is beautiful about every woman you see. A lady is like a rose awaiting morning’s glory, to whose warmth she must also open herself. When a woman looks into your eyes she should be overwhelmed by the truth of the reflection of her beauty. When you can do this, then I will teach you to see the stars.” Excerpt from Beautiful Beasts by Nov-Nessus the Centaur as transcribed by Bryeep of Harrowdeep.
You see a massive creature with the lower body of a roan-colored horse and with the upper torso and limbs of a man, but you are surprised to find that its head is also that of a horse.
I have a fine physique; being much larger than most of my cousins, I stand slightly over eight of your feet high and weigh just about 2,200 stones. In my youth, a great godling hero killed me with a poisoned arrow while making away with his abandoned wife. However, she later secretly had me resurrected so that she could keep me as her lover. I found that my rebirth and the hands of the Worldsmith had caused the stars of my life to change.
Men have called me a rake, speaking ill of me, saying I use foul and dark forms of Elan (magic) to corrupt the minds of women. I use nothing more than the gifts the Worldsmith gave me. If your wife leaves you, it is because you have ignored her, ridiculed her, or brutalized her. Though I love women, I love the stars even more. My greatest passion is the fire and ice that lies in the night sky. I can see the course of the future set in the stars, but the stars do not force me to speak, much less speak the truth of it.
I have killed men men the most famous of was the Young Lion of Ka-Rone, so certain his victory against the dragon Phaphnir was written in the heavens, he took his death as a great suprise. I took his young wife to my mountain retreat to console her.
I can speak Common and Sylvan.
COMBAT
Nov-Nessus employs a lance that deals double damage when he charges, just as a rider on a mount does.
Lustful Gaze (Su): Nov-Nessus can excite lust and desire in any female who looks into his eyes within a range of 30 feet. These females must succeed on a Will save (DC 17) or fall instantly under the Nov-Nessus’s influence as though by a dominate person or suggestion spell (Nov-Nessus’s choice, caster level 12th). If a female is married, the DC increases to 19. The DC of the saving throw is Charisma-based.
Poisonous Blood (Ex): Contact, Fortitude DC 21, initial and secondary effect as the confusion spell (caster level 12th). The save DC is Constitution-based. Nov-Nessus has a +4 racial bonus to his poisonous blood. If damaged by a melee slashing weapon all those within 5’ must make a successful Reflex save (DC 17) to avoid contact. Nov-Nessus’s blood retains this quality even after his death. Rumors persist that Nov-Nessus is considering poisoning his own arrows with his blood but he has not done so at this time.
Stargazer (Ex): By reading the proper alignment, position and omens of the heavens, Nov-Nessus gains a mystical insight into the world. He must make a Wisdom check DC 15. If he’s successful, Nov-Nessus makes three statements on the subject at hand. However, Nov-Nessus does not believe in a set future, he believes these statements describe what is likely to happen, not what will happen. So, these statements do not always prove to be true, often serving as warnings rather than true predictions. These statements always address of the future. Nov-Nessus can only use this ability about a single subject once until that prediction has come to pass.
Subscribe to:
Posts (Atom)