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Jason Andresen (order #1578489) - Jump page for Jubei

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Gristle & Flay<br />

and entities, both fair and foul, but few encounters have etched<br />

themselves into my mind with such brutal clarity.<br />

Rich and poor, young and old, those alone and those in<br />

numbers, have all been the victims of Gristle and Flay’s nightmarish<br />

attacks, the only common link being that of one or<br />

more survivors left to tell the tale.<br />

Combat<br />

Gristle and Flay can be cunning or bold, depending on<br />

their capricious whims. They have been known to appear suddenly<br />

and dramatically, ambush or stalk victims patiently, and<br />

even disguise themselves to move amid the unsuspecting, Flay<br />

covering Gristle, the two concealed beneath cloak or robe and<br />

cowl or hat.<br />

As soon as they attack, they incapacitate those weak of will<br />

with their horrific countenances, rendering their un<strong>for</strong>tunate<br />

prey more easily dealt with. The duo prefers to toy with their<br />

victims, wringing every ounce of terror, pain, and misery they<br />

are capable of—seldom is anyone killed outright.<br />

Due to the corpse-like appearance of the pair, it is not<br />

unknown <strong>for</strong> clerics to mistakenly attempt to try and turn<br />

them, a mistake that often proves to be the un<strong>for</strong>tunate<br />

cleric’s last.<br />

Gristle<br />

Gristle is the more brutish of the two grymkin and has<br />

been known to pummel and bite victims into submission,<br />

be<strong>for</strong>e swallowing them whole, torturing them, or grabbing and<br />

presenting them to Flay <strong>for</strong> a period of shared torment.<br />

Fear Aura (Su): Gristle emanates an aura of revulsion.<br />

Creatures of less than 5 HD in a 60-foot radius that look at<br />

Gristle must succeed at a Will save DC 14 or suffer from the<br />

effects of fear <strong>for</strong> 10 rounds. The save DC is Charisma-based.<br />

Improved Grab (Ex): To use this ability, Gristle must hit<br />

with a slam attack.<br />

Swallow Whole (Ex): With a successful grapple check,<br />

Gristle is capable of com<strong>for</strong>tably swallowing Medium or<br />

smaller opponents that he has grabbed. Once swallowed, the<br />

creature suffers 1d8+2 crushing damage plus 5 acid damage<br />

per round. Provided it has the means, the creature may cut its<br />

way out by doing 10 points of damage to the gizzard (AC<br />

12). The hole is closed up after the creature exits; any other<br />

swallowed victims must cut their own way out. Gristle can<br />

swallow one Medium, two Small, four Tiny, eight Diminutive,<br />

or sixteen Fine or smaller opponents.<br />

Regeneration (Ex): Fire and holy or blessed weapons and<br />

water deal normal damage to Gristle. He can regrow a lost<br />

limb or body part in 3d6 minutes, or he can reattach a severed<br />

limb instantly.<br />

90 <br />

Flay<br />

Flay displays far more creativity and finesse in his application<br />

of fear and suffering than does Gristle. His decisions usually<br />

lead the pair.<br />

His favored attack is to swallow and engulf a victim (a bite<br />

attack using improved grab), fitting tightly around him like a<br />

second skin, controlling all his actions (using puppeteer), <strong>for</strong>cing<br />

him to per<strong>for</strong>m terrible deeds while he remains completely<br />

aware of everything he is <strong>for</strong>ced to do while within Flay. His<br />

fun over, Flay then constricts around his victim, crushing him<br />

to death. He will not engulf victims in spiked armor, lest he<br />

damage himself.<br />

Constrict (Ex): Flay deals 1d6+2 points of damage with a<br />

successful grapple check.<br />

Fear Aura (Su): Flay emanates an aura of chilling fear.<br />

Creatures of less than 5 HD in a 60-foot radius that look at<br />

Flay must succeed at a Will save DC 14 or suffer from the<br />

effects of fear <strong>for</strong> 10 rounds. The save DC is Charisma-based.<br />

Improved Grab (Ex): To use this ability, Flay must hit a<br />

Medium or smaller opponent with its bite attack. It can then<br />

attempt to start a grapple as a free action without provoking<br />

an attack of opportunity. If it wins the grapple check, it establishes<br />

a hold and can constrict.<br />

Puppeteer (Su): Any victim successfully ensheathed by<br />

Flay with improved grab must make a Will Save DC 14 or be<br />

subject to the effect of the dominate person spell. The effect<br />

lasts as long as Flay remains wrapped around the victim. The<br />

save DC is Charisma-based.<br />

Regeneration (Ex): Fire and holy or blessed weapons and<br />

water deal normal damage to Flay. He can regrow a lost limb<br />

or body part in 3d6 minutes, or he can reattach a severed<br />

limb instantly.<br />

Treasure<br />

Gristle and Flay have never shown any interest in acquiring<br />

or carrying possessions of any kind, beyond any garb they temporarily<br />

disguise themselves with.<br />

Legends & Lore<br />

CoMMoN: Gristle and Flay are two legendary grymkin,<br />

Gristle being skinless, Flay being Gristle’s tattooed and independent<br />

skin. Tales of the hideous depredations of the two are<br />

common in all lands. Gristle and Flay only ever attack at night,<br />

and vanish at the break of dawn.<br />

UNCoMMoN: Anything encircled by an unbroken ring of<br />

holy water is safe from their attacks. Similarly, Gristle and Flay<br />

cannot enter hallowed ground.<br />

<strong>Jason</strong> <strong>Andresen</strong> (<strong>order</strong> <strong>#1578489</strong>) 9

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