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Villains' Lorebook.pdf - Department of Political Science

Villains' Lorebook.pdf - Department of Political Science

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Chosen One<br />

Result <strong>of</strong> Thayan magic<br />

CLIMATE/TERRAIN: Thay<br />

FREQUENCY: Rare<br />

ORGANIZATION: Pack<br />

ACTIVITY CYCLE: Any<br />

DIET: Carnivore<br />

INTELLIGENCE: LOW (5-7)<br />

TREASURE: Nil<br />

ALIGNMENT: Chaotic evil<br />

NO. APPEARING: 3d10<br />

ARMOR CLASS: 7<br />

MOVEMENT: 12<br />

HIT DICE: 3<br />

THAC0: 17<br />

NO. OF ATTACKS: 3 or 2<br />

DAMAGE/ATTACKS: 1d8/1d4 (×2) or 1d8 and by<br />

weapon<br />

SPECIAL ATTACKS: Poison<br />

SPECIAL DEFENSES: Nil<br />

MAGIC RESISTANCE: Nil<br />

SIZE: M<br />

MORALE: Fanatic (18)<br />

XP VALUE: 175<br />

Chosen ones were once human slaves <strong>of</strong> the Red<br />

Wizards <strong>of</strong> Thay who were subjected to vile magicks<br />

(see the create chosen one spell on page 136) and<br />

transformed into hideous, tortured, and violent instruments<br />

<strong>of</strong> their vile creators.<br />

The torturous magical process that these unfortunate<br />

souls undergo twists their bodies as well as their<br />

minds. Faces are contorted in rictuses <strong>of</strong> pain, the<br />

teeth grow to resemble fangs, and hands are stretched<br />

and gnarled into gruesome claws.<br />

Combat: In battle, chosen ones attack fearlessly,<br />

snarling out their rage from throats raw from the<br />

screams <strong>of</strong> their transformation. Some chosen ones are<br />

equipped with a weapon and/or shield. These chosen<br />

ones give up both claw attacks, but those with a shield<br />

do have the standard armor class improvement and<br />

those with a weapon attack with it normally.<br />

The victim <strong>of</strong> Chosen One’s bite must save vs.<br />

poison or suffer an additional 1d8 points <strong>of</strong> damage<br />

as the vile corruption courses through its body for<br />

the next 1d6 rounds.<br />

Occasionally, the conditioning <strong>of</strong> a chosen one<br />

breaks down and memories <strong>of</strong> their past-and the<br />

true cause <strong>of</strong> their pain-return to them. This breakdown<br />

has a cumulative 1% chance <strong>of</strong> occurring after<br />

the chosen one has been in combat for five rounds.<br />

For example, after 10 rounds <strong>of</strong> combat the chance is<br />

5%. (This 1%/round chance could be significantly<br />

larger if the chosen one is forced to fight someone it<br />

knew from its previous life, such as a family member,<br />

dear friend, or other loved one.) If chosen ones are<br />

kept from extended periods <strong>of</strong> combat, they almost<br />

never manage to shake <strong>of</strong>f their magical “conditioning.”<br />

If a chosen one’s memories do return, the poor<br />

creature howls horribly, breaks <strong>of</strong>f combat (granting<br />

any melee opponents a free attack from behind, with<br />

the standard +2 attack bonus), and tries to find its<br />

creator and take revenge for the tortures inflicted<br />

upon it. The chosen one will fight only those who<br />

bar its way at this time.<br />

Habitat/Society: The Red Wizards are willing to<br />

risk the occasional loss <strong>of</strong> a chosen one, as they normally<br />

make such useful slaves.<br />

63

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