Villains' Lorebook.pdf - Department of Political Science
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 />
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