A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
Possessed Natives
Kurtz has taken several tribes of natives and turned them
into hosts for minor demonic forces.
Their red eyes, lack of speech, and bestial movements ensure that no one
will mistake them for human. Frankly,
they’re worse warriors than the standard Native Warrior. But for Kurtz’s purposes they’re preferred as
they take orders without question. The
native tribes allied with Kurtz have refused to attack any fortified colonial
outpost, much less this large station.
In combat, the Possessed simply mindlessly attack whatever object
they’re been told to take. Kurtz could
care less about casualties as he can always demand more sacrificial tribute
from the tribes he controls.
These Possessed Natives come in three varieties. There is the standard normal native at about
6’. There are Pygmy tribesmen at 4’ and
Giant natives towering at over 7’. Paladin
smite
affects these creatures as other demons.
Possessed Natives could be Exorcised of their demons and restored to
normal.
The Possessed Witch Doctors are really just natives with
enough magic sensitivity to be dangerous (somewhat like the Sorcerer
NPC class). They’ve been taught a couple
of specific spells. They retain at least
some intelligence, albeit clouded by their possession and fanatical loyalty to
Kurtz, as they are the leaders of the raid.
Possessed Native
HD 1+1 (d8), Hp 5, AC 14 (Leather Shield)
Fort +3, Ref +0, Will –2
Melee: Short
Spear +3 to hit 1d6+1
Ranged: Javelin
+1 to hit 1d6, S
Possessed Pygmy
Native
HD 1 (d6), Hp 3, AC 15 (Leather Shield)
Fort +2, Ref +2, Will –3
Melee: Club +1 to
hit 1d6
Ranged: Javelin
+3 to hit 1d4, S
(Blowgun +3 to hit 1 + DC 12 Fort Sv or KO 1 turn), S, 4 darts
Possessed Giant
Native
HD 2+2 (d8), Hp 11, AC 15 (Leather Shield)
Fort +4, Ref +0, Will +0
Melee: Stone Axe
+3 to hit 1d8+2
Ranged: Spear +3
to hit 1d8, S
Possessed Native
Witch Doctor
+3 Int, Wis ,
+1 Dex
HD 5 (d6), Hp 20, AC 11 (None)
Fort +1, Ref +2, Will +7
Melee: None
Ranged: None
Spell Check +6, Save Against DC 15, up to 3 failed Spellchecks/encounter
1ST-LEVEL
WIZARD SPELLS (DC 9 to cast)* Note lower DC.
Magic
Missile: 10
impact damage + Knocked down. (Ref Sv all damage) Short range.
2ND-LEVEL
WIZARD SPELLS (DC 10 to cast)* Note lower DC.
Invisibility: Subject is invisible for 5 rds or
until they attack. 0 Bonuses to hit by melee or ranged, +4 Saving Throws vs
spells. Disrupted by any hit.
3RD-LEVEL
WIZARD SPELLS (DC 11 to cast)* Note lower DC.
Fireball: 12 fire damage + 1d6 continuing
damage until extinguished, 20-ft. radius. (Ref Sv ½ damage) Medium range. Note
that this spell does have the capacity to set off flammable objects in the
area, especially on successful saves, and go out of control quickly.
Fly: Subject flies at speed of 60
ft./rd, 5 turns. Disrupted by any hit.
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