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    Default Re: [Hourglass of Zihaja] Chapter 9: Creatures

    Natharite

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    3E Material
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    Medium Outsider (Extraplanar)
    Hit Dice: 13d8+65 (123HP)
    Initiative: +7
    Speed: 40’ (8 squares), Climb 20’ (4 squares)
    Armor Class: 24 (+3 Dex, +7 natural, +4 scale mail); touch 13; flat-footed 21
    Base Attack/Grapple: +13/+24
    Attack: +1 Bloodthirsty Sickle +25 melee (1d6+11) or Claw +24 melee (1d8+11)
    Full Attack: +1 Bloodthirsty Sickle +25/+20/+15/+10 melee (1d6+11) or 2 Claws +24 melee (1d8+11) & Bite +19 melee (1d6+5)
    Space/Reach: 5’/5’
    Special Attacks: Improved Grab, Strangle
    Special Qualities: Darkvision 60’, Extraplanar traits, Light Sensitivity, Outsider traits, Skills, Spell Resistance 23, Wall Walker
    Saves: Fort +13, Ref +11, Will +10
    Abilities: Str 32 (+11), Dex 17 (+3), Con 21 (+5), Int 4 (-3), Wis 15 (+2), Cha 9 (-1)
    Skills: Climb +19, Intimidate +10, Jump +15, Listen +13, Move Silently +11, Spot +9, Survival +10, Tumble +7
    Feats: Cleave, Great Cleave, Improved Initiative, Power Attack, Skill Focus (Jump)
    Environment: any (Najmah)
    Organization: solitary, pair, or pack (3-5)
    Challenge Rating: 14
    Treasure: ½ standard plus two +1 Bloodthirsty Sickles
    Alignment: always Chaotic Evil
    Advancement: 14-26HD (Medium)
    Level Adjustment: N/A

    Combat
    Natharites are fearless & brutal in a fight, & are much feared for their savagery. In battle, they wield twin sickles to great effect, attacking many times against a single foe & then disengaging, leaping up onto a nearby wall, ceiling, or tree to stay out of melee range. They will frequently leave & reenter combat, bewildering their opponents. They know nothing of fear or mercy, so they will not surrender or flee a fight unless ordered to do so by a ranking servant of Nathar, even if greatly outnumbered.

    Improved Grab (Ex): To use this ability, a natharite must hit a Medium or smaller creature with a Claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, then it establishes a hold & can Strangle or automatically hit with its Bite attack.

    Strangle (Ex): On a successful grapple check, a natharite deals 1d4+11 points of damage per round; in addition, the grappled creature cannot breathe (see Drowning or Suffocation rules in the DMG).

    Light Sensitivity (Ex): Natharites are dazzled in bright sunlight or within the radius of a daylight spell.

    Outsider traits: All creatures with the Outsider type possess the following traits:
    • Darkvision out to 60’.
    • Unlike most other living creatures, an outsider does not have a dual nature; its soul & body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
    • Proficient with all simple & martial weapons.
    • Outsiders not indicated as wearing armor are not proficient with armor or shields.
    • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).

    Skills: A natharite has a +4 racial bonus on Climb, Intimidate, & Move Silently checks. In addition, a natharite can always choose to take 10 on Climb checks, even if rushed or threatened.

    Wall Walker (Su): A natharite can walk on walls, confounding its enemies with its unpredictability. For 1 minute (10 rounds) each day, it can freely switch between traveling on vertical & horizontal surfaces during any move action. It can move at any speed during its turn (up to its maximum run speed). It can only travel on upside-down surfaces, such as ceilings, while moving at its Climb speed. Once it has used the last of its wall-walking for the day, if it is still on a vertical surface or inverted, it must spend another move action to perform a jump (see Jump skill) onto a horizontal surface, or fall prone onto the next horizontal surface directly below its current position (taking falling damage, if applicable). It is important to note that opponents can only make attacks of opportunity against one another if they are standing on the same surface & oriented the same way, or flying within melee range, so an opponent standing on a horizontal surface cannot make an attack of opportunity on a natharite while it is moving along a vertical surface (& vice versa), even if those squares are adjacent.

    Natharite Lore
    Characters that have ranks in Knowledge (The Planes) can learn more about natharites. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
    • DC24: “These depraved creatures are servants of Nathar, the Shepherd of the Dead.” A character making this check recalls all extraplanar outsider traits.
    • DC29: “Known as natharites, these fiendish beings can easily strangle their chosen prey.” A character making this check knows the workings of the Improved Grab & Strangle abilities.
    • DC34: “Although they are sensitive to bright lights, they are quite dangerous, as they are able to run along walls & even climb ceilings.” A character making this check remembers the mechanics of Light Sensitivity & Wall Walker.
    • DC39: “They were once shaghals, but they had demonic spirits bonded within them in a horrific ritual that left them forever altered.” A character making this check is familiar with a natharite’s origins & habits.

    4E Material
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    The demonic figure before you looks like some sort of savage gnoll, only far more frightening, with gold jewellery on top of its armor. The monstrous beast is bent over, yet is still tall & imposing. It is covered in long, mangy fur, & has a dark furry tail. Its hands & feet end in wicked black claws. Most fearsome of all, however, are its mouth, which is a maw of twisted fangs, & its soulless, hateful eyes.

    On the star-lit world of Najmah, there is a region ruled by demons. Known as Sergala, this hellish landscape lies far to the north, & is a place of casual brutality & endless suffering. The demons that dominate Sergala seek to spread their chaotic malignance to all other places. While most of them focus on conquering other areas of Najmah, some of these fiends have turned their attention to the sun-lit world of Siraaj. The most notorious of these evil beings are the Natharites.

    Serving the shaghal god, Nathar, a natharite (nah-THAR-ite) is a demon that has made the difficult journey to Siraaj. Weakened by their planar crossing, they are bound into the body of a shaghal (either a volunteer or a sacrifice), warping them both & creating an entirely new creature. Also known as Uqali-Qarsid (“Hyena-Demon”), they are engines of death & destruction, often in the company of shaghal clerics. They are almost mindless in their purpose, nearly-incapable of independent thought, but shaghal clerics can control them.

    A natharite is about 7’ tall, but it is almost perpetually hunched over, making it seem more like only 6’; it weighs around 300 pounds. It speaks Ghul, Gnoll, & Shagalai.

    Plot Hooks
    • A secret culf of shaghali are preparing for a ritual that will create a natharite.
    • The body of a prominent gnoll noble has been found, strangled in his bed.
    • The palace has been raided, & the bandits were seen to be running along the walls.
    Last edited by Zeta Kai; 2011-02-21 at 02:27 PM.