From left to right: Slaugh, Spindlelimb, Boggart Box, Lumpus. White outline is human for scale. |
Morale-
14
Numbers-
1d4+1 Scouts, 2d6 Tunnel Guards, 4d10 Detachment
The
Slaugh are the twisted, dark spawn of Elves and the Red God, banished
deep below the Earth. While physically small and weak, the Slaugh are
ageless and live for centuries- and they spend much of that time
perfecting the art of death and torture. Despite their weakness, they
are very skilled and highly trained warriors, well drilled, and with
high morale and loyalty to their companions. The Slaugh are totally
blind, but make up for this with an almost 6th
sense for living things and their other senses honed to perfection in
the years lurking in the darkness.
As with normal
Elves, Slaugh have the power to craft magic items and are skilled at
artifice. They wield black iron daggers and hooks forged from metal
mined in pits where no light is allowed to enter and combine them
with their dark magic. The average Slaugh is armed with magic
weapons, and can strike anything a normal weapon could not. Their
lightweight black armor is made in the same way and has some immunities
that normal armor does not, including resistance to magic. As long as
their armor and masks remain intact; all Slaugh treat their HD
as +2 for the purposes of resisting magic and spell saves. If you use
Cleave rules for Fighters, the Slaugh are too ornery for that too,
and you cannot gain the additional attacks vs 1 HD targets against
Slaugh as you could against other 1 HD monsters. Their equipment is not magic in the hands of anyone but a Slaugh or Elf.
Slaugh organize
themselves into clans and wear masks. Their masks have no paints or
distinguishing features, beyond the unique textures, bumps, and
ripples each mask have; they tell each other apart by touch. The
Slaugh wear these masks as a parody of the faces of sighted beings.
The smooth black metal they use is easily shaped by their hands like
clay, and that is how they craft their visage. The size and shape of
the mask is based on their clan, where as the texture is unique the
individual. Slaugh extend their hands at different heights to invite
the other to press the mask against it; outstretched for equals,
lower to the ground for superiors to their inferiors. This forces the
lesser Slaugh to kneel in order for his mask to be felt, and his or
her place to be known.
Splindlelimb Slaugh
(2-3 HD, +3 to hit, +4 AC, 1d6+1 cruel weapons, 1d8+1 cruel javelins,
magic armor & magic resistance, pickpocket, climbs up walls and
ceilings)
Morale-
14
Numbers-
1d6 Stalkers, +1d4 accompanying a Slaugh group
The Spindlelimb or Spindleslaugh are a Slaugh that have long,
extended hands, fingers, and legs. Uncommon, but sometimes found with
groups of Slaugh as fire support. Throws black metal javelins, as
wood to create bows is almost unheard of in the underrealm, also
fights up close with knives. Can move almost silently and their long
limbs make them experts at stealing; target supply items like rations
from a pack to starve you out, or better yet steal your map to keep
you lost in their realm. Tiny expert knife punctures to leak out your
oil or water flask is another common tactic if they don't think they
can slit your throat successfully. Expert grapplers and know many
holds and throws that work even on larger opponents like humans.
Spindlelimb
Slaugh are only chosen from the physically largest and most imposing
of the Slaugh. Beyond receiving extra food and training, they are
also tortured every day by being put on the rack and have their arms,
legs, spine, and fingers extended. This is a willing
process, and brings great honor to the Slaugh's clan to become a
Spindlelimb. Despite not being much heavier or larger then your
average Slaugh, they have the general profile and reach of a human
man. This leverage and special status means they are used as either
specialized troops; throwing javelins or as assassins that climb and
stalk the underrealm and kill its trespassers.
Due to the difficulty of climbing and squeezing through tight caverns
that they frequent, Spindlelimb Slaugh are not given masks, and are
not allowed to participate in communal raising of children in clans.
Any genetic traits of the Spinelimbs to be larger then other Slaugh
just increases the risk of death in childbirth by female Slaugh. This
makes them outcasts of their own kind; their stalking and murdering
of trespassers often done in small groups of their own kind or they
join warbands in progress once they leave their clan's chambers. This
does not mean Spindleslaugh are treated poorly or thought of as
lessers, they are simply bared from the familiar aspects of their
race and as such are even more cruel and driven against their
adversaries.
Fetal
Mandragora
(1 HD, scream if light falls on them, cursed scream deals 1d4 stat
damage to a random stat vs nearest party member per round)
Morale-
N/A
Numbers-
1d4 Tunnel Alarms, occasionally carried by Slaugh magicians or
warbands
This horrible thing is the remnants of 1d4 stillborn Slaugh infants;
tied to a metal post and frame built in the shape of its clan and
animated with dark magic. They are used as alarms for areas nearby
where Slaugh are posted, as their screams can be heard from quite a
distance. It can be hacked apart quite easily, but if your system
uses sanity mechanics it reduces your sanity/conviction by -1 on
kill.
Slaugh raise their children as a clan. Due to the constant darkness
and difficulty to attribute identify to a non-masked individual, as
well as common death in childbirth and child rearing; young Slaugh
can be raised by and taught by multiple 'mother' Slaugh, and may
never know the true identify of their biological mother and father.
Instead, they are raised with the group and taught loyalty and arts
of war and magic by all members of the clan. Status is earned by
merit and age instead of bloodline. The remains of stillborn Slaugh
are still given one last place among their people; as the fetal
mandragora.
Sometimes, the Mandragora are carried by Slaugh magicians into combat
and used as a form of staff to focus dark magic. When carried like
this increases damage and saving throw difficulty of spells by +2
until the mandragora is killed or disarmed. It can also be used as a
battle standard. As long as it is being carried into a battle by any
Slaugh it grants them +1 morale.
Boggart Box
(1 HD, +3 AC, mindless construct that stands still once opened)
Morale-
N/A
Numbers-
1 to 2 with Slaugh detachment, 1d4 in Slaugh Clan Grounds
This is a simple animated construct that releases a Greater Boggart.
As with pure elves, Slaugh have innate magic when it comes to
craftsmenship and this spider-like contraption is created through
that magic. If the Boggart Box is destroyed, any Boggarts who flee
the combat or are turned via magic will flee into the dark crevices
of the caverns and go deeper into the Earth instead of returning to
the box.
If a Boggart is forced to flee, as it itself is a cowardly creature,
it will always return to its box first unless cut off or the box is
destroyed. Once returned to the box, the boggart will regain its
courage in a number of rounds equal to its HD. If the Slaugh group
are being lead by a powerful Slaugh sorcerer or someone wielding a
Fetal Mandragora, it takes one less turn to return.
Despite being a mindless construct with a very specific purpose; the
spider-like movements of the box are incredibly fluid and it can take
great evasive action as long as it holds a boggart, being able to
jump over small chasms and avoid weapon attacks. It can only do this
as long as it holds a boggart, as the moment it is released to fight
the box simply stands still, losing its dark motion until reunited.
Greater Boggart
(2-4 HD, +0-2 HD for party condition, save modified by Wisdom on
appearance, nightmare powers based on feared creature, add HD to
damage against shaken opponent, possess and hold characters of lower
level then Boggart HD)
Morale-
8; returns to box on flee, else flees permanently into caverns
Numbers-
As Boggart Box
The Boggart is a fearsome and infamous creature. It's “true” form
is little more then a dark mist, but the Boggart is a shapeshifter
and it transforms into the creature the person facing it fears most.
Normal, “lesser” Boggarts exist on the surface world in haunted
houses and scary old antiques as a form of harmless house spirit,
using its fear abilities to scare people when its hiding place is
uncovered and giving it enough time to flee to safety- only appearing
as one creature for but a moment. Greater Boggarts are much more
powerful and appear as a swirling mass of many creatures, dominated
by the form of the closest engaging opponent but with common phobias
appearing in the fog.
Boggarts become more powerful depending on the fear and stress of the
party. On the first round of combat when they appear, the engaging
player must make a save modified by Wisdom modifier or feel shaken.
If this is appplied to a hireling, they lose 1 loyalty permanently
and must also make a morale check to avoid fleeing. Whatever creature
the engaging character fears most the Boggart becomes and gains the
attacks, AC, and basic abilities of. These abilities are “lesser”
then the creatures true abilities or are partially illusion based.
For example, a Gorgon could not truly petrify someone, but it could
make them stiff and drop their Dex mod to -2 temporarily and think
their skin has a stone-like texture. These types of over time effects
last until the Boggart switches to a new form.
The Boggart, when injured or threatened by a character with level
under its HD, will invade and 'possess' this character. They invade
them through the nose or mouth, and trap them in their mind within a
nightmare, and they fall to the floor. The nightmare they are trapped
within deals the monster's HD in damage per round the trapped
character fails a hard save modified by Wisdom, and forces them to
live out their worst fears and horrible, soul crushing fantasies.
While under this effect, the Boggart cannot be hurt by physical
attacks without harming the person they are possessing, as they are
within their body. By succeeding three hard saves in a row or
receiving help from the outside they can break the Boggart's control
and expel it from their body. The Boggart will retreat once forced
out.
Slaugh Immortal
(3-5 HD, +2 to hit, +2 AC, 1d4+1 cruel staff or Fetal Mandragora,
magic armor & magic resistance, command darkness, +2 leadership,
cast spells, “returns” from death)
Morale-
14, 16 when on clan grounds
Numbers-
Always 1, may lead Detachment
The rulers of the Slaugh clans are the immortals. Immortals, like all
Slaugh, are truly long lived and have large and ornate clan-masks.
Much of their time has been dedicated to mastering dark magic instead
of combat skills, but the continue the Slaugh martial traditional and
wear magic armor. These Slaugh are so named immortal as they are said
to return from death; as the mask they wear holds a portion of each
of their line, and the next to wear it will receive some of their
knowledge.
Slaugh Immortals are so closely entwined with the powers of the
underrealm that they can command darkness. Around them, they can cast
an inky black shell that grants +2 AC from ranged weapons and spells
that require an attack roll. They can also hound a formidable, hazy
darkness that can cause terror and confusion in the weak willed;
making an easy save to avoid being confused for a round and making a
morale check. They can also use darkness to choke out a source of
light the party is using, such as supernatural light from a Sage or
spell, or from torches and lanterns. Using these abilities takes up
their combat round, unless if they wield a still animate Fetal
Mandragora, in which case they can use them in addition to attacking
or using a spell.
Slaugh Immortals are very powerful dark sorcerers. Regardless of
their HD or spell progression for monsters, they are capable of
casting a single 3rd Circle spell. They can also add their
+2 HD bonus, while wearing their arcane version of the black armor,
to magic for the purpose of determine opposing saves or counter spell
viability. If you're using the one-spell-per-level method of spell
slots and spell circle system; treat their HD is +2 from this bonus
for their total spell slots. All Slaugh spells are focused on
offensive and cursing capabilities; they do not learn defensive or
healing magic. Additionally; the Immortal is a leader and adds +2
morale to all creatures it is commanding. When the Immortal is
killed, this bonus is lost and creatures make a morale check.
Lumpus
(6-8 HD, +1 to hit, two 1d8 flabby claw attacks, extra 1d6 “darkness”
attacks AND bonus AC equal to HD-X, where as X is the number of
torches party is carrying/light level)
Morale-
11
Numbers-
1 or 2
The Lumpus is a very strong creature of darkness. It is said to be
closely related to the Grue, but isn't as powerful and is less
negatively impacted by light. Like many creatures of the
utterdarkness beneath the world, the Lumpus appears unearthly and
treats surface dwelling beings with extreme prejudice, as if merely
being here is violating some sort of natural law. Unlike most
creatures and beings the Slaugh command; the Lumpus has eyes. Very
large, bright eyes that it uses to see even in darkness. It is also
strangely attached to color, and will sometimes just stare at the
hair or colorful outfit of a corpse, long after it had finished
tearing them to shreds.
The Lumpus gains bonus attacks and AC equal to the monster's HD-X,
where as X is the number of torches or different torch-level sources
of light the party has. The “darkness” attacks deal 1d6 damage,
and just appear as gnawing black marks or scratches along the skin.
These attacks happen against those the Lumpus is closest too, so even
if the claws are blocked, the sheer malevolent darkness will hurt or
kill you instead. If a Lumpus is exposed to direct sunlight, or a
spell that mimics sunlight, they will fall to the ground and be
stunned for 1d6 rounds.
Slaugh society has the highest and most successful clans being the
most powerful, and having the best access to creatures. The Lumpus is
one of the most highly prized monsters of the underdark, due to its
strength and connection to elemental darkness. The Lumpus seem
willing to serve the clans and patriarchs; but they are more
intelligent then they seem. If one could find a way to communicate
with a Lumpus, you could potentially turn them against the Slaugh or
find an ally in the pitch black.
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