Witches form covens. While some Witches
follow goats, or even entire covens rely on demonic tutors, many of
the more nature-ish variety do not. Covens are supposed to be 13
members, which includes all the Witches of all levels. Apprentices,
the senior members, the leader or head witch, the number is 13. Male
Witches are less common then females, but still exist. They can also
exist within a coven without contributing to this number- Witches can
be male or female, but a coven should be 13 female witches. That's
the rule, it's always been that way. Male Witches therefore have a
sort of secondary and somewhat elated status, still a Witch with all
the magical training and powers of a witch, but not part of the core,
able to leave the coven, but not as integral.
Most witch-covens live in small rural
communities, often made up of members include young orphans,
daughters of farmers, old spinstresses, and hermits from several
neighboring towns. Witches tend to train with oral tradition instead
of the scholastic approach of your typical Wizard academies, which
tend to be more male dominated, but Witches have a negative
connotation- a bunch of girls dancing in the woods able to cast
curses and entrance people doesn't have the same level of respect as
a hierarchical Wizard university. But don't assume just because
Witch-covens are mostly female means they lack teeth. Sometimes,
especially near larger cities or in rapidly growing or multiracial
towns and communities, Witch-covens fight. But when your coven is
supposed to be around 13 members at all times, how can you bolster
your ranks? Beyond simply harboring more elite and skilled members;
How can you get an edge against another coven if both sides are going
to have roughly the same numbers?
Carnivoro
(3-8 HD, +3 to hit, +4 AC, bite attack at 1d8+2, two claw attacks at
1d6+1, +4 to saves vs spells, stealth/surprise, eat magic, casts
spells, witch hunter, tracking)
That's where the Male Witches come in.
Morale-
14, 16 if defending Coven members
Numbers-
1 to 1d4
The
Carnivoro is a male witch, given a true purpose. They are fed raw
meat, secluded in wild places, have their teeth and fingers filed to
points, and are given an unholy loyalty. Carnivoros are the
“carnivore” aspect of nature, the predator, suited to the male
nature of a male Witch. Female witches tend to embrace the aspect of
the herbivore, of the protector, and of mother nature herself- they
cannot become a Carnivoro. They become totally bound to their coven
and the leaders of the coven, acting exactly as a loyal, trained
wolf, still filled with unnatural savagery. The power of a Carnivoro
depends somewhat on how crafty and powerful the original Witch-man
was before he was changed, and somewhat on the cruelty and power of
the Coven that made him. Carnivoros are not men anymore, they are
pets. They may be frightening, but it is the type of fright one has
when the Jade Empress pets her tigers by her throne. They are
powerful, but they do not have the power. She does.
Carnivoros
are first and foremost, Witch killers. They are trained to kill
Witches. They can follow a scent as a bloodhound, and have perfect
vision in the moonlight. Whenever a carnivoro is made, they are made
for the express purpose of Witch-on-Witch warfare. They can smell any
kind of magic user, to a radius of up to 8 ft per Hit Dice, and get
no penalty to hit crafty Sorcerers trying to sneak away while
invisible. They have high saves against spells, are much stronger and
more deadly in combat then anything an untrained and unarmed female
Witch could muster, and are stealthy enough to surprise opponents on
a 1 in 6 chance, increasing by +1 if ambushing from a forested area
and another +1 if they have at least 7 HD.
Carnivoros
are imbued with powers and abilities that suites them at killing
magic users. They can 'eat' magic items and beings, their bite counts
as magic. They automatically absorb the magic in any item they eat,
restoring 1d6 hit points and a single spell/spell slot that is
readied with a closely matching spell. For example, if they eat a
Wand of Magic Missile, they'll gain a prepared 1st
level spell slot containing magic missile or another similar spell.
It takes them 1 round to bite a wand in half, 2 to gnaw through a
staff, and up to a turn or more for metal items or armors. They are
also cannibals, and will feed on the corpse of any magic user they
kill- this restores another 2d6 hit points. Carnivoros always look a
bit starved and skinny unless they are winning a war; regular food
doesn't fill them the same way witch-flesh does.
While
Carnivoros have gone through a transformation and have become savage
and animal, they are still themselves magic-users. They remember
their training, and still use magic. Mostly, they prepare offensive
spells, entangling spells, and spells to counter the magic of other
magic users and Witches. They can also use weapons, but their magical
claws tend to be more powerful then ordinary steel. They can also
wear light armors, but paw at them and whine like a dog in a sweater.
They yearn to be naked, free, stalking their prey. Carnivoros almost
always hunt alone, but during huge offenses against a rival coven,
they may be sent out in a small pack.
Mini
Carnivoro Story-Seed Table –
1d4
[1]
Several large wolves, bears, and cougars have been killed nearby, a
few of their teeth missing, with shed pointed human teeth littering
the ground nearby. He is improving himself.
[2]
This group of witches is using their Carnivoro as an assassin for
hire- menial work for a predator. He is becoming so thin, you can
almost see right through him. How long until he snaps?
[3]
There is a young witch who believes she is being hunted by a
Carnivoro sent by a rival Coven. She is desperately seeking
bodyguards. The Carnivoro strikes in 1d6+1 days.
[4]
Once the war ended, the Carnivoro was no longer needed. Instead of
threatening its wrath, the Coven banished it to a small foggy island.
He has killed fishermen, lured by phantom lights.