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.Sneak
Peek: The Akashic Seeker
A Free Preview From Legacy of the Dragons
Akashic
Seeker
Large Magical Beast
Hit
Dice: 6d10+12 (45 hp), dying/dead -3/-15
Initiative: +3
Speed: 30 feet
AC: 20 (-1 size, +3 Dexterity, +8 natural),
touch 12, flat-footed 17
Base Attack/Grapple: +6/+13
Attack: Claw +8 melee (1d6+3)
Full Attack: 2 claws +8 melee (1d6+3), bite
+6 melee 1d8+1 plus memory damage)
Space/Reach: 10 feet/10 feet (Face/Reach: 5
feet by 5 feet/10 feet)
Special Attacks: Memory damage, improved grab,
pounce, rake 1d6+3
Special Qualities: Low-light vision, akashic
tracking
Saves: Fort +7, Ref +8, Will +6
Abilities: Str 17, Dex 16, Con 15, Int 11,
Wis 14, Cha 19
Skills: Listen +6, Search +14, Sneak +11, Spot
+10
Feats: Iron Will, Light Sleeper, Multiattack*,
Skill Focus (Spot)
Environment:
Any
Organization: Solitary or Pack (3-8)
Challenge Rating: 5
Treasure: Standard
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: +3
*
Denotes a feat from the MM.
The
akashic memory pervades the world and its people.
Sometimes it seeps into certain areas in greater amounts,
congealing into akashic nodes. Born of these nodes,
the akashic seeker is a terrible catlike beast that
feeds on memory and guards akashic nodes like another
creature might watch over a favored watering hole.
This quadruped might look like a huge wolf or dog
from a distance, but up close its grotesquely large
head and mouth betray its strange and dangerous nature.
"Creatures
born to evil," the akashic Neverad Nosk terms
them, but his opinion seems biased. Akashics have
a particular hatred of these beasts, for obvious reasons.
Seekers drain memories by tapping into another creature's
link with the akashic memory. They also make exploring
nodes extremely hazardous. They favor remote and forgotten
nodes, such as those in the Vnaxian ruins in the Southern
Wastes of Zalavat. Tales of their attacks against
explorers looking for a node are grisly and meant
to terrify would-be adventurers. Nevertheless, the
tales speak the truth. A pack of akashic seekers can
end an expedition into a ruined city very quickly.
Akashic
seekers can see the akashic memory in a way that only
the most learned akashic could begin to understand.
They use this sight to find akashic nodes and to track
specific creatures as they pass through the world
and into akashic memory. Because of the way this ability
works, they can track only a creature who is being
perceived (and thus entering the akashic memory).
This does not include a creature's perception of itselfthe
seeker tracks a subject using only the memories of
others. This ability leads some powerful individuals
to desire the seekers as allies. The belligerent creatures
rarely show any desire to work with others, though,
and cannot be bribed with food or treasure. A few
successfully petition an akashic seeker with promises
of a plentiful supply of its desired prey: akashics
of any race.
Akashic
seekers despise dream hunters (see Chapter Four in
The Diamond Throne) and attack them on sight.
Even though they are most known for haunting the ruins
in Zalavat, they have been encountered in almost every
clime and terrainbut almost always in or near
an akashic node. Seekers make their lairs in caves,
gullies, or ruins. Seekers with lairs attract matesa
pair usually has a litter of three to six cubs, which
mature in about a year. Aggressive and cantankerous,
akashic seekers often fight among themselves. Only
a strong pack leader can keep a pack in line.
Akashic
seekers measure 6 feet high at the shoulder and about
8 feet long. Their tough hides bear a strange mixture
of dark blue scales and white fur, and their eyes
are a piercing reddish brown. The creature's broad
mouth is filled with curved, hooklike teeth meant
more for holding prey than for killing. An akashic
seeker does not digest slain foes, so its lair may
well contain decaying corpses of varying ages (and
whatever equipment they carried).
Akashic
seekers are always Unbound.
Combat
These
creatures are always in a bad mood, ever spoiling
for a fight. The akashic seeker pounces on foes when
it can, usually from surprise. It often does not attack
to kill, howeveror at least, not kill quickly.
The longer its prey lives, the more memories it can
drain. Its ideal attack involves grabbing its wounded
prey in its jaws, where it dies a slow death.
Memory
Damage (Su): Foes bitten by the akashic seeker
must make a Will saving throw (DC 18) or lose a small
part of their memories. Characters drained of memories
suffer a -1 competence penalty on all skill checks,
as well as 1 point of temporary Intelligence damage
as they forget what they once knew. They also lose
one prepared spell (if they prepare spells), starting
with the highest-level spell prepared. Each time they
suffer memory damage, they take another point of Intelligence
damage, suffer an additional -1 penalty on skill checks
(the penalties stack), and lose another spell. Once
a character suffers damage from this attack equal
to half his Intelligence score, he loses use of all
his feats (where applicable).
The
skill check penalty diminishes as the victim regains
Intelligence points. The save DC is Charisma based.
Improved
Grab (Ex): To use this ability, an akashic seeker
must hit with its bite 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,
it establishes a hold and can inflict automatic bite
damage and memory damage on subsequent rounds. Due
to its hooked teeth, the seeker gains a +2 competence
bonus to offensive grapple checks.
Pounce
(Ex): If an akashic seeker charges a foe, it can
make a full attack, including two rake attacks.
Rake
(Ex): Attack bonus +8 melee, damage 1d6+3
Akashic
Tracking (Su): With a successful Charisma check
(DC 15), a seeker can tap into the akashic memory
and learn the location of any creature of which it
is aware. This ability allows the seeker to track
invisible or even ethereal foes if it is aware of
them, as long as their location is known to someone.
Akashic tracking also helps the creature find hiding
foes, a hated enemy, or prey that has fled.
Akashic
Seeker Encounter (EL 8)
Three
akashic seekers hunt in a pack near the site of a
long-forgotten city. All remnants of the city have
vanished, but an akashic node remains there, and thus
the seekers do as well. Two of the pack members are
a mated pair with a litter of young hidden in their
lair, a small cave near a river. The pack used to
be larger, but some adventurers recently came to the
site looking for the node and slew four of them. The
pack finished off the adventurers, however, and draped
their corpses across a large rock in the center of
the node.
Enter
the player characters. Passing through the area on
their way somewhere else, they find the grisly remains
of the dead explorers. Whether they investigate or
simply loot the bodies, it doesn't matter. It's a
trap. While the PCs are distracted, the akashic seekers
move in to attack. They've developed a real hatred
for humanoid adventurers, due to their recent experiences
and cantankerous nature, and are looking to kill more.
If either of the mated pair suffers more than half
its hit points in damage, however, both retreat to
their lair; the third belligerently fights to the
death. If the PCs follow them, they fight to the death
protecting their cubs. If the characters do not follow
the seekers, the creatures wait and heal their woundsperhaps
even a few monthsand then track down at least
one of the PCs. The pair brings along two to four
of the newly matured young (all of whom suffer a -1
hit point penalty per Hit Die and a -1 penalty to
attack and damage rolls due to their age, but otherwise
they act as fully grown individuals).
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"The Akashic Seeker" ©2004 Monte J.
Cook. All rights reserved.
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