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DATE: July 9, 2004

.The Ithorid: Bane of the Faithful

Illus. rk postby Mike Mearls

If you own a copy of Book of Hallowed Might II: Portents and Visions, you might wonder just what exactly that horrid beast on the cover could be. Wonder no more! Presented for your approval is the demonic ithorid, a worthy foe for any cleric, paladin, or religious-minded character who follows the tenets of the deities presented within Book of Hallowed Might II. After all, if Portents and Visions presents clerics and other religious PCs with new capabilities, it is only fair to supply DMs with a suitable counterattack.

An ithorid derives its sustenance from the very flesh and blood of clerics of all faiths: good, neutral, and evil. They are the heralds and servants of the demon princes, blasphemous creatures charged with destroying the gods' servants.

Demon, Ithorid
Medium Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 12d8+48 (104 hp)
Initiative: +6
Speed: 30 feet, fly 60 feet (good)
AC: 20 (+8 natural, +2 Dexterity), touch 12, flat-footed 18
Base Attack/Grapple: +12/+17
Attack: Bite +17 melee (1d8+5)
Full Attack: Bite +17 melee (1d8+5 and 2d6 aura), 2 claws +15 melee (1d6+2 and 1d6 aura), tail slap +15 melee (2d6+2 and 1d6 aura)
Space/Reach: 5 feet/5 feet (Face/Reach 5 feet x 5 feet/5 feet)
Special Attacks: Aura of pain, constrict 2d6+3, god eater, improved grab, smite the heretic
Special Qualities: DR 10/good (or DR 10/+2), darkvision 60 feet, divine resistance +5, immunity to cold and poison, resistance to acid 10, fire 10, and sonic 10, SR 19
Saves: Fort +12, Ref +10, Will +13
Abilities: Str 21, Dex 14, Con 19, Int 12, Wis 16, Cha 20
Skills: Escape Artist +17, Hide +17, Intimidate +20, Knowledge (religion) +16, Listen +18, Move Silently +17, Spellcraft +16, Spot +18, Tumble +17
Feats: Flyby Attack, Hover, Improved Initiative, Iron Will, Multiattack
Environment: Any
Organization: Solitary, hunting pack (2 - 5)
Challenge Rating: 10
Alignment: Always chaotic evil
Advancement: Large (13 - 20); Huge (20 - 28)
Level Adjustment: +9

The horrid ithorid derives its sustenance from the raw power of divine energy. It attacks those blessed by the gods with spellcasting ability, raiding temples and monasteries to sate its endless hunger. An ithorid has a gaunt, humanoid torso and a serpentine lower body. Its face resembles a horned skull with glowing, baleful eyes. Two small but powerful leathery wings project from its back.

Ithorids originally were crafted by an alliance of demon princes to slaughter the followers of divine beings in a brutal effort to promote their own worship. Ithorids frequently target the followers of dark gods, using raw force, threats, and vicious attacks to compel heretics to convert to the worship of the infinite demon lords. In time, the chaotic demons turned against each other. Thus, ithorids now frequently serve as front-line troops in the endless demon wars that plague the multiverse. All too often they attack churches dedicated to good to annihilate their enemies and demonstrate their masters' power to unbelievers. They prefer to strike small, isolated churches and shrines, though sometimes they gather in groups to assault cathedrals.

A few ithorids operate alone. Serving as assassins for hire, they work for anyone who can meet their exorbitant fees. They are second to none when it comes to eliminating religious figures or terrorizing the clergy of a minor faith. These independent ithorids gather servants and followers to their banners, using them as spies, scouts, and advance troops to help raze cathedrals or isolated monasteries in a single night.

The independent ithorids are among the oldest of their kind. In a twisted perversion of the clerics they were made to destroy, many of them encourage mortals to worship them as gods. These demented fiends collect the skin from the clerics they have slain and craft them into masks, robes, and other ceremonial items. Their rites are a strange amalgam of rituals they have observed or learned of from the holy (and unholy) texts looted from their enemies' temples. In some areas, a rogue ithorid may invade a holy sanctum, slaughter its inhabitants, and set itself up as a demigod. The local worshippers offer gold and living sacrifices to the thing that now dwells within their temple or shrine. Within a few years, the locals may degenerate into madness, cannibalism, or other sordid practices at the ithorid's prompting. This tactic proves especially effective against primitive tribes and backwoods settlements, where the demon's power is great enough to compel obedience. Small, isolated towns may present a veneer of normalcy that hides a twisted, abominable cult dedicated to one of these beasts.

Combat

As killers trained to stalk and kill enemy clerics, ithorids relentlessly pursue their chosen quarry. They ignore attacks made by lesser foes to engage their enemies, and at times display a reckless, suicidal disregard for their own safety to annihilate them.

Despite this single-minded obsession, ithorids employ a variety of clever tactics. They love to swoop down on their enemies from above, hiding in the clouds or drifting on air currents to strike when the time is right. Ithorids favor rapid strikes that allow them to slay a cleric, druid, or paladin and escape before their victim's allies can mount an effective defense. Ithorids particularly enjoy tormenting their prey, launching repeated attacks to slowly wear down a victim's strength before finishing him off.

Aura of Pain (Su): The ithorid exerts an aura of energy that rends and tears at all living things. When it hits with its claws, tail slap, or bite attack, this energy causes even minor injuries to burst into gaping wounds. The ithorid inflicts +2d6 points of damage with its bite and +1d6 points of damage with its claws and tail. Creatures immune to critical hits ignore this bonus damage.

Constrict (Ex): An ithorid inflicts automatic tail slap damage, along with the damage from its aura of pain ability, with a successful grapple check.

God Eater (Su): The ithorid can sense the spark of divine power in any character with the ability to cast divine spells within 60 feet. Against such foes, it gains a +2 competence bonus to all attacks and damage. The ithorid gains no special ability to sense the presence of these characters. It can simply detect if an opponent can cast divine spells. If for some reason the ithorid does not know that a target can use divine spells, such as if it attacks an invisible character, it still gains its bonus to attacks and damage.

Improved Grab (Ex): If the ithorid hits an opponent with its tail slap, it may attempt to grapple without provoking an attack of opportunity. It can use this ability against a creature of up to one size larger than its own. If it wins the grapple check, it establishes a hold and can constrict.

Smite the Heretic (Su): Once every 10 rounds, the ithorid can project a blast of baleful energy from its eyes at a single target. This victim must be able to cast divine spells. The target must make a Fortitude save (DC 21) or suffer 1d6 points of temporary Wisdom and Charisma damage. A successful save halves this damage. This is a Charisma-based save DC.

Divine Resistance: The ithorid gains a +5 bonus to its spell resistance when using that ability against divine spells. It also gains a +5 competence bonus to all saves against divine spells.

 

 

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