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.The
Ithorid: Bane of the Faithful
by
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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