Showing posts with label undead. Show all posts
Showing posts with label undead. Show all posts

Friday, June 2, 2017

5E Conversions: Festrog

One of my favorite minor undead from Pathfinder is the festrog. These beasts haunt the city of Huldreth, created by the demonic god Yemash'Hatal. Here's a conversion to 5E:
Festrog
CR 1/2 (100 XP)
NE medium undead humanoid
Initiative +1
DEFENSE
AC 11
HP 9 (2D8)
Resistance: necrotic
Immunity: poison, disease, does not breathe
OFFENSE
Speed 30 feet
Multiattack – the festrog makes one bit and two claw attacks as an attack action against one target.
Melee Attack – bite +5 attack (reach 5 feet, one target) 1D6+3 piercing damage and feed effect: the festrog gains sustenance from those it bites. When a festrog bites a target and deals damage it gains 5 temporary hit points (it may only have up to 5 temporary hit points in this manner).
Melee Attack – bite +5 attack (reach 5 feet, one target) 1D4+3 slashing damage.
Charging Trip – a festrog which makes a full move action or dash action and then hits a target may also trip the target; target must make an Acrobatics or Athletics test (DC 13) or fall prone.
Statistics
STR 17 (+3), DEX 13 (+1), CON 120 (0), INT 10 (0), WIS 12 (+1), CHA 11 (0)
Languages: common, ibixian
Senses: darkvision, scent (perception checks on smelling target)
Skills: Perception +3 (passive 13)
TRAITS

Four-Footed Run – the festrog can move much faster when dropping down on all fours, and may make a dash as a bonus action when it does so.

Diseased Pustules – festrog are covered with hideous pustules and blisters which secrete diseased fluid when they rupture. Any foe which strikes a festrog with a piercing or slashing weapon must make a Constitution save (DC 11) or suffer from the festrog’s disease, which takes 1 day to affect the afflicted, but then causes weakness. The target may make a new save once each day to recover.

Festrog are hideous undead, forged when a person dies due to a backlash or explosion of necrotic energy, followed by vicious predation by natural predators. In Enzada, festrog were formed when the miasma of necrotic energy forged by Yemash’Hatal (The Grasping Claws) descended on the city, killing most of the citizens in the streets immediately. Moments later harpies in servitude to the Grasping Claw descend on their remains to rip the corpses apart. The remains rose as thousands of undead festrog.


Friday, March 24, 2017

D&D 5E: Putting some Bite back in Undead Life Drain

If you're like me, you've run enough D&D 5th edition to notice that the whole "lowered hit point maximum" of most undead is at best a threat around level 1-3 but it quickly becomes just a tiny and rarely noticed detail with no measurable impact on the adventurers. At higher level gaming it's frankly a joke.

My thought is that this needs to be more threatening, and have a real impact on PCs. The idea is really simple: creatures that deal "hit point maximum" damage like undead should instead do hit die drain. The mechanic works like this:

In any case where the PC either has his or her hit point maximum lowered (saving throw potentially applicable) when the damage is dealt, instead apply the drain to hit dice. The PC loses 1 hit die for every 3 damage dealt that would ordinarily reduce the hit point maximum. Take 9 damage? Lose three hit dice instead.

If the undead turns the PC into a monster when hitting zero hit points (conditional to having a lowered hit point maximum) then the conversion instead happens when the PC hits zero HP and also has lost all hit dice due to drain.

You could even apply this as a general rule to all undead, in which any damage the undead deals also lowers hit dice at the same time. This could really make undead scary again, especially in numbers.

DMs could consider a few options....

CR Boost: Improved CRs for undead with this option would make sense.

Variable HD Loss: You could let the victim's class or size HD determine how many are lost by damage dealt. So a Warrior would lose 1 HD for ever 5 hit points dealt. I prefer the simpler method myself, but if I were to use this rule I'd round down on the HD for a slight edge to the undead.

Extreme Converters: Instead of the PC needing to hit zero HP and zero remaining HD, just let the conversion happen when the PC hits zero HD. This might be most suitable for really deadly horror-themed campaigns, or fantasy zombie apocalypse games.

Incorporeal Damage: instead of dealing HP damage have things like wraiths just deal HD damage directly; they never touch you physically, but your HD become the yardstick by which their sapping of life force can be measured.

Necrotic Resistance/Vulnerability: this is definitely damage of necrotic nature, so DMs could allow it to halve or double the damage used to determine HD loss. The easiest formula is to figure damage like normal first, then halve the HD loss result for resistance or double it for vulnerability.


Friday, May 1, 2015

D&D 5E Updates: The Mohrg



Mohrg
CR 5 (1,800 XP)
CE medium undead
Initiative +4
DEFENSE
AC 18 (dexterity plus natural)
HP 91 (14D8+28)
Damage/Condition Immunity: poison, disease, necrotic
OFFENSE
Speed 30 feet
Multiattack the mohrg may attack twice with its slams or once with a slam and once with its tongue
Melee Attack – Slam +7 attack (reach 5 ft, one target) 2D10+5 plus target is grabbed (escape DC 15 strength check)
Melee Attack – Tongue +6 attack (reach 5 ft, one target) gains advantage to attacks on a grabbed target; target must make a DC 15 save vs. paralysis or become paralyzed for 1D4 minutes (target can make a save at the end of each of its turns, ending the effect immediately on a success).
Statistics
STR 21 (+5), DEX 19 (+4), CON 14 (+2), INT 11 (0), WIS 10 (0), CHA 14 (+2)
Languages: common, but many mohrg cannot speak
Senses: darkvision, perception +2 (passive 12)
Skills: Athletics +7, Stealth +6
TRAITS         
Create Spawn: creatures killed by a mohrg rise immediately as zombie with a movement speed of 30 ft (instead of 20 ft typical for most zombies that have had time to rot). When this happens the burst of necrotic energy heals the mohrg for 3 (1D6) hit points per hit die of the slain creature and the mohrg gains the benefit of the haste spell until the end of its next round. On occasion some mohrg generate new mohrg instead of zombies as an effect of slaying a foe. These mohrg are exceptionally dangerous. When a mohrg slays a target, there is a 10% chance that it returns as a new mohrg instead. At the DM’s option any evil character slain by the mohrg has a 50% chance of returning as a new mohrg.

Mohrg are terrifying undead forged from the vile souls of serial killers and murderers. They resemble skeletons with a writhing mass of organs and flesh in their body cavity and skull, from which emerges a hideous tentacle-like purple tongue covered in paralytic slime.

Mohrg are noted for their unrelenting sense of commitment to the evil ways that led them to their fate. When mohrg gather in groups this can quickly lead to a unique and terrifying epidemic of undead in the form of zombies and new mohrg.


Source: D20 SRD and Pathfinder Bestiary, page 208. 




Tuesday, December 16, 2014

D&D 5E: The Justicar - a level 5 skeletal Paladin of Vengeance

The DMG offers lots of cool options, one of which includes NPC stat details for making class-based monsters that are under 1 CR in base value. This list includes some surprising options, including skeletons....of which I have offered one such example here for perusal or use as a future NPC. Naturally a open-minded DM could even let players use these monster stats to make some interesting PCs (although the book sort of dodges the subject between this chapter and the one on actually creating PC variants).

I now offer you....the Justicar!


The Justicar (formerly Asrudon Dann Faenor)
Race:     skeleton (undead humanoid)     
Class:    Paladin of Vengeance,  Level 5
Alignment: Lawful Neutral  
Background: Justicar of Kavishkar slain at the Battle of Three Hills
STR 16 (+3)
DEX 11 (0)
CON 10 (0)
INT 8 (-1)
WIS 10 (0)
CHA 12 (+1)
HD 5D10
HPs 36
Saves: WIS +3, CHA +4
Proficiency Base: +3
AC 20

Languages: common (Middle Tongue),  Orcish (note: unable to speak languages)
Skills: Athletics +6, Intimidation +4, Perception +3, Deception +4
Paladin Traits: divine sense (1/day), lay on hands (25 pts), fighting style (protection), spellcasting (prepare 3 per day), divine smite (2D8+sp.), divine health, sacred oath (vengeance), extra attack
Oath of Vengeance: Spells (bane, hunter’s mark), abjure enemy, vow of enmity (note vows are “mouthed” but no noise made when uttering the oath)
Monster Traits: vulnerable to bludgeoning, immune to poison and exhaustion, can’t be poisoned, darkvision 60 feet, can’t speak but does understand languages known in life

Spell Slots:  Level 1: 4, Level 2: 2
Spell Save DC: 12
Spell Attack Modifier: +4
Typical Prepared Spells: Wrathful Smite, Find Steed (always manifests as a skeletal steed)

Armor:  platemail (AC 18, disadvantage on stealth) and shield (+2 AC)    
Melee Weapons: battleaxe (1D8+3 slashing; 2 attacks: +6 to hit; versatile D10 weapon)
Ranged Weapon: heavy crossbow (1D8 damage; 2 attacks: +3 to hit; ammo, heavy, loading, 2-H)

Equipment: tattered clothes and tabard of his justicar’s station in life, body entwined in the barbed chains that dragged him beneath the earth during the battle, a thick, dark tattered cloak which he uses to conceal his form, heavy gloves and gauntlets, a full visored helm.
                                               
Trinket: barbed abyssal chains which enfold his body and armor like a shroud of doom.

Personality Trait: singular mind for vengeance, The Justicar was raised from the dead in a cruel twist after he was slain one year prior while trying to kill the balor Rusivag at the Battle of Three Hills. He seeks only vengeance against all beings of chaos and undeath now.
Ideal: the murder of the unjust and the spawn of chaos; the ultimate murder of Rusivag.
Bond: The Justicar still remembers snippets of his living existence, and feels a strong compulsion to protect those around him who are innocent.
Flaw: He has lost so much in his transition from living to undead, his soul is a fragmented remnant of what he once was; he is driven only be the potent memories of his last act of vengeance, to slay the balor and all who stand against the righteous might of Hyrkania.

History:

Asrudan Dann Faenor was a knight of the Order of the Justicars out of Krythia, dedicated to the religious teaching of the death pantheon, and specifically Kavishkar, the lord of judgement. It was Asrudan’s fondest desire to execute the foes of the empire of Hyrkania in the name of his holy god and the emperor.

During the Battle of the Three Hills near Loroden, the clerics of the Divinate summoned a balor named Rusivag and a small army of demons. Asrudan was one of many who fell trying to reach the balor to destroy the beast. He was dragged beneath the earth by a mass of abyssal chains, which cut deep into his body, flaying flesh from bone before he had even died. The chaos magic of the chains lingered even as he perished in his sudden earthen grave.

A year later, he awoke. Asrudan barely remembered his name, and knew only that he was the Justicar, the one who had somehow been given a second chance. His memory of justice….of vengeance….so strong in mind that it consumed what little was left of his soul, trapped by the chains of chaos which now wrapped around his bones and armor like a proud mantle of what he had survived.

Justicar moves by night whenever possible; he is cogent enough to realize that his nature is unsettling amongst some and terrifying to the rest. He has developed the art of disguising himself whenever possible to avoid his bony guise from being revealed, and he avoids other members of his order, whom would slay him as an undead abomination. He feels he was given a second chance by Kavishkar to fight his way into the realm of the Einheriar, to slay the spawn of chaos, the undead, and the wicked….and ultimately to grow strong enough to murder Rusivag in the Abyss.


When Justicar speaks his oaths they sound like harsh whispers to the ears. He is otherwise unable to speak with any who do not use a Speak with Dead to converse with him. Justicar is literate, and has on occasion used quill and parchment to convey messages, though he must remove his gauntlets, exposing his bony hands to do so.

Friday, April 11, 2014

B/X D&D Month XI: Burning Men


Burning Men
Armor Class: 6
Hit Dice: 6+3** (M)
Move: 60' (40')
Attacks: claw attack or weapon plus special
Damage: 1D6 by claw or per weapon plus 1D6 fire
No. Appearing: 1D8 (2D12)
Save As: F6
Morale: 10
Treasure Type: E (but see below)
Intelligence: 13
Alignment: Chaotic
XP Value: 950
Creature Type: undead (enchanted)
Terrain: any desert, arid or area with risk of natural fires

The burning men are among the worst sort of undead: not unlight wights, these cunning creatures are formed through an unholy combination of elemental fire and necromancy, imbuing the dead with evil intelligence and a perpetually burning body.

Because they are so destructive, necromancers who create burning men usually keep them in stony enclaves, held fast with thick wrought-iron gates or stone drops to insure they are not able to cause destruction until released. Burning men do occasionally escape...and some are even formed naturally, if the right combination of vile murderer put to death by fiery means intercedes with the right elements then a burning man can appear spontaneously. Such burning men, either escaped or natural, often cause great amounts of damage before disappearing, some believe consumed by their own fire, others believe pulled into the elemental plane of fire until a future time when they are once more released.

When in combat with a burning man they deal 1D6 additional fire damage with their claw and weapon attacks, and anyone who touches one will take the fire damage as well. A burning man can spontaneously explode as well; this explosion functions like a fireball centered on the undead, dealing 6D6 fire damage to everyone in a 20 foot radius around the burning man. Burning men are, themselves, immune to fire damage from all sources except when they explode; after the explosion there is nothing left of the immolated and detonated corpse.

Burning men are known to carry treasure left upon their person from their death, but flammable items are usually burned away and metallic items such as coins and weapons are usually dangerously hot to the touch (dealing the fire damage when wielded) until roughly 3D10 minutes after the burning man is destroyed, unless some other means of cooling is presented.



Tuesday, April 8, 2014

B/X D&D Month VIII: Reef Skeletons


Reef Skeletons
Armor Class: 3
Hit Dice: 3+1* (M)
Move: 60' or 120' swimming (20' or 40')
Attacks: claw attack or weapon
Damage: 1D6 by claw or per weapon
No. Appearing: 1D10 (4D10)
Save As: F3
Morale: 12
Treasure Type: B
Intelligence: 7
Alignment: Chaotic
XP Value: 75
Creature Type: undead
Terrain: any water near reefs

Reef skeletons are formed in aquatic dominions that have been affected profoundly by negative energy, leading to the revivification of the corpse after a prolonged exposure in the reefs. Necromancers have been known to find sunken corpses which have been preserved in the coral reefs and animate them, as well.

These rare undead are distinguished from other skeletons by a cunning intelligence and armored skeletal remains over which coral has grown like a thick armor. The reef skeletons gain a strong natural armor bonus as a result of this armored carapace. Most reef skeletons rely on their reinforced claws for attacks, but will arm themselves if the opportunity presents; in most cases their metal gear and weaponry corroded away to uselessness long ago.

Because most reef skeletons are formed from bones that rested for the decades or centuries necessary for the coral to cover their remains, they often have interesting baubles or items encrusted in their coral armor that can be carefully chiseled out.

An inventive armorsmith could take the coral-coated bones of a reef skeleton and craft a suit of armor from it. Such a suit would cost 1,500 gold to make, but be equivalent to a lighter suit of plate mail (AC 3, enc 250).

Saturday, April 5, 2014

B/X D&D Month V: the Rusalka

On Friday's entry I mentioned the graveyard of ships beneath the waters of the harbor at Samaskar. Hundreds of old long ships, barges and sailboats once part of a great naval engagement, sunk when the void magic of the lich Xamorthas of Shatan aided in the destruction of Samaskar's enemies. This encounter lead me to the realization that there aren't really any aquatic undead in the Basic, Expert, Rules Compendium or Creature Catalog, so I figure it's time to add a few....first up is the Rusalka. 

Rusalka

Rusalka
Armor Class: 4
Hit Dice: 5** (M)
Move: 120' (40')
Attacks: two claws or special
Damage: 1D6/1D6 by claw or special
No. Appearing: 1D4 (2D6)
Save As: E5
Morale: 12
Treasure Type: E
Intelligence: 13
Alignment: Chaotic
XP Value: 425
Creature Type: undead
Terrain: any pool of water in which the rusalka was drowned

Rusalka are undead created when a woman perishes before her time, either from suicide, grief, woe or violence. Rusalka are usually tied to a watery death, by drowning, and take on an aspect of the pool in which they were murdered or committed suicide. When they rise from their watery graves they look like pale but beautiful women with wet green hair.

The rusalka is usually wronged by a man for numerous reasons, and their unique undead abilities work against men best (women and elves get a +2 bonus to the save to resist their songs). All rusalka can sing a woeful song which any targets in listening distance must immediately make a save vs. Spell to resist. If the save fails then the listeners are charmed by her spell. The rusalka will lure her target into the nearest body of water to drown him; each round the charmed target is being drowned he may make a new save vs. spells against the charm effect to snap out of his reverie, otherwise he takes 1D6 damage per round until drowned. A drowned victim of the rusalka will rise as a drowned zombie 24 hours later.

About 20% of rusalka look more gregarious, lively and alive than normal. These rusalka can masquerade as dryads or nymphs, or sometimes exotic elven women. They can sing the song, but are also gifted with a lilting, melodic laugh that is terminal to those listening; anyone in earshot of her laugh must make a save vs. death ray or suffer 1 negative level drain. This continues per round until the rusalka is injured, which will interrupt her laugh for 1 round.

A rusalka who is injured and manages to get to a pool of water will begin healing 1 hit point per round while immersed.

Weaknesses: A rusalka's hair and skin are always wet, though prolonged separation from water can lead to a risk of drying out. If the rusalka begins to dry out, she will take 1 point of damage until she immerses herself in water again. For many rusalka this is not a problem, as they carry special combs which, so long as they stroke their hair, creates water to keep them wet. Because of this weakness, rusalka are susceptible to fire damage, which always deals 1D6 additional points of damage to them per fire attack that affects them.

Friday, May 25, 2012

Tales from the Watchers of the Sullen Vigil: Dread Zaravande



Dread Zaravande


Deep in the wastelands of Camrinal, along desolate tracks of forgotten roads now half-covered in sand, there exists one particularly bold and dedicated keep, staffed by the heartiest of the Watchers of the Sullen Vigil. These particular watchers are all exclusively chosen from older knights of the order, especially those who no longer have family or kin to care for, or who have for whatever reason chosen to remove themselves from their former lives. Life this far into the wastelands is short and bloody; only heartbreak and mourning await those who still cling to family out here.

The Watch Tower of Zaravande requires a trek about one hundred miles deep into the wastelands, and few dare to make this trip.

When the Final War rolled to a close and the war mages of Camrinal called down unimaginable power from the skies, sundering the cosmos itself in twain for a period of time, it was said that the black and frothing energies of other dimensional realms cascaded uncontrolled down upon the empire, eviscerating the land and its people even as the power of the ritual spell bathed Camrinal’s foes in unholy fire. When the battle ended almost none lived, and the great city of Zaravande was a blackened expanse of ruins dotted by thousands upon thousands of skeletal remains. Whatever it was that oozed forth from the skies and engulfed Zaravande, it picked the flesh clean from the bones of every living thing within one hundred miles of the capitol.

The old stories say that “it” left; speaking of these unholy energies as if they were an entity with thought and intention, but some questioned that, observing that there is no evidence of any living witnesses to this event. Occasional tales from the deep recesses of the wastelands by maddened ghuls suggest that a handful of survivors, all changed into hideous half-dead abominations, claim to have seen the black energy writhe and coil about the land and its inhabitants, draining all creatures of life, sucking the flesh from their bones, before retracting once more into the rift in the sky. They claim that the rift never closed, and that it opens on occasion and feeds from the world below. It is tethered, these ghuls assert, over the ruins of Zaravande. Indeed, the ghuls claim that the pulsing darkness looms above, plainly visible to their eyes only.

The watchers do not try to assess the validity of these ghul folktales, but they do keep them in mind. Occasional night-time spectacles of light and shadow play over the city with no earthly explanation, and the entire domain is haunted by ravenous undead. The skeletons of two centuries gone have long since turned to dust, been covered in the encroaching sands of the ruined land or risen from the dead to stalk the living—and themselves.

Indeed, hundreds of risen dead from the old armies which both stood in defense of the Last Emperor of Camrinal as well as those who sought to destroy him continue their senseless fight long after death, as if unaware of their current state. The old dragon riders and their undead draconic mounts from the lost kingdom of Altenspar continue to bombard the city with ectoplasmic flame in the dead of night, sparring with troops defending from the crumbling walls. Ghosts and phantoms stalk the city streets seeking to escape the madness. It plays out in the dead of night, every night, until dawn…when with the first light of day, as if blasted by the unholy radiance of the Final Weapon, the undead disintegrate into dust once more until the following night.

Watch Commander Josheras Calliston has been in command of this garrison for seven years, a record by any standard of the Sullen Vigil, especially for the Zaravande Watch. He knows better than most the dangers of the city. He knows the vast catacombs beneath the ancient capitol, formed from centuries of improved civic works heaped on top of the tell-mound of ten thousand years of human and pre-human construction, have created an elaborate network of underground tunnels and passages; and that while the sun chases the surface undead away each day, the tortured restless souls and much worse continue to occupy the subterranean realms below.

Commander Calliston has no illusions about what and why the watch is here, that they are to serve but one purpose: to make sure that whatever it was that Camrinal unleashed upon the world does not return. Whether it was a force or energy ripped from other dimensions or a being of insatiable hunger, there is a persistent belief among his order that it, whatever it is, has not yet completed its task upon the mortal plane and that it desires intensely for someone to finish the ritual that summoned it, to allow it to break free of its tether within Zaravande to roam the world freely.

Over several decades, some truth to this fear has come from the persistent issue with cultists who will travel as pilgrims to the city. While some bold ascetics and flagellants of the All Mother Nevereth seek out the ruins and the dangers of the wasteland specifically to atone for the sins of their ancestors of Camrinal, the truth is that many more cultists arrive seeking entrance to the city to uncover the darker secrets of the Empire’s lost magic, and a few on occasion seek to uncover the lost secrets of the college of war magics, the source from which allegedly the Final Weapon ritual was devised. The Watchers observe these visitors, and either expel them or drive them out by force if necessary.

Ghuls occasionally prove a threat as well. The mindless normal ghouls pervade the city, an ever present threat, but the more intelligent and cunning ghuls seek to inhabit the lower regions of the city at times, carving out small communities in the labyrinth below. Not all of these ghuls seek escape from the surface world; some are as bad as the cultists, and seek to find hidden magic and power.

A curious phenomenon among the ghuls that some Watchers have discovered can be studied during the “transition of madness,” as scholars have called it. When a ghul at last begins to slip the tethers of sanity and descends into the realm of the feral, engaging in foul undead cannibalism with unchecked abandon, there is a short period from a few weeks to a few months during which their lucidity of thought directs them to make a pilgrimage to Zaravande, to “see the expression of the destroyer,” as they call it. The ghuls caught in this transition of madness seem to believe that the force or entity which destroyed the city is this so called destroyer, and a few have even admitted to feverish dreams in which it was revealed that they are its children. Eventually, though, their minds rot to madness and they turn to cunning but maddened cannibals of living flesh. Such ghouls do not evaporate with the daylight though they do not like it, seeking refuge in the city’s labyrinth below. The Watcher regularly mounts dangerous expeditions to slay these feral, maddened ghouls.

There are rumors and tales of other threats and denizens within the city. Zaravande in its prime had a population of nearly 500,000 of all races and ethnicities. It was the most powerful city in the world, and stood as the center of trade and commerce for Camrinal. When the ally nations united to bring down the Empire, it became the focal point of attention for the enemies of the Empire, and in the end it was the city under siege that prompted the war mages, under order of the Emperor, to call upon their most powerful ritual yet. The mystery of this ritual is lost now, but there is a story among the Watch that one of the war mages yet lives, a lich who somehow survived the transition of the city to its undead state while retaining his mind, if not his sanity. This lich is called Quermelain, and he is met on occasion by members of the order on patrol. His power is impressive, and the order otherwise leaves him alone, for to do otherwise would be to invite murder upon their tower. Quermelain, by contrast, has actually even assisted the watch on certain occasions and seems to despise the subhuman ghouls and their intelligent counterparts, going out of his way to destroy them.

Elsewhere in Zaravande is is said that an agglomeration of hundreds of skeletal remains appears at dusk and then wanders about the desolate sand-filled streets until dawn, comprised of hundreds of skeletal remains. This being kills all living entities in its path without mercy, then adds the corpses to its own mass. The watchers have seen it, but they wisely avoid any engagement with this creature.

There are many other oddities and terrifying encounters within Zarvande, about more of which shall be revealed at a later date…




 
Next! The Lady of the Lost Lake and the dark secrets of the faerie of Sarvaelen






Tuesday, November 15, 2011

Ages of Lingusia: Sherigras, the Children of Chaos



Sherigras
   The descendants of the ancient chaos cultists who served the lords of chaos during the ancient era of the War of the Gods, these scarred and shattered people have remained cursed forever more. Even those who seek a good life find it slow going, as the very nature of their race is a blemish that most shun and fear automatically. Sherigras are reviled, and all too many of them seek to hide in forgotten ruins and ancient dungeons, plotting ways to awaken old and dark gods to destroy those who the sherigras despise for their beauty.
   Skeletal and gaunt, sherigras have the appearance of recent corpses, or barely living victims of some terrible plague. The hideous, nosferatu-like features of the sherigras are terrifying to most normal demihumans.
   Sherigras are a malevolent race by nature, and it is highly unusual to find one of good disposition; such freaks are usually weeded out by the other sherigras in their little covens, and sacrificed to dark gods. At best, an unaligned sherigras might manage to pass for suitably evil in his society, while secretly yearning for less, well, evil in his own life.
   Sherigras love sorcery, and seek out its use whenever possible, in order to disguise themselves from the sight of others, if for no other reason then their own self-consciousness. They are well aware that champions of order and good look upon their kind with disgust, and feel that their entire species must be exterminated. This leads to some very paranoid thinking.
   Sherigras are meant to fill a very special role within a campaign that has a focus on the forces of order and chaos. Just as dark elves are said in some mythologies to have been branded by their alliance with demons of chaos, and orcs were (in some worlds) corrupt elves, sherigras are in fact what happens to humans who are indelibly linked to the chaos they choose to serve.
   Sherigras make excellent villains, but a player could easily take the concept of the sherigras and turn it in to a tragic antihero, born to a horrible fate which he never asked for, forced to rebel against a tight-knit culture of outcasts dwelling in the shadows and seeking to appease the dark gods which marked them so long ago. Or, he could embrace his destiny, follow the path of the necromancer, and seek to become more powerful than the dark gods which cursed his people…
Adventurers: Sherigras who seek to remove the taint of chaos from their family line are natural adventurers, struggling to survive in a world that sees them as marked with evil, while trying to cast off a curse of the generations. Sherigras who are evil have all sorts of motivation to go questing and seek greater power in the names of the Courts of Chaos. Sherigras make excellent assassins, necromancers, dark clerics, Shadow Mages, Skinwalkers, and other such hideous professions.

Sherigras Adventurers
Average Weight: 65 to 150 lbs.
Average Height: 5’1” to 6’6”
Languages: middle tongue and abyssal
Ability Scores: +2 Intelligence and either +2 Dexterity or +2 Constitution
Vision: dark vision
Move: 6 squares
Skill Bonuses: +2 Stealth, +2 Intimidation
Mark of Chaos: All Sherigras suffer a -5 racial penalty to Charisma rolls and skill checks where they are known to be a Sherigras and this works against them (but, if the sherigras is trying to intimidate someone, this penalty does not usually apply).
Taint of Chaos: Sherigras receive some unique benefits due to their taint, and regardless of class the Sherigras may choose one at-will power from any arcane class or wizard’s cantrip as a racial bonus power. The at-will may be used as an encounter power, and the cantrip may be used at-will.
Chaos Affinity: Sherigras are attuned to chaotic energies, and can feel the presence of planar beings and objects which are attuned to Order or Chaos (such as demons and angels or artifacts). The base chance of success is a DC 20+target entity’s level as a Perception check. Attempts at stealth or magical disguise can confound the chance of success as determined by the GM.
Manifestation of Chaos: Long ago before the cataclysm Sherigras were so attuned to chaos that efforts to advance the indelible cause of their dark gods rewarded them with strange side effects, and efforts to oppose their nature led to punishment. After the cataclysm this effect lifted, and sherigras have since been freed of their dark tether to chaos, although their bodies remain wracked with corruption. Choose or roll one trait from the following list, and gain that as your chaotic affinity; each affinity grants a penalty and a bonus accordingly:

Sherigras Chaotic Affinity Table (D100)
1-10: hideously skeletal; you start with 2 fewer healing surges, but gain the following power:
Skeletal Terror – Sherigras Racial Trait
Encounter – Standard – Arcane, Fear
Range: Close Burst 3 Attack: Int vs. Will; Hit: each target in burst slides 3 squares and grants combat advantage until the end of your next turn.
11-20: Permanent Blindness; you permanently suffer from the blindness condition, but gain the wizard utility spell invisibility as an encounter power; because you are used to your blindess, note the following special conditions: you suffer no penalty to Perception checks that do not involve sight; you do not grant combat advantage to known targets that you can hear; you are immune to sight-dependent effects and conditions.
21-25: Permanent loss of one arm, but you gain a flexible tentacle which provides a +2 racial bonus to Acrobatics, Thievery and Escape Artist.
26-30: You have hideous claws instead of hands. You gain a natural claw attack that does 1D8+strength damage (and can be treated as two attacks for powers requiring to melee weapons), but you suffer a -2 penalty to Thievery and any other skill check requiring fine manipulation. The claws do 2D8+strength damage at 21st level.    
31-35: You have a serpent’s tail instead of legs. You gain a +2 bonus to swim checks with Athletics (and swim as a class skill) as well as a basic constriction attack, a swim speed of 8 squares and a land speed of 5 squares. You suffer all restrictions accompanied by having a serpent’s body instead of normal legs.
Constricting Tail – Sherigras Racial Power
At-Will  – Standard – Melee
Range: one target Attack: Dex or Str vs. Will (choose one at the time this power is gained); Hit: target suffers 1D8+Strength modifier damage and is immobilized (save ends).
36-40: A Visible black nimbus of chaos energy surrounds you, visible to anyone and disguisable only by illusions (spells); However, you gain Resistance 5+ ½ level Necrotic.
41-50: A Third eye rests in your forehead; it grants visions; you gain a +2 skill bonus to Arcana, and a +2 save bonus to any saving throw against a blindness or vision-imparing effect.
 51-60: A demonic face appears in your torso, which must be fed and speaks a lot (double your daily intake of rations, and take a -2 penalty on Stealth checks if you don’t gag it). You gain the following special power:
Mouth of Casting – Sherigras Racial Power
Daily Instant– Free – Arcane or Divine
Trigger: You cast an encounter or daily power that takes a standard action.
Effect: You cast the spell as a minor action instead of a standard action.
 61-70: Animals will instinctively attack you on site, without exception, even if you have some sort of wild empathy. However, all aberrations, undead and outsiders of animal intelligence react to you as if you have monstrous empathy instead, granting you a +2 diplomacy, bluff, intimidation and nature bonus when interacting with or studying such exotic animals. 
71-80: Blistery Black Boils cover your body from head to toe giving you a -2 reduction to your Charisma, but you are immune to disease and any exposure to a disease to which you fail a saving throw on makes you a carrier for that disease, instead.
 81-90: You have perpetual stigmata, bleeding from spontaneous wounds, your eyes, and elsewhere constantly. You gain a -2 to stealth checks but gain a +2 save bonus to stop any ongoing bleed effect (standard damage or typed as bleed damage) in combat.
 91-95: You have the head of an animal; you may choose the animal and gain a basic attack that does 1D8+Strength modifier damage associated with any propreties associated with the head (ram’s horns, crocodile bite, or such), as well as a natural animal empathy for those animals and the ability to communicate with them.
96-00: You appear to be outwardly normal, but at nighttime your skin disappears and you seem to bleed continually. You automatically save against any bleed effects (ongoing untyped damage) but are of such a monstrous appearance that social interactions are almost impossible.

All text Copyright 2011 by Nicholas Torbin Bergquist, all rights reserved