Vudot (modified for rules compliance from
Mercenaries)
Large Monstrous Humanoid (Vudot)
Hit Dice: 10d8 (45 hit points)
Initiative: +5 (Dexterity, Improved Initiative)
Speed: 30 feet
Armor Class: 13 (-1 size, +1 Dexterity, +3 natural); touch 10, flat-footed 12
BAB/Grapple: +10/+14
Attack: Shortsword +10 melee (1d8, piercing, 19-20 x2)
Full Attack: Shortsword +10/+5 (1d8, piercing, 19-20 x2)
Space/Reach: 10 feet by 10 feet/10 feet
Special Attacks: Aura of fear, spell-like abilities
Special Qualities: Darkvision 60 feet, spell resistance 15
Saves: Fortitude +3, Reflex +8, Will +10
Abilities: Str 10, Int 17, Wis 17, Dex 12, Con 10, Cha 12
Skills: Concentration +8, Intimidate +5, Knowledge: Nature +7, Listen +7, Search +7, Spot +8, Survival +8
Feats: Improved Initiative, Skill Augmentation (Listen and Spot), Track, Weapon Finesse
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Usually neutral
Advancement: 11 - 13 Hit Dice (Large)
Few who have dealt with vudots have walked away without an intense feeling of disquiet, not least because of their appearance - their elongated, all-black bodies, oversized heads, and featureless faces with fathomless black eyes. Their mouths are so small as to be scarecelyt noticeable, and they rarely speak. In short, they look thoroughly weird and unnatural.
For those who can overcome their revulsion, vudots make powerful allies when it comes to tracking and capturing other intelligent creatures. They have the power to affect minds of others, controlling and dominating them. For this reason alone, vudots turn up as bounty hunters or in the employ of bounty hunters.
Beyond understanding their powers, outsiders know almost nothing of vudots - not where they come from, how they organize themselves or even if they organize themselves, or exactly how they feel about races other than their own. They always work alone, and no one has ever reported seeing a vudot keeping company with another of its kind. So far, no one has dared to shine the light of investigation on them, and they remain things of mystery and dread.
Vudots speak one of the common languages, and appear to comprehend them without difficulty. Whether they have a language of their own remains unknown.
Combat
Vudots don't have much taste for physical combat and they are not much good at it. They much prefer to use their spell-like abilities to set their foes at a disadvantage and force others to do the fighting for them. When engaging an enemy, they stand away from the melee, watching for any sign that they may need to reapply their powers of mind control.
Aura of Fear (Ex): There is no getting around the fact that vudots give everyone the creeps, even those who ally with them. All creatures within 30 feet of a vudot must make a DC 16 Will saving throw. Those who fail receive a -4 fear penalty to all Will saving throws, a -1 fear penalty to attack rolls, and a -1 fear penalty to Armor Class while inside the area of effect. The save DC is Charisma-based.
Charm Monster (Sp): Up to three times per day, vudots may charm any living creature as per the spell
charm monster cast by a 15
th level sorcerer. The save DC is 15 and is Charisma-based.
Hold Monster (Sp): Up to six times per day, vudots may hold any living creature as per the spell
hold monster cast by a 15
th level sorcerer. The save DC is 16 and is Charisma-based.
Sleep (Sp): Once per day, vudots may put any living creature to sleep as per the spell
sleep cast by a 15
th level sorcerer. The save DC is 11 and is Charisma-based.
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