Thursday, September 22, 2016

And your very flesh shall be a great poem


Flesh warped over madness. Pictures Mangled By: Me
 
Rawman / Sinew Soldier
Hulking form, wearing draped shadows. Bright flash, blue after images overlaying a shape rushing towards you. Humanoid, twice the height of an adult, skinless and gleaming in what little light there is. Four arms ending in snicker-snacking metal implements, snapping out to snap, stab, and rend. An eye, overly large, centered in the chest, no head, its iris a labyrinth, no pupil. A mouth embedded in its solar plexus, teeth as large as dinner knives, proportions and shapes too human. Wire-frame geometric shape hovering above where a head should be, only shoulders and blank space where the neck should be. For a moment, time hovering in suspension, it looks at you, truly sees you then the cutting begins.

Transcript Excerpt: Doctor [REDACTED]'s testimony to the Infinite City United War Council -

Doctor: Now, Lords and Ladies, we come to what the front-line soldiers call Sinew Soldiers.

They first appeared within days after the victory at Fiddler's Green. It is my contention that their appearance is directly linked to the Boon Event which occurred during the final hours of the battle.

We can see from numerous eyewitness reports that theses Sinew Soldiers targeted soldiers who were Protagonists. These monstrosities targeted the highest rated Protagonist and then went about killing the others around them, once the Protagonist had be dispatched.

Their current numbers are unknown, however, due to the amount of [REDACTED] that the Marchen expended in [REDACTED] them, it can be safely assumed that relatively few were [REDACTED] before the end of the war. 

The site of the city's United War Council during the Storyteller Wars.
 
Councilwoman [REDACTED]: Thank you doctor, that will be all.

Doctor [REDACTED]: But I have more to offer on this topic councilwoman.

Councilwoman [REDACTED]: We have heard all that we need to in order to make our decision. Thank you for your presence here today, Doctor [REDACTED].

Transcript of Interview Conducted at Rose Briar Asylum.
Lt.: Lieutenant [REDACTED]
Sgt.: Sargent [REDACTED] Ret.

Lt.: Thank you for agreeing to meet with me.
Sgt.: I wasn't given much of a choice.
Lt.: Despite that, I am grateful for your time.
Sgt.: Sure.
Lt.: I would like to talk about your experiences and impressions of your interactions with beings called Sinew Soldiers or Rawmen.
Sgt.: Interactions? You mean when I killed them, while they tried to kill me.
Lt.: Well (pause) yes. Tell me about when they tried to kill you, and you in turn killed them.
Sgt.: What do you want to know?
Lt.: According to your record, by the end of the war, your Protagonist rating was Mem. You had fought them in single combat according to numerous reports. Tell me about their tactics.
Sgt.: They moved fast, and they were graceful like a dancer. I remember staring out of the trenches, looking at one of them running at us, and thinking about ballet. They'd start by using the giant spark-bulb attached to their arm, it'd blind folks if they didn't look away. Then they'd spray everyone with that damn tooth gun of theirs.
Lt.: Two things. Firstly, is the integrated spark-bulb why you have demanded kerosene lanterns and gaslights in your room? Secondly, what do you mean when you speak about tooth-guns?
Sgt.:Funny how nobody had even seen a spark-bulb before the wars, and now they're everywhere. Hell, they even look the same. You really mean to tell me that somebody actually invented a [expletive] lamp that looks exactly like the ones on the [expletive] monsters everybody know you guys captured at the end of the war?
Lt.: I'm sorry, but I am unaware of any connection between the two.

So many souls were locked away in Rose Briar for unseen wounds earned in the Storyteller Wars.
 
Sgt.: Sure you are. Yes, I saw enough of those [expletive] things during the wars. I don't need to be blinded by them in my own [expletive] room. Also, we called them tooth-guns because they shot teeth. Teeth, like the ones in my [expletive] mouth. Roots, crown, everything. Those monsters would just hose down the trench before jumping right in.
Lt.: Then what would they do?
Sgt.: What would they do? [Begins yelling] They'd start [expletive] killing my friends, that's what'd they'd do.
Lt.: My apologies, I did not mean to upset you.
Sgt.: It doesn't matter. (Pause) They had these scissors attached to their arms, and they'd just start cutting people in half trying to get near the closest Hero. They'd stab grunts with this huge [expletive] needle attached to their other arm. Once the needle was in, it was like the [expletive] thing sucked out a guy's insides. He'd get all wrinkled and slack like a piece of rotten fruit. That's what they'd do. Flash, shoot, cut, and suck. If those things were hurt, suckin' the insides out of a guy would heal them somehow. Then there was their big [expletive] teeth. I saw one of those things bite a guy in half, then spit him out.
Lt.: And that is it? No other tactics?
Sgt.: Yes, that's [expletive] it. Now, if you don't mind, I'm going to tell you to [expletive] yourself with the nearest broken bottle, then breath in as much ether as they'll let me.

What horrors, long forgotten on the battlefields, now stalk these streets?

OSR / AD&D / LotFP
Activity Cycle: Any
Alignment: Neutral (Evil)
Intelligence: High (Though they only display such intelligence in their planning and tactics)
Treasure: None.
AC: -1 / 21
Move: 70 ft.
Reach: 10 ft.
HD: 12
THAC0 / To-Hit: 8 / +12
# of Attacks: 5 (Bite, Tooth-Gun, Scissors, Flash Bulb, and Hypodermic Needle)
Bite: 1D8+3 – Does not receive the reach bonus. Can only be used on targets within normal melee range.
Tooth-Gun: 5D4 – Save versus Breath for ½ damage. Fires in a 30ft cone. May only be used every 1D3 rounds.
Scissors: 1D10+3 – On a critical hit the target must make a save versus Paralyze or lose 1D3 Strength or Dexterity (roll odd/even to decide) from the scissors severing tendons and muscles. This effect is on top of the normal bonus damage from a critical hit.
Flash Bulb: This effect does not cause any damage. When used, everyone within 30 feet, facing the front of the monster, must make a save versus Breath in order to shield their eyes from the blinding flash. Those that fail are blinded for 1 round and take the normal penalties for being unable to see. A successful save does not render a character immune to future uses of this ability.
Hypodermic Needle: 1D6+2 – If the creature has sustained damage, it may heal itself for a number of points equal to the damage done with this attack. The Rawman cannot increase its HP above its normal maximum.
All Saves: 10
Special Abilities -
Strange Sight: Sinew Soldier are capable of 'seeing' in any conditions despite light levels or obscuring smoke. They can, however, be blinded.
Unnerving Gaze: Those who first approach within 10 feet of the monster must make a save versus Paralyze. A failed save results in the character being unable to attack the monster until it has acted against them first. After this initial contact, characters no longer are effected by this ability. If the monster has already acted before them, then they are also unaffected by this ability.
See the Strongest: The monster is capable of seeing who within it's line of sight is has the highest amount of experience. Sinew Soldiers always target the strongest character first.

Experience Award: 7,500

Death sows his work across the city. Art By: Felicien Rops

Pathfinder / 3.X
CR 14
XP: 38,400
NE Large humanoid (?)
Initiative: +4;
Senses: True Sight 60 ft. Perception +13

DEFENSE
AC: 21, touch 11, flat-footed 20 (+4 Dex, +8 natural, –1 size)
HP: 114 (12d8+60)
Fort +13, Ref +8, Will +7

OFFENSE
Speed: 70 ft.
Combat: May use all of its combat abilities in a single round if it takes a full attack action.
Melee: Scissors: +16 (1D12+7), Hypodermic Needle +16 (1D6+7, Special), Bite +16 (1D10+7 No Reach)
Ranged: Tooth-Gun (5D6)
Space: 10 ft.
Reach: 10 ft.

Special Attacks
Scissors: On a critical hit, the Scissors do x2 damage. The target must make a Fortitude save (DC 21), a failed save results in the character taking 1D3 points of ability damaged to their Strength or Dexterity (roll odd/even to determine) due to the scissors cutting tendons and muscle.
Hypodermic Needle: If the creature has sustained damage, it may heal itself for a number of points equal to the damage done with this attack. The Rawman cannot increase its HP about its normal maximum. A successful critical hit results in x2 damage/healing.
Tooth-Gun: Must make a Reflex save for ½ damage (DC 21). Fires in a 30ft cone. May only be used every 1D3 rounds.
Flash Bulb: When used, everyone within 30 feet, facing the front of the monster, must make a Reflex save (DC 21) in order to shield their eyes from the blinding flash. Those that fail are blinded for 1 round and take the normal penalties for being unable to see. A successful save does not render a character immune to future uses of this ability.
Unnerving Gaze: Those who first approach within 10 feet of the monster must make a Will save (DC 21). A failed save results in the character being unable to attack the monster until it has acted against them first. After this initial contact, characters no longer are effected by this ability. If the monster has already acted before them, then they are also unaffected by this ability.

STATISTICS
Str 28, Dex 18, Con 20, Int 16, Wis 12, Cha 10
Base Attack: +9
CMB: +17
CMD: 31

Feats: Iron Will, Power Attack, Combat Reflexes, Dodge, Mobility, and Spring Attack
Skills: Climb +19, Intimidate +12, Perception +13, Acrobatics +16, and Stealth +15
Languages: Does not speak, but understands any language spoken to it.

SPECIAL ABILITIES
See the Strongest: The monster is capable of seeing who within it's line of sight is has the highest amount of experience. Sinew Soldiers always target the strongest character first.

Death walks these ways, and gentles the pain of living. Art By: Jacek Malczewski

Into the Odd
Str 18, Dex 16, Wil 14, 20 hp. Armor: 1
Driven to kill the strongest.
Moves twice as fast as a normal human.
Can see who has survived the most number of adventures. They will target the strongest first.
Capable of 'seeing' in any conditions despite light levels or obscuring smoke. They can, however, be blinded.
Unnerving Gaze: Those who first approach within 10 feet of the monster must make a Will save. A failed save results in the character being unable to attack the monster until it has acted against them first. After this initial contact, characters no longer are effected by this ability. If the monster has already acted before them, then they are also unaffected by this ability.
Scissors: 1D8 and 1D3 Dex or Str (roll odd/even to decide)
Hypodermic Needle: 1D6 (½ the damage dealt heals the monster)
Tooth-Gun: 3D4 (Dex save for ½ damage)
Flash Bulb: Dex save or be blinded for 1 round
Bite: 1D10

Wednesday, September 21, 2016

Fate is not an eagle, it creeps like a rat.


Scuttles and squeaks are not the only sounds these creatures make. Pictures Mangled By: Me

Speaker Rat
Description
A scuttling movements through debris and walls' hollow spaces. Pressure on the ears, vague squeaking almost in normal hearing ranges. Sudden darting movement, small, close to the floor, from one shelter to another. Brown fur, hairless tail, a rat? No, the head. Something off about the head. More scuttling, now a small wave of fur and hairless tails. Rats! No. Heads are mechanical, a circular disc with a horn protruding from it. Pressure, waves of it coming from the rodent mob. Hard to think. Ears hurt. So much pressure on your head...

Excerpt of a letter from Asenath Hamlin (Rat Catcher) to an unknown apprentice:
Apprentice,

I know little of the Speaker Rats' origins, but I shall attempt to make as best an account as I can.

Like many woes and plagues of the city, they have their origins in the Storyteller Wars. Speaker Rats are the echo of that awful time, passing through our lives without regard to the destruction it causes.

From what I have been told, they were made as a form of security, a way of 'pacifying' intruders into areas held by the Marchen. They like to congregate in groups that the guild refers to as choirs. Speaker Rats produce a sound from the metal horn in their head that mundane hearing is unable to detect.

Avoid the trash strewn streets and alleys at night.

Alone, they are harmless, even more so than normal rats, due to the fact that they have no mouth for which to bite. When they congregate in a choir, they can become dangerous when the choir is accompanied by a pack of mundane rats.

The choir will come before the mundane pack, which the guild refers to as a congregation when paired with a choir. A choir will subdue or distract an animal or person, so as to allow the congregation to consume them.

One of the sage sphinxes of the Lorrentine Librarium. Art By: Norman Lindsay

Speaker Rats produce a sound that can drive a person into unconsciousness or drive them into temporary madness. The mechanisms of subduing and maddening are unknown to me, but perhaps the sage sphinxes at the Lorrentine Librarium or the wise spiders at the De Mancha Bibliotheque might have answers for you.

One of the wise spiders of De Mancha Bibliotheque. Art By: Odilon Redon

Speaker Rats appear to be able to breed with mundane rats, producing either a normal rat or a Speaker Rat. From the few studies our guild has undertaken, we have learned that the birth of a Speaker Rat is far less likely than a mundane one. Speaker Rats do not need to eat nor drink, nor even breath. The lifespan of these creatures is unknown, but at very least matches that of a human, if not further.

A rat colony that includes Speaker Rats, has a tendency to be far more successful than a mundane colony. At the heart of such colonies is a group of attached Speaker Rats, similar to a rat-king, called a rat-bishop. The high-pitched squeaks from this rat-bishop appear to direct the actions of the choirs and congregations.

Fear and respect these creatures, apprentice. They have killed greater men than you...

At the heart of such a wondrous place, exists the creatures that live on its filth. Art By: Shaun Tan

OSR / AD&D / LotFP
Activity Cycle: Nocturnal
Alignment: Neutral
Intelligence: Low
Treasure: Miscellaneous shiny objects may be found in their nests.
AC: 5 / 15
Move: 15 feet (Ground) / 15 feet (Climb) / 15 feet (Swim)
Space: They take up a 10' x 10' space and are considered a swarm
HD: 3
THAC0 / To-Hit: -
# of Attacks: 1 (Subduing Squeaks OR Chittering Madness)
All Saves: 14
Special Attacks -
Subduing Squeaks – Everyone within the 10' x 10' space the swarm occupies takes 1D4 points of damage automatically on the swarm's turn. Those within 10 feet of the swarm, but not inside of it, automatically take 1D3 points of damage on the swarm's turn. This damage cannot kill a character, no matter how long it continues. Once a character reaches 0 HP, they will go unconscious, and awake after 1D6 rounds once the subduing squeaks have ended.

Chittering Madness – Everyone within the 10' x 10' space the swarm occupies must make a save versus Paralyze. Those who do not make their save lose 1D4 points of Wisdom temporarily. This wisdom loss can prevent a Priest/Cleric from casting their spells if their wisdom drops below the minimum rating needed in order to cast. Once the individual is at 0 Wisdom, they act as if under the effects of a Confusion spell. A character regains their Wisdom at a rate of 1 point every 10 minutes. A successful save does not make a character immune to further uses of this ability.

Roll 1D10 at the Beginning of each round to determine the character's action.
1: Wander away in a random direction unless prevented until at least 1 point of Wisdom is regained.
2 – 6: Stands and stares confusedly at the world around them. Roll again at the start of the next round. Still may defend themselves.
7 – 9: Attack the nearest creature. Roll again at the start of the next round.
10: Acts normally for the round. Roll again at the start of the next round.

Special Abilities -
Breathless: Speaker Rats do not need to breathe, and are immune to all gas attacks and inhaled poisons.

Ageless: Speaker Rats do not age, making them immune to magical aging.

Echolocation: Speaker Rats are capable of 'seeing' in any conditions despite light levels or obscuring smoke. Their sight is still orientated toward the front. Loud continuing noises obscure the rats' vision as smoke would for people with normal vision.

Sound Sensitive: Speaker Rats are especially sensitive to sound. They take a -4 penalty to all saves against sound based effects.

Swarm: As a swarm Speaker Rats only take ½ damage from Slashing and Piercing weapons. All other damage is treated normally.

Experience Award: 700

Note: Speaker Rat choirs are usually accompanied by a normal swarm/congregation of rats. Without being paired with another set of rats, the Speaker Rats would only be capable of subduing characters, but not killing them. 

Rats seem to be attracted to the undead workhouses of the Dulshev neighborhoods.
 
Pathfinder / 3.X
CR 4
XP: 1,200
N Tiny animal (swarm)
Initiative: +6;
Senses: Blindsense 60 ft. Perception +8

DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 Natural Armor)
HP: 22 (4d8+4)
Fort +5, Ref +6, Will +2
Defensive Abilities: Swarm Traits (as a swarm of tiny creatures, a Rat Swarm takes only half damage from piercing and slashing attacks)

OFFENSE
Speed: 15 ft., climb 15 ft., swim 15 ft.
Melee: Swarm (Special)
Space: 10 ft.; Reach 0 ft.
Special Attacks: Subduing Squeaks and Chittering Madness

STATISTICS
Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2
Base Attack: +2; CMB —; CMD —
Feats: Improved Initiative, Skill Focus (Perception)
Skills: Acrobatics +6, Climb +10, Perception +8, Stealth +14, Swim +10; Racial Modifiers uses Dex to modify Climb and Swim

SPECIAL ABILITIES
Subduing Squeaks – Everyone within the 10' x 10' space the swarm occupies takes 1D6 points of damage automatically on the swarm's turn. Those within 10 feet of the swarm, but not inside of it, automatically take 1D4 points of damage on the swarm's turn. This damage is non-lethal, and heals at the normal rate.

Chittering Madness – Everyone within the 10' x 10' space the swarm occupies must make a Will save (DC 14) . Those who do not make their save lose 1D4 points of Wisdom temporarily. This wisdom loss can prevent a Priest/Cleric from casting their spells if their wisdom drops below the minimum rating needed in order to cast. Once the individual is at 0 Wisdom, they act as if under the effects of a Confusion spell. A character regains their Wisdom at a rate of 1 point every 10 minutes. A successful save does not make a character immune to further uses of this ability.

Roll D% Each Round to Determine Behavior
01–25: Act normally
26–50: Do nothing but babble incoherently
51–75: Deal 1d8 points of damage + Str modifier to self with item in hand
76–100: Attack nearest creature (for this purpose, a familiar counts as part of the subject's self)

Breathless: Speaker Rats do not need to breathe, and are immune to all gas attacks and inhaled poisons.

Ageless: Speaker Rats do not age, making them immune to magical aging.

Sound Sensitive: Speaker Rats are especially sensitive to sound. They take a -4 penalty to all saves against sound based effects.

Note: Speaker Rat choirs are usually accompanied by a normal swarm/congregation of rats. Without being paired with another set of rats, the Speaker Rats would only be capable of subduing characters, but not killing them. 

Those poor souls living in the streets are the most common victims of these rats.

Into the Odd
Str 2, Dex 16, Wil 5, 3 hp. Armor: 1
Driven to help rat congregations capture food.
These rats move in swarms that take up a roughly 10' x 10' area. This swarm only takes ½ damage from bladed and stabbing weapons. They take full damage from all other types.

Subduing Squeaks – Everyone within the 10' x 10' space the swarm occupies takes 1D6 points of damage. Those within 10 feet of the swarm, take 1D4 points of damage. This damage is non-lethal, and heals at a rate of 1 HP every 10 minutes.

Chittering Madness – Everyone within the 10' x 10' space the swarm occupies must make a Will save. Those who do not make their save lose 1D4 points of Will temporarily. Once the individual is at 0 Will, they act in an erratic fashion. Each round the character is at 0 Will roll on the table below. A character regains their Will at a rate of 1 point every 10 minutes. A successful save does not make a character immune to further uses of this ability.

Breathless: Speaker Rats do not need to breathe, and are immune to all gas attacks and inhaled poisons.

Ageless: Speaker Rats do not age, making them immune to the effects of aging.

Echolocation: Speaker Rats are capable of 'seeing' in any conditions despite light levels or obscuring smoke. Their sight is still orientated toward the front. Loud continuing noises obscure the rats' vision as smoke would for people with normal vision.

Sound Sensitive: Speaker Rats are especially sensitive to sound. They take a -4 penalty to all saves against sound based effects.

Tuesday, September 20, 2016

Why is a raven like a writing desk?


Oh, the sights you shall see in these magical streets. Art By: Odilon Redon

Spotlight Raven
Description
Quick flashes of bright light, the nigh soundless swish of black feathers on air. Alighting on rooftop, branch, or bust of Pallas to harken back to the saintly days of yore. A raven, though not a raven. Silver head in proportion, backwards facing bullet shape, domed glass front jerking about to regard a world beneath it. Light flashes again, a visual croak or caw, harshly illuminating for barest moments. 

The strange Spotlight Raven. Pictures Mangled By: Me
 
Upstander, Balthasar (6M – 274). Lords of the Infinite Skies: A Catalog of Birds Found in the Infinite City. Infinite City: Yoshiwara Publishing House. Pg. 274

A product of the Storyteller Wars, Corvus Corax Luminus, commonly referred to as the Spotlight Raven, is a rare, but not unheard of, sight in Infinite City. Appearing at the start of the Storyteller Wars, it is assumed that they were created as a form of defense against unwanted visitors to Marchen encampments. Due to the highly secretive nature of the Marchen, we are without information as to the creation and purpose of C. Corax Luminus. Information concerning C. Corax Luminus is derived from observations and inferences of the creatures' behavior.

Ornithologists are continually baffled by C. Corax Luminus' near limitless lifespan, as well as its apparent immunity to the pangs of hunger and the need to mate. While not needing to feed, it appears that C. Corax Luminus remains under the compulsion to protect its nesting area.

Those unfortunate enough to stumble upon the nesting area of a C. Corax Luminus will find themselves in dire straits. The metallic 'lamp' that comprises C. Corax Luminus' head is capable of producing blinding flashes of light. Along their blinding capability, C. Corax Luminus is capable of producing rapid flashes in such as sequence as to cause a neurological paroxysm, commonly referred to as a seizure. 

These birds prefer to roost in dilapidated structures and alleys. Art By: Gustave Dore
 
During the period that the 'intruder' is in a vulnerable state, C. Corax Luminus will attempt to flee the area or attack the 'intruder' if the creature is in a cornered state or if the 'intruder' is near C. Corax Luminus' nesting site.

During the Storyteller Wars, C. Corax Luminus would congregate in large groups that were commonly referred to as cabals. Fortunately, for the citizens of the city, the population of C. Corax Luminus has dwindled to the point that such congregations no longer occur...

OSR / AD&D / LotFP
Activity Cycle: Primarily Day
Alignment: Neutral (though they have vicious tendencies)
Intelligence: Low-Moderate (They display an intelligence beneath humans but above most animals)
Treasure: Miscellaneous shiny objects may be found in their nests.
AC: 4 / 16
Move: 60 Feet (Flight) / 10 Feet (Ground)
HD: 3
THAC0 / To-Hit: 17 / +3
# of Attacks: 3 (2 Claws, 1 Flash)
Damage -
Claws: 1D3
All Saves: 15
Special Attacks -
Blinding Flash: Everyone caught in the 25 foot cone must make either a save versus Paralyze (Enduring the Flash) OR a save versus Breath (Quickly Closing/Covering Eyes). Those that fail their save are blinded for 1D3 rounds. A successful save does not make the target immune to future uses of this ability.

Strobing Flash: Everyone caught in the 25 foot cone must make a save versus Paralyze. Those that fail their save fall to the ground and are incapable of any action for 1D3+1 rounds, rendering them helpless. Those that succeed at their save are completely immune to future uses of this ability by the same raven (the raven is only capable of strobing at a certain frequency, a successful save means the target is unaffected by the raven's particular frequency).

Special Abilities -
Breathless: Spotlight Ravens do not need to breathe, and are immune to all gas attacks and inhaled poisons.

Ageless: Spotlight Ravens do not age, making them immune to magical aging.

Strange Sight: Spotlight Ravens are capable of 'seeing' in any conditions despite light levels or obscuring smoke. Their sight is still orientated toward the front.

Experience Award: 600

A strange, but somewhat common sight, in the Infinite City. Art By: Charles Meryon

Pathfinder / 3.X
CR 2
XP: 600
N Tiny animal
Initiative: +2
Senses: Blindsight 60 ft.; Perception +6
DEFENSE
AC: 15, touch 14, flat-footed 12 (+3 Dex, +2 size)
HP 15 (3d8+1)
Fort +1, Ref +4, Will +2

OFFENSE
Speed: 10 ft., fly 60 ft. (average)
Melee: 2 Claws +5 (1D3-3)
Space: 2-1/2 ft.
Reach: 0 ft.

STATISTICS
Str 4, Dex 16, Con 12, Int 4, Wis 15, Cha 7
Base Attack: +2
CMB: -1
CMD: 6
Feats: Flyby Attack, Weapon Finesse, Weapon Focus (Claws)
Skills: Fly +9

SPECIAL ABILITIES
Blinding Flash: Everyone caught in the 25 foot cone must make either a Reflex save (DC 13) OR a Fortitude Save (DC 13). Those that fail their save are blinded for 1D3 rounds. A successful save does not make the target immune to future uses of this ability.

Strobing Flash: Everyone caught in the 25 foot cone must make a Fortitude save (DC 13). Those that fail their save fall to the ground and are incapable of any action for 1D3+1 rounds, rendering them helpless. Those that succeed at their save are completely immune to future uses of this ability by the same raven (the raven is only capable of strobing at a certain frequency, a successful save means the target is unaffected by the raven's particular frequency).

Breathless: Spotlight Ravens do not need to breathe, and are immune to all gas attacks and inhaled poisons.

Ageless: Spotlight Ravens do not age, making them immune to magical aging.

This is just here because I like the picture. Art By: Odilon Redon

Into the Odd
Str 4, Dex 16, Wil 11, 2 hp.
Driven to defend its nest and kill intruders
Claws: 1D4

Blinding Flash: Everyone caught in the 25 foot cone must make either a Strength save (Enduring the Flash) OR a Dexterity save (Quickly Closing/Covering Eyes). Those that fail their save are blinded for 1D3 rounds. A successful save does not make the target immune to future uses of this ability.

Strobing Flash: Everyone caught in the 25 foot cone must make a Will save. Those that fail their save fall to the ground and are incapable of any action for 1D3+1 rounds, rendering them helpless. Those that succeed at their save are completely immune to future uses of this ability by the same raven (the raven is only capable of strobing at a certain frequency, a successful save means the target is unaffected by the raven's particular frequency).

Breathless: Spotlight Ravens do not need to breathe, and are immune to all gas attacks and inhaled poisons.

Ageless: Spotlight Ravens do not age, making them immune to the effects of aging.

Strange Sight: Spotlight Ravens are capable of 'seeing' in any conditions despite light levels or obscuring smoke. Their sight is still orientated toward the front.