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Damos Taranth
2010-02-22, 01:10 PM
So here we are, another one of my horror themed, extremely complicated-rules monstrousities. This creature is rated M for mature audiences, it contains gore, adult themes, and horror :) I'm pretty happy with rules as written, this is here mostly to show off and hope someone else likes it enough to use in their game - although if you have any suggestions I'm always open to hear them. :)

For my other major piece on this board, see: http://www.giantitp.com/forums/showthread.php?t=106834

And on with the show!

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In many civilised societies, hunting is considered a sport as much as a method of survival, and often the hunters can become monsters in their own right, striking out at nature's bounty and killing far more than they need - for trophies, for bragging rights, or merely for vicious fun.

Sometimes nature can work in symmetry, and the Hunters of Men are born, vicious fey who sneak into the cities, disguise themselves amongst their inhabitants, and hunt...

Hunter of Men
Medium Fey
Hit dice: 8d8+24 (60hp)
Initiative: +5
Speed: 40ft
AC: 24 (+7 dex, +5 deflection, +2 nat armour)
BAB/Grap: +6/+8
Attack: 2 claws +13/+13/+8/+8 melee (1d8+2, +4 vs humanoid, 18-20/x3)
Space/reach 5ft/5ft
Special Attacks: Call of Blood, Crippling Strike, Stealthy Strike
Special Qualities: Hunter’s Form, Manhunter, Deadly Claws, Claw Dervish, Trackless Step, darkvision 60ft, low light vision.
Saves: Fort +5, Reflex +13, Will +9
Attributes: Str 14, Dex 25, Con 17, Int 17, Wis 16, Cha 20
Feats: Weapon finesse, Dodge, Mobility, Combat Expertise, Track
Skills: Bluff +20, Survival +18, Hide +20, Move Silently +20, Sense Motive +18, Spot +18, Listen +18, Balance +16, Climb +13, Disguise +20
Environment: Urban
Treasure: None

A hooded figure suddenly reaches out to the man next to him and, with a sudden movement, rends him nearly in half with long, razor sharp claws. The garment is tossed aside to reveal a sinuous, androgynous humanoid figure, twisting strangely as it brings the claws up to its mouth, licking off the blood sensuously as it gives off a long hiss of pleasure…

A Hunter appears as a humanoid of average height and colourin the settlement it hunts in, but extremely thin and lithe. Completely androgynous but quite attractive in a dangerous way, its mouth is larger than usual and holds sharp teeth and a very long, thick tongue which it uses at length to lick blood. Its spindly end in long claws which seem to change length as it moves, ranging from inches to over a foot long.

It is capable of disguising itself as a local with ease, usually, and acts the part - but once revealed it constantly moves with sinuous grace and dangerous speed, never still, always writhing in a somewhat disturbing fashion.

Abilities:
Hunter’s form (ex): Unlike most Fey, the Hunter has a Base Attack Bonus equal to 3/4 Hit Dice, and d8 hit dice.
Deadly claws (ex): The razor-sharp claws of the Hunter of Men dig deep easily, giving a critical range of 18-20/x3
Manhunter (ex): Has +4 bonus on opposed skill rolls and damage rolls vs humanoids and monstrous humanoids (as ranger’s Favoured Enemy ability)
Trackless Step (ex): As the druid ability.
Stealthy strike (ex): If the Hunter’s target is flatfooted, it automatically deals critical damage on a hit.
Slip away (sp): The hunter can use Dimension Door as a spell-like ability 3/day.
Claw Dervish (ex): The Hunter can attack with both claws on a charge attack, and has two extra attacks (at -5) on a full attack.
Call of Blood (su): Within five rounds after killing a sentient creature, the Hunter can activate a call of blood. All humanoids and monstrous humanoids in sight must make a DC 19 will save or be fascinated, walking towards the Hunter by the most direct route, and are considered helpless against its attacks. Any damage done to the target by the Hunter breaks the enchantment. Damage done by others allows another will save.
This ability is a sonic mind-effecting enchantment.
Crippling strike (su): When targeting a helpless opponent, instead of a coup-de-grace, the Hunter may perform a crippling strike, with one of the following effects.
- Hamstring: The target’s speed is halved.
- Throat cut: The target cannot speak or use verbal components for spells, and takes double damage from bleeding.
- Torso: The target is rendered fatigued and takes double damage from bleeding
- Arms: One of the target’s arms is damaged and rendered unable to hold anything or perform somatic components
In addition to the above effects, the character begins bleeding, losing one hit point a round (or two in case of throat or torso)
The damage is done without breaking the skin, making it difficult to heal. A successful heal check of DC 25 allows the healer to staunch the bleeding – but to do so they must break the skin, dealing another 2d6 damage to the target. A failed heal check still does the extra damage.
The Hunter will never use a coup de grace on its target instead of a crippling strike, unless it is beneath its notice.
The GM should note how much damage was done on the crippling strike. Any magical healing will only heal half as much as usual until this much damage is healed, curing the additional damage in the process. Partial healing may result in partial use of the affected area at GM’s discretion (EG, concentration checks for casting, slightly higher speed, penalties on weapon use, etc). Natural healing will heal at the usual rate, but until this damage is healed the affected area will still be damaged.
Feast (su): If the Hunter dealt damage to a humanoid or monstrous humanoid within one round, it can regain 5 hit points by tasting the fresh blood on its claws as a move action. The hunter also regains 5 hit points every time it kills a humanoid or monstrous humanoid. (and can then gain another five by tasting the blood.)


GM’s notes on usage: The hunter is usually a solitary figure who comes into sentient humanoids’ home and proceeds to hunt. They will often find a preferred prey, whether it be nobles, clerics, thieves or guardsmen, and will begin what seems to be a brutal serial murder spree.

They love a challenge, and thrive on pain, fear and panic – often challenging themselves to keep a pattern going, although eventually they often get bored and change their modus operandi completely to shake things up.

They do not hunt specific individuals, usually – though it may be only one person who brings the fae hunt down on the town, they slaughter indiscriminately with no eye for direct revenge. However, they can be coerced by a sufficient (non-humanoid) power, although usually the only thing they value is a more interesting target.

A powerful-looking adventuring party investigating the creature will frequently catch its attention, and it will try to lead them into an ambush as described below.

It will not leave a city until it is dead or everyone in the city is, unless tempted by more interesting pickings elsewhere.

GM’s notes on combat: As the stats will easily show, this creature is a glass cannon with a rocket strapped to it – capable of launching quite considerable damage to an unsuspecting party with its multiple attacks and high crit rate, but not capable of receiving much in turn. Combined with its party tricks, judging this creature’s CR is very difficult because it is a very different fight depending on the situation.

Ideally for the Hunter, it will strike an unsuspecting party in a crowded street or establishment, and begin by killing a random passerby and using its call of blood ability. It will then use crippling strike on any party member unfortunate enough to get caught by the call, using fascinated bodies as a shield from outraged party members. It will try to do this to all threatening fascinated targets unless sorely pressed to retreat.

After that it will focus on spreading around pain and panic, trying to draw out the fight as long as it dares, using its mobility and dodge to always stay mobile, preventing the party from regrouping, killing any civilians too stupid to run away for healing.

If it feels the fight is going against it, it will assess the situation and either run (spreading more chaos and death as it goes) or dimension door away. If prevented from either option, it will surrender, often using its impressive bluff check to spin a sob story (“I don’t want to, I’m sorry, I just can’t stop, please help me!”) – until the party drops their guard, at which point it will attack or run.

It will usually not attempt to kill party members, enjoying the extended vigor of a fight with strong adversaries. Those puny enough to fall before its claws in a single hit are not worthy of its attention.

GM’s notes on horror: This creature is designed to be really, really creepy. It just depends on how much you play this factor up. Depending on how far you’re willing to go with your party, I suggest any or all of the following:

- Play up the Crippling Strike cuts being beneath the skin – the creature’s claws sink through armour and skin, leaving the character apparently undamaged but clearly dying, leaving them and their companions horribly confused as to what just happened.
- The creature constantly writhes and squirms around in strange, disturbing ways, especially when attacking.
- Whenever its claws cut flesh, it shudders and moans as if in ecstacy, far more so if it lands a killing blow or crippling strike.
- Similarly, it seems to perversely enjoy pain, being attacked itself – though it will not speak during battle usually, it should be quite plain and clear, invigorating it for more.
- Describe the call of blood to those enchanted by it as a fascination with the claws and blood, a hot and burning desire to feel them slice your flesh, to feel them cut into you, to feel blood flow… the hunter may tease the fascinated with the blood on its claws, which they would seek to taste… even after being cut, they might remain confused between fulfilled desire and horrible pain, and have disturbing dreams of blood for days to follow.
- It’s very easy to play up a disturbing pseudo-sexual side to the creature’s actions – for it, battle and pain and blood and death are much the same as sex, and as a fae it has very little inclination to restrain its feelings on the matter. If your players can handle it, don’t hold back – they should be disgusted by the creature, and very willing to do whatever it takes to destroy it. The call of blood should leave a profound effect in this case, and be very disturbing indeed.