Draped in ceremonial hides and with bone charms etched with symbols most heinous, this emaciated creature's antlers are decorated with bits of rotting flesh and plant matter, its cloven hooves blackened with soot, its ears pierced with many simple bits of metal and bone. Its face tattooed, its gnarled hands gripping a shaped staff of root and antler that does seem to thrum with some small amount of power. Its feral eyes gleam with intelligence equaled only by its hunger. This dark thing radiates an unholy energy, a dark essence beyond that of a mere bestial. There is something...feral, profane and magickal about it. | |||||||||||||||||||
Perception | 1d20+16 | ||||||||||||||||||
Languages | Feriak, as well as understanding Valarian (Common) | ||||||||||||||||||
Skills | Acrobatics: 1d20+8 , Athletics: 1d20+4 , Craft (Trap-Making): 1d20+6 , Craft (Alchemy): 1d20+6 , Intuition: 1d20+8 , Intimidate: 1d20+4 , Lore (Occult): 1d20+7 , Stealth: 1d20+8 , Spell-Weaving (Gluttony): 1d20+8 , Survival: 1d20+10 | ||||||||||||||||||
STR +0 , DEX +2 , CON +3 , INT +1 , WIS +4 , CHA +2 | |||||||||||||||||||
AC | 19 | ||||||||||||||||||
Saving Throws | Fort 1d20+9 , Ref 1d20+8 , Will 1d20+10 , Power Save (Strength): 1d20+4 , Logic Save (Intelligence): 1d20+5 , Ego Save (Charisma): 1d20+6 | ||||||||||||||||||
HP | 42 2d12+29 - Immunities Immune to Necrotic and Poison damage as well as to Persistent Damage (Poison) and Sickened Condition - Weaknesses Weakness (4) Psychic - Resistances N/A | ||||||||||||||||||
Speed | 40 feet | ||||||||||||||||||
Melee | Melee, Bite: 1d20+4 to hit. 1d6 piercing damage and 1d6 necrotic damage. Heal for the amount of necrotic damage you dealt. Also the bite is afflicted with Fevered Famine. Melee, Antler: 1d20+4 to hit. 1d8 piercing damage and 1d6 necrotic damage. Herd-Hart Staff: 1d20+7 to hit. 1d6+1 magic bludgeoning damage. Grants +1/Ungal Kin within 30 feet of the wielder so long as they are an Antler Shaman, to Spell-Weaving (Gluttony) rolls. | ||||||||||||||||||
Ranged | Sling: Range 20 feet. 1d20+4 to hit. 1d4 bludgeoning damage. | ||||||||||||||||||
Special Abilities | Skirmisher: Like all Ungals, Antler Shamans do have the Skirmish damage feature and add a roll of their Skirmish Dice 1d6 to damage when appropriate, however they also add this to Spell-Forms as well.
Tough Hide (1): +1 Natural Armor to Armor Score.
Hardy: Whenever rolling a new hit dice for level up, if roll a 1 or a 2, it counts as a 3 instead.
Step Aside: Have 1 extra reaction each round.
No Escape: Ungals are vicious and committed combatants, not known for letting up once they've engaged in melee combat. They have the ability to utilize their reaction to make a strike on any creature leaving their threatened melee range.
Greater Corruptive Resistance: Gifted by the Fell Gods this creature seems unbothered by even more moderately powerful corruptive influences. They also count the effects of corrupted regions like Scars upon Reality as two steps lower.
Feral Fasting: As an Antler Shaman, they have given up the simple boon to gain vitality when using their natural weapons for the greater boons of learning to call upon some of the dark magicks of Gluttony amongst their spell-forms.
One with the Deep Forests: Antler Shamans still gain this benefit, counting their Stealth rolls as being at +6 in forests and woodlands.
Fevered Famine: All Ungals carry this illness within them, transferred to any creature foolish enough to imbue their flesh, or any unlucky enough to be bitten whom are of poor enough natural hardiness and health. Any target that suffers a bite from an Ungal must make a DC 20 Fortitude Save. Upon a critical failure, the dark magick of the beast accelerates the issue, presenting the onset of symptoms immediately for the Fevered Famine (link TBA later) disease. Upon a failure, the victim merely gains the Exhausted (1) condition, but is afflicted. The GM should roll 1d4 in secret, this decides how many days the victim has until the onset of symptoms. On a success the victim is not afflicted, however still suffers from Exhausted (1). On a critical success they are absolutely fine.
Fearful of Spirit: Though true terrors of their chosen fell god, they still cannot stand the brightness of true spirit, for Gulagor can do nothing for them on this regard. Sudden bright illumination, brighter still than fire or flame, that of a source of radiant damage strikes a chord of immediate fear and terror. An Antler Shaman that takes radiant damage directly gains the Frightened (2) condition automatically. Any whom bear witness to any Ung kindred (Ungals, Antler Shamans, Ungitars or otherwise) taking such damage immediately gain the Frightened (1) condition.
Beast Blessed Senses: They have a natural +4 to Perception skill checks.
Occult Magick: Antler Shamans commonly know at least one basic spell-form that will be recognizable, even if the corrupted method of its weaving offends the sensibilities of any magister. The spell form from the general list presented here is not gospel, simply the likely most common option. GMs should feel free to switch the choice as would be appropriate for their situation, setting and narrative.
Hidden Focus Path Ability: Foul Sorcery: This is not available on the base shaman profession for player use because it will be an additional GM supplement that should not be accessible to PCs unless you as the GM and your players have discussed and agreed to telling that sort of story. However for the monsters that count as shamans within the articles of this bestiary, those that are followers of the Fell and Ruined Gods do utilize this supplimentary material. Antler Shamans follow Gulagor, and as such, you will find two Famine spell-forms presented here. Similarly to the general spell-form these are not gospel just the two most likely options, feel free to change the choices as fits your needs as a GM.
Unstable Magick: Every time it attempts to weave a spell-form, it rolls the instability dice 1d4 and tracks that number. Should it ever trigger a miscast, when it rolls for the event, the instability is discharged, that pool then added to the roll. If it reaches 100 it discharges automatically, and it is automatically a Major Miscast instead of being added to the d100 roll, since 100 automatically means you'd have to roll again on the Major Miscast table.
Manna Surge: Whenever the Shaman successfully casts a spell-form, they 1d8 , and check which element it corresponds to;
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Spells | Spell DC: 20Curse of the RavenousFeasting ThornElemental Spray | ||||||||||||||||||
Loot/Gear |