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Author Topic: The Blood of Izrador  (Read 3823 times)
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Spell Energy / Taint +12/-3
Posts: 715

« on: May 18, 2010, 04:48:40 AM »

Okay, I said the next one was a bit gonzo, and so it is.  I needed an ooze was that was different and setting specific. Enjoy.


The Blood of Izrador

We’d been raiding the edges of the Spider’s domain, stealing food, weapons, and slaves destined for Port Esben. For the better part of a year we tugged on the Traitor Prince’s beard and eluded his patrols. We should have withdrawn and waited for the patrols to die down and the late harvest to start; then the Prince’s guards would have to scatter to protect his tithe. It’d been too easy and we reached too far. They were waiting for us near Bradburn Ford and they would’ve had us if one of their mounts hadn’t spooked a flock of birds. The trap became a chase and I ordered the men to disperse; they couldn’t chase all of us.

My plan was partially successful.  The Esben Guards split into three groups, riding roughly east, north, and west. The largest group was on my trail. Somehow they had marked me as the leader and wanted me in chains.  I led them deep into the Barrens and across solid rock, trying to shake them.  They were angry and what they lacked in skill they made up for in numbers and determination. For three days, I led them north pushing my horses to the edge of exhaustion. By the end of the third day, I thought I was several hours ahead of them. My horses and men needed to rest and a place we could defend if they were closer then I thought.

Just past mid-day, we crossed over an old trade road that connected the Ishensa River Valley to villages and old stockyards north of Esben lands. I knew that many of the villages were deserted, but we might find shelter behind their walls. I turned east and followed the road for several miles until we came across a sheltered valley. It was maybe a dozen miles long and about three miles across. There was a village almost dead center. The valley appeared deserted, the fields barren or covered by brown and brittle stalks of hay. In stark contrast were the hills surrounding the valley, which were still vibrant and green.

We slowly walked the horses down into the valley, and kicked up dust with every step. The ground was grey and lifeless, explaining the fallow fields. At the time we thought some local blight had killed the crops. Whatever caused it wasn’t our problem.  As long as the gates would still close and we had a roof over our head for a night, we’d be fine; able to ride out at first light.

Over the last dozen or so years, I’d been in a number of deserted villages, but none felt quite like this one. The gates were open and the first few homes we found were untouched.  Clothes rotted on hooks, cooking supplies lined the walls, and possessions that might once have been valuable were left behind. If they left because of the blight, the villagers would have taken anything of value.  The same was true for raiders or slavers. There was a mystery here, but we didn’t have the time or need to solve it. What we needed was a secure place to stay and we thought we’d found it.

Before we could get too far into the village, the horses balked, refusing to move further. We should have taken their warning, but we were as tired as they were. We left them tied to a post at the gate and walked deeper into the village toward a large stone building, probably the most defensible place in the whole valley. As we entered the town square we saw the first skeletons, most near the steps entering the building. The building itself was surrounded by a thin pool of dark liquid, maybe an inch or so deep. I’d never seen anything like it. It was a deep, dull black and didn’t seem to reflect light.

I was bending down to touch it when I heard Anders yelling.  He had stepped into the pool and it held him fast.  He tried to pull his feet free, even using his sword to scrape off the liquid.  Before I could more then turn, the pool began to move toward Anders, flowing up his legs.  As it touched his flesh he screamed in agony. In seconds he was covered and gone. We rapidly backed away from the pool as it continued to move toward us. We had to leave, now.

While we were focused on Anders, the pool had spread itself around us trying to cut off our retreat. I could hear the horses panicking so the pool must have reached the gate. I yelled for my men to run for the wall, we’d find a way over or die. Fortunately, the pool spread slowly and we just made it over the wall before it reached us.  The horses had broken their tether and had fled north. We would catch them hours later and even though we were exhausted, we kept moving north. I wanted to put as much distance between us and that village as possible. I only hoped that the Esbens followed our trail into the village and left their bones behind.

Blood of Izrador
Gargantuan Ooze
Hit Dice: 16d8 + 96 (168 hp)
Initiative: -5
Speed: 20 ft.
AC: 2 (-3 size, -5 dex), touch 2, flat footed 2
Base Attack/Grapple: +12/+17
Attack: Slam, +16 melee (2d6 + 8, plus drain life and adhere)
Full Attack: Up to four Slams, +16 melee (2d6 + 8, plus drain life and adhere)
Space/Reach: 30 ft./15 ft.
Special Attacks: Adhere, Drain Life
Special Qualities: DR 5/Bludgeoning, Corith effects, Ooze traits, Restoration, Tremorsense
Saves: Fort +12, Ref +0, Will +0
Abilities: Str 18, Dex 1, Con 22, Int -, Wis 1, Cha 1
Skills: Climb 12
Environment: Kingdom of Erenland
Organization: Solitary
Challenge Rating: 24
Alignment: NE
Advancement: Colossal (18-24d8)

A viscous black fluid spreads across the dead ground snuffing the life out of all it touches.

Combat: The Blood of Izrador is basically a mobile corith that consumes life but is not connected to the Dark God.  It has the same influence on spells as a Pale Mirror and survives by consuming life of any form, plant, animal, or humanoid. It’s mindless but can sense life and has developed limited tactics to encircle or entrap its prey.  It normally appears dormant unless attacked or a living creature touches it. The Blood of Izrador has an overwhelming desire to survive and will retreat when reduced to 25% of its starting hit points.

The Blood of Izrador becomes more dangerous with time.  On the first round of combat it can only make one slam attack.  Every other round after that (3, 5, and 7), it adds one additional slam attack as the ooze contracts and gains local mass. The Blood of Izrador can sacrifice slam attacks to try to surround a target. For every slam attack it gives up it can expand its body to cover another two (5’ x 5’) squares.

Adhere (Ex): The Blood of Izrador bonds with life and substances that at one time had life (cloth, wood, hides), holding fast any creatures or items it touches.  The Blood of Izrador automatically grapples any creature it hits with its slam attack or who enters its square(s). Opponents can not get free unless the Blood of Izrador is destroyed or forced to withdraw.
Corith Effects (Ex): The Blood of Izrador has the same effect on magic as a Pale Mirror. Spells successfully cast that target the Blood of Izrador restores hit points to the creature by 5 HP per spell level.
Drain Life (Ex): The Blood of Izrador can rapidly regain lost hit points by absorbing the life of living creatures or plants.  Each creature successfully hit by a slam attack must make a DC 18 Fort save each round (until released) or take 1d6 CON damage. The Blood of Izrador regains one hit point per point of CON damage inflicted (not to exceed maximum HP).
Restoration (Ex): As long as the Blood of Izrador is in an area with life (animal, humanoid, or plant), it will regain up to 25% of its lost hit points per day. Any area used for restoration is left lifeless, the soil drained of all nutrients.

The Blood of Izrador is actually the blood of the Dark God, the same fluid that is used in Coriths across Eredane. As part of the process of preparing a Black Mirror, a portion of the Dark God’s essence (his blood) is collected and transported to the site chosen for a new mirror. Rituals are conducted and a large sacrifice of blood and souls is given to the new mirror to “activate” it and bind it to the Dark God. Very rarely, a ritual goes awry and the connection to the Dark God is not established. The blood, seeking to sustain itself, lashes out and destroys all nearby life, including the priests of the Dark God. In the early years of the Last Age, the sites of unsuccessful rituals were cleansed and the Blood of Izrador was destroyed; deemed too dangerous and destructive to survive. In the later years of the Last Age as the Order of Shadow has fragmented into competing cells, factions have tried to create their own network of mirrors and often lack the resources to locate and destroy their failures.

The Blood of Izrador is potentially exceedingly dangerous and could expand unchecked in less populated areas. Fortunately the creature is mindless and seeks only to survive and very slowly grow. Once sated, it will go dormant for long periods of time until it needs to feed again.  Very similar to the Dark Mirrors, it needs only a finite amount of life force each arc to stay alive (more as it gets larger).
« Last Edit: May 22, 2010, 07:10:34 AM by Kane » Logged
Doomed Hero
Avatar of the Witch Queen

Spell Energy / Taint +11/-4
Gender: Male
Posts: 4,907

« Reply #1 on: May 18, 2010, 09:33:53 AM »


That's just terrible. And awesome. Love it. Evil cookie for you!


At that CR, gaining 1 HP back per spell level aimed at it is practically meaningless. Also, Spell Points are not really numerically equivalent to Hit Points.

Make it five or ten points per SP. That'll make people sit up and scream.

Same with the con damage.

Lastly, some way of modeling this thing's "hunger" would be nice. Maybe something like the degenerative hunger of the Fell. Maybe it loses HP at a fairly rapid pace (5 or 10 a day). That gives a mechanical reason for it to be seeking out life so voraciously.

Jack Chick, Abdul Alhazred, and Aleister Crowley walk into a bar...
Avatar of the Witch Queen

Spell Energy / Taint +8/-4
Gender: Male
Posts: 1,600

« Reply #2 on: May 19, 2010, 12:04:15 AM »

That's some scary shit.

The only way to survive direct physical contact with the thing is to kill it. Damn.

Nice twisted

Spell Energy / Taint +6/-1
Posts: 1,856

« Reply #3 on: May 19, 2010, 06:07:57 AM »

Nasty little piece of business

I like the cut of your jib. How do I subscribe to your newsletter?

Spell Energy / Taint +12/-3
Posts: 715

« Reply #4 on: May 19, 2010, 06:17:08 PM »

I aim to please.  I'm going to wait a day or two and then make some small changes, including one from Doomed.  Next week I'm off to the White Desert for the creature.


Spell Energy / Taint +13/-5
Gender: Male
Posts: 536

Oh, the humanity!

« Reply #5 on: May 23, 2010, 10:29:37 PM »

DR 5/Bludgeoning? Liquid that's vulnerable to blunt damage? Is it meant to be glassy in consistency?

Spell Energy / Taint +12/-3
Posts: 715

« Reply #6 on: May 24, 2010, 04:56:40 AM »


I didn't want it to split like most oozes were hit and needed something else.  I guess I could make it magic vice blunt.

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