The Yaga are creatures of the ancient world, hags and crones that still abide by the old ways. But, over the centuries something else has crept into UslaCairne, something feted and foul. Its deep corruption festers in the Black Forest and created horrifying things from the Yaga's demesne.
Slithering out from the shadows of the Deep, a crossed horror of the Yaga and edritch chaos, the Children of Yaga appear in dense mist that lingers in the Black Forest. The creatures rend the flesh of those they encounter hanging the skeletal remains from the trees to mark their territory. They speak no language that can be understood by man, but easily communicate with each other over long distances. Some witnesses claim that the Children have been located in proximity to an area known to be a domain of one of the Yaga. However, no direct connection has been established that would determine if the Yaga are able to control these abominations.
Armor 1(18)
HD 8D12+3
Int 17
Move 15(40)
ToHit 10(+10)
Atx 3x claw 3d8 or Tentacle 5d6
Random Abilities role 2x for each creature all saves are vs Death Magic
1. Tentacle Grasp: The Children of Yaga can extend its long, sinewy tentacles to grapple and restrain its enemies, rendering them immobile.
2. Memory Drain: Upon touch, the Children of Yaga can extract memories from its victims, leaving them disoriented and unable to recall crucial information.
3. Shadowmeld: The creature can merge seamlessly with the shadows, becoming nearly invisible and allowing it to move undetected through the forest.
4. Fearful Whispers: The Children of Yaga emits eerie whispers that instill fear and paranoia in those who hear them, causing panic and irrational behavior.
5. Nightmare Projection: It can project horrifying visions into the minds of its enemies, inducing nightmares and mental anguish.
6. Forest Manipulation: The creature can manipulate the trees, roots, and foliage in the forest, creating barriers, traps, or even animated guardians.
7. Soul Siphon: The Children of Yaga can drain the life force from living creatures, weakening them and replenishing its own vitality. Use claw or tentacle damage rolled, transfer points to creature,
8. Temporal Rift: Once per day, it can tear open a rift in reality, allowing it to step into a different time or dimension momentarily, evading danger or surprising its foes.
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