d20 Dreamspawn – Dunangylaz and Antaeus Varin

   Antaeus may rank among the lesser nobility – but he has two healthy older brothers and an older and a younger sister. Unless something drastic happens, he’s going to be quietly shuffled off into obscurity, headed for a boring career in the church.

   “Something drastic” might mean becoming an adventurer, managing to marry upwards, founding his own domain, his father acquiring additional titles – thus making room for him to inherit a lesser one – his bothersome elder brothers opting for other careers, or something nasty happening to at least one of them.

   Most of those are rather distant possibilities – although adventuring is always possible. Nobles always get basic weapons training and can virtually always get some basic gear even if they don’t inherit anything else.

   Being groomed for the priesthood was BORING. He’d had to listen to old Ranorik a lot – and the old man went on and on about honor, and nobility, and the gods that were suitable patrons for a young noble. Still, he had mentioned some of the others – there was no way to avoid it when he was telling the tales of creation and the great battles of the gods – and his obvious disapproval of some of them had made them all the more attractive.

   The Hidden One, lord of darkness, trickery, witchcraft, and thievery, didn’t get many dedications from among the nobility. Few there considered themselves outsiders, or believed that they would have to rise on their own merits. Antaeus’s clumsy, secretive, ritual of dedication was accepted – and over the next few years Antaeus studied his patron’s gifts and acquired some small powers.

   And then he bonded with the Dreamspawn Dunangylaz – “Nightscythe” – and further possibilities opened up.

   Dunangylaz takes the form of a swarm of vampire bats – or just one very small wisp of bat-shaped shadow when he’s actually in another dimension. He’s ruthless, and predatory, and would like to see Antaeus get everything he wants – whether it’s his father’s title and estate, the still-beating heart of someone who’s offended him, or some girl who’s caught his adolescent fancy – and he isn’t at all particular about how those things are to be obtained. He speaks in a chorus of piping voices, remains perpetually cloaked in shadows, and knows many secrets – although he’s not yet very good at sorting out the ones that might be of interest to a human being.

   He’s also quite capable of swarming someone, draining their blood to heal himself, and ripping them into tiny shreds that he’ll scatter across the dimensions. If Dunangylaz wants someone to disappear, they probably will.

   And quite a few may have already.

   Antaeus Varin

   Level Zero Human, Age 13.

   Available Character Points: 24 CP (Level Zero Base) +10 (Disadvantages) +6 (Racial Bonus Feat) +3 SP (Racial Bonus) +0 (Duties +2/Level) = 40 CP.

  • Age adjustments: Str -1, Dex +1 (Adolescent).
  • Rolled Attributes: (4d6, keep 3): Str 11, Int 18, Wis 16, Con 12, Dex 17, Chr 14.
  • Net Attributes: Str 10 (+0), Int 18 (+4), Wis 16 (18) (+4), Con 12 (+1), Dex 18 (20) (+5), and Chr 14 (+2).

   Combat Basics:

  • Initiative: +5 (Dex)
  • Armor Class: 10 (Base) +5 (Dex) +4 (Armor*) +1 (Martial Art) = 20
  • Move: 30 +30* = 60
  • Hit Points: 3 (L0 Base) +12 (2d6 Magic) +3 (3x Con Mod) = 18
  • Damage Reduction 10/Psionics
  • Energy Resistance 20, 10 versus psionically-generated energies.
  • Saves: Fort +6, Ref +10, Will +5 (using Dunangylaz’s saves).
  • Attacks
    • Short Sword: +3 (+3 BAB +2 Martial Art), 1d6 +3d6 Sneak Attack.
    • Dagger: +3 (+3 BAB +2 Martial Art), 1d6 +3d6 Sneak Attack.
    • Thrown Dagger: +10 (+3 BAB +2 Martial Art +5 Dex), 1d6 +3d6 Sneak Attack.

   Special Notes: Need not Eat, Drink, Sleep, or Breathe, effectively immune to poison*, Fast Healing I (up to 20 points/hit die/day)*, Protection from Law*, and True Strike 3/Day*. All use-activated.

Effects marked with an “*” are subject to dispelling and antimagic versus caster level one – but will come right back again next round.

   Dunangylaz – like all Companions – bestows 6 CP worth of bonus abilities: in his case +1 BAB, Specialized and Corrupted for Triple Effect/Only for Melee, only for Blades, and only for knives and shortswords (6 CP).

   Purchased Abilities:

  • Proficient with all Simple and Martial Weapons (9 CP).
  • Adept: May purchase the Bluff, Diplomacy, Martial Arts, and Sense Motive Skills for half cost (6 CP).
  • Clerical Spellcasting Package Deal I (10 CP), Provides:
    • Daily Spellcasting: 3x L0 Spells, 2x L1 Spells, L1 Domain Spell.
    • Domain Spell Slots: Currently a L1 spell slot, see above.
    • Spell Conversion to Harming Spells (Currently Inflict Minor Wounds, Inflict Light Wounds)
    • Thievery Domain: Grants +2d6 Sneak Attack. L0: Prestidigitation, L1; Personal Haste, L2; Knock, L3; Shrink Item, L4; Tricky Fingers (Skill Mastery/+10 Competence Bonus to thief skills).
    • Witchery Domain: Grants +6 CP worth of Witchcraft. L0: Charm Person (Note that this version also costs a point of Power and is affected by defenses against both psionics and magic), L1: Amplify Psychic Power, L2: Psychic Ritual, L3: Magic Circle against Chaos/Evil/Good/Law, L4: Telepathic Bond.
  • Witchcraft I, II (with his Domain Power), and III (with his Rituals pact) (6 CP). Power 13, Save DC 15. The Adamant Will, Dreamfaring, Elfshot, Glamour, Healing, Shadowweave, and Witchsight.
  • Mana/+2d6 (9) Power (21 Power total) (4 CP).
  • Skill Points: 12 (Int) +3 (Race) +5 (Purchased, 5 CP) = 20 SP.

   Skills:

  • Bluff +5 (3 (1*) SP +2 Cha)
  • Diplomacy +5 (3 (1*) SP +2 Cha)
  • Disable Device +6 (1 SP +5 Dex)
  • Hide +8 (3 SP +5 Dex)
  • Knowledge/Nobility and Royalty +7 (3 SP +4 Int)
  • Knowledge/Religion +5 (1 SP +4 Int)
  • Listen +5 (1 SP +4 Wis)
  • Move Silently +8 (3 SP +5 Dex)
  • Sense Motive +7 (3 (1*) SP +4 Wis)
  • Sleight of Hand +6 (1 SP +5 Dex)
  • Spellcraft +5 (1 SP +4 Int)
  • Spider’s Fang Martial Art +8 (3 (1)* SP +5 Dex)
  • Spot +5 (1 SP +4 Wis)
  • Tumble +6 (1 SP +5 Dex)

   Spiders Fang Martial Art Techniques: Attack II, Defense I, and Sneak Attack I.

   Dunangylaz (Nightscythe)

Hit Dice: 3d8 + 2d6 + 10 = 42
Initiative: +4
Speed: 35 ft, fly 70 ft. (good)
Armor Class: 23 (10 Base +4 size, +4 Dex +1 Natural +4 Armor)
Base Attack/Grapple: +2/—
Attack: Swarm (1d6+2, Magic)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, wounding
Special Qualities: Blindsense 20 ft., half damage from slashing and piercing, low-light vision, swarm traits, Extraordinary Returning, Spell Resistance 15, Unbound, Amorphous, Immune to Sneak Attacks and Critical Hits, Disturbing, Helpful, Need not Eat, Breathe, Drink, or Sleep, DR 10/Psionic, Energy Resistance 20, 10 versus psionicly-generated energies, Immunity to Poison, Fast Healing I, Protection from Law.
Saves: Fort +6, Ref +10, Will +5
Abilities: Str 5, Dex 17 (19), Con 14, Int 8, Wis 16 (18), Cha 4
Skills: Listen +14, Spot +14.
Feats: Alertness, Lightning Reflexes

 Dunangylaz’s unique powers include:

  • Whispering Secrets: Dunangylaz may Hypnotize his victims three times per day.
  • Eyes of the Night: Dunangylaz may take a +20 Insight Bonus on any knowledge or perception related skill check, including Gather Information, Listen, or Spot three times per day, thanks to his tendency to dispatch a few of his bats to collect information and secrets for him.
    • These two abilities use the option for Inherent Spell as two level one spells twice per day each – three times per day each with splitting the usual two bonus uses between them.
  • The Crimson Draught: As per Vampiric Touch, but lasts for three touches or one minute, whichever comes first.
  • Flutter of Dark Wings: Dunangylaz may Teleport by swirling around those it wishes to carry and then swirling out and vanishing – to reverse the process at the destination point – three times per day.
  • Devouring Darkness: Dunangylaz can carry bits of things away into other dimensions, an effect equivalent to Disintegration – and then carrying away the bits. While this only has a Touch range, it leaves no residue at all.

   Distraction (Ex): Any living creature that begins its turn with Dunangylaz in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

   Wounding (Ex): Any living creature damaged by Dunangylaz continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

   Blindsense (Ex): Dunangylaz notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment).

   Skills: Dunangylaz has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated.

   Dunangylaz is a fairly deadly assassin. He tends to pour out of a co-existent plane in the middle of the night and swirl around his victims – in which state he is extremely difficult to stop. When they’re dead, he scatters their bodies across the dimensions to make sure that no one can easily bring them back, and vanishes once again.

   And he sees no reason not to do so if it will remove an obstacle from it’s bondmates path. For the same reason, it seeks out blackmail material (gather information), various secrets, and occasional items; you never know when they might be convenient.

   And who knows how long it will be before Antaeus gives in to the temptation to start using such an advantage to it’s limits?

d20 – Timothy and Verendior, a sample Dreamspawn

   To start off with, we’ll have one of the most benign Dreamspawn around – which is a good thing, considering that all that deadly power is being restrained by nothing but the good will and whims of a seven-year-old child.

   The Dreamspawn template can be found HERE.

   Verendior “belongs” to little Timothy Keldin, the imaginative child of a baker who always wondered whether fire-creatures were living in the oven. Then one day his mean older brother Harold (who’d always said that one day he’d put him in the oven and cook him) opened up the oven and Verendior stuck his head out and slurped him right up!

   Verendior spat Harold out again later – unlike some of the other people he’s eaten since – but since then, Timothy and Verendior have had lots of little adventures and Harold hasn’t been mean to Timothy since!

   Verendior has a long, snakelike, body with twenty pairs of catlike legs, a feline head like a sabertooth tigers, massive, poisonous, fangs, yellow-orange fur with red “flame” styling, and a green crest or “mohawk” which runs all the way down it’s back as a crest. His throat seems to be made of brick, like the inside of an oven, and glows red when he breathes out fire. When he’s lurking in another plane, his presence is indicated by a scarf that Timothy wears.

   Verendior likes to lurk in ovens and other small, warm, places, crawl around on the ceiling (or sometimes through the air), and play the bongos late at night. However, when the bakery is in a rush, he occasionally swallows masses of ingredients and dough, spitting up the finished goods mere moments later.

   Timothy, meanwhile, has been listening to all the heroic tales he hears in school, and has decided that the life of a noble paladin is the life for him. There are evildoers to vanquish, streets to patrol, and people to rescue – like the ones he and Verendior rescued from a burning building just a week past.

   OK, so Verendior had accidently set the building on fire with his flaming breath, and so he’d ridden Verendior through the building and had him swallow people to spit up later, and most of them had been utterly hysterical – but it had been a rescue!

   Timothy Keldin

   Age seven, Level -1 Human: Gains (1+ Con Mod) HP and (2x Int Mod) Skill Points, with racial bonuses of +6 CP (one “feat”) and +2 SP. Age adjustments: Str -4, Wis -2, Con +2, Dex +2, and Chr -2.

   Rolled Attributes: (4d6, keep 3): Str 15, Int 14, Wis 12, Con 16, Dex 15, Chr 13.

   Hm, for rolling 4d6 and keeping the best three, those are some very impressive attributes. Even without Verendior to help him out, Timothy might well have taken up adventuring later on.

   Net Attributes: Str 11 (13*) (+1), Int 14 (16), Wis 10 (+0), Con 18 (20*) (+5), Dex 17 (+3), and Chr 11 (+0).

   Skills (6 SP +1 CP): Craft/Baking +5 (2 SP), Knowledge/Local +4, Listen +1, Ride +4, and Spot +1. +3 Speciality in Verindior (1 SP).

   Disadvantages: Insane (Sees nothing wrong with having Verindior constantly lurking about, talks to him when no one else knows he’s there, and has appointed himself protector of the neighborhood), Obligations (chores, weekly lessons at the local temple, apprentice baker), and Secret (he and Verindior sneak out at night to deal with bad things). That gives him 10 CP to spend.

   Purchased Abilities:

  • Companion with two levels of Template, Specialized; Verindior tends to wander off on its own (although never more than half a mile away), spontaneously tries to help out (this rarely works out well), and does as seems best to it. He plays the bongos late at night, likes to startle people, and swallows people who annoy it or Timothy and spits them up into other dimensions.
  • Channeling (Three Uses/Day, 6 CP) with Spell Conversion (a set of four level two spells; Invocation of the Light (any first-level solar effect), Cure Moderate Wounds, Scorching Ray, and Pyrotechnics, 6 CP).

   Combat Statistics:

  • Initiative: +3 (Dex)
  • Armor Class: 10 (Base) +3 (Dex) +4 (Armor*) = 17.
  • Move: 30 + 30* = 60.
  • Hit Points: 1 (Base) +12 (2d6 Magic) +15 (3x Con Mod) = 28
  • Damage Reduction 10/Psionics
  • Energy Resistance 20, 10 versus psionically-generated energies.
  • Saves: Fort +10, Ref +6, Will +3 (using Verindior’s saves).
  • Attacks
    • Punch or Kick: +2 (+1 Str +1 Magic), 1d3+2 (+1 Str +1 Magic) Stun, Crit 20/x2.
    • Small Club: -3 (+1 Str -4 Non-proficiency), 1d4+1 (+1 Str), Crit 20/x2.
    • Scorching Ray: +3 (+3 Dex), 4d6, Crit 20/x2, Ranged Touch Attack.

   Special Notes: Need not Eat, Drink, Sleep, or Breathe, effectively immune to poison*, Fast Healing I (up to 20 points/hit die/day)*, Protection from Law*, and True Strike 3/Day*. All use-activated.

   Effects marked with an “*” are subject to dispelling and antimagic versus caster level one – but will come right back again next round.

   Verendior, Huge Dreamspawn

Hit Dice: 6d8+2d6 (12)+32 = 78 HP
Initiative: +3
Speed: 70 ft, Climb 70 ft.
Armor Class: 22 (10 Base, -2 size, +3 Dex, +7 natural, +4 Armor)
Base Attack/Grapple: +6/+17
Attack: Bite +7 melee (2d6+6 plus poison), Magic
Full Attack: Bite +7 melee (2d6+6 plus poison), Magic
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison (Fort DC 17, 1d6/1d6 Dex), True Strike as needed 3/Day
Special Qualities: Darkvision 60′, Extraordinary Returning, Spell Resistance 18, Unbound, Amorphous, Immune to Sneak Attacks and Critical Hits, Disturbing, Helpful, Need not Eat, Breathe, Drink, or Sleep, DR 10/Psionic, Energy Resistance 20, 10 versus psionicly-generated energies, Immunity to Poison, Fast Healing I, Protection from Law. Grants his companion +6 CP worth of Channeling abilities.
Saves: Fort +10, Ref +6, Will +4
Abilities: Str 19, Dex 17, Con 18, Int 10, Wis 12, Cha 2
Skills: Climb +16, Hide +3, Spot +5, Knowledge/The Planes +4, Perform/Bongos +16, Swim +8.
Feats: Bonus Uses (Fire Breath), Finesse (May use Str Mod in place of Cha Mod for skill purposes, Specialized and Corrupted for triple effect/only for Perform/Bongos.

   For his unique powers, Verindior can:

  • Swallow things and spit them up again. That’s Spacewarp (L3) – about the size of a Rope Trick, but with a mobile opening located in his throat. Verindior has a habit of spitting up really unpleasant people while he’s on another plane. This is also where he keeps his bongos. At 3/day, and 8 hours per use, he can keep this up all day.
  • Run in the air. That’s Air Walk, 3/Day. Note that this affects Timothy as well.
  • Breath a Cone of Fire. That’s as per Cone of Cold, 8d6, 7/Day.
  • And swallow things down and spit them up again worked into finished items, gaining a +12 bonus on the skill check to determine quality. That’s Improved Fabricate, 3/Day.

   Verendior is one of the more powerful combat-oriented Dreamspawn out there. There aren’t many creatures that get better combat abilities at challenge rating two than oversized vermin – hence the use of a Huge Centipede as  the base creature.

   Later on, Timothy is indeed likely to take the Paladin or Ranger route, while buying some extra bonuses for Verendior along the way…