The Minion of the Wastes

 

 

 

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Through negative energy warp and horrible transformation, creatures become physically and mentally warped into this horrid being; The Minion of the Wastes.

 

Wrought through a mix of cruel intention and evil magic, a minion of the wastes is usually an evil druid in their originial life, seeking power through the evil side of nature, such as eternal life, but in return they protect the evil lands that they cherish.

 

A minion of the wastes is a horrid humanoid form; a skeletal form with horrid, pale skin stretched over it, showing little amount of muscle. Its eyes have decayed, only to be prelaced with eyes of glowing red light. As noticeable, decay and corruption are its eternal companion.

 

Creating a Minion of the Wastes

 

"Minion of the Wastes" is a template that can be added to any humanoid creature (hereafter referred to as the "character." ), provided they create the necessary heartstone (See "The Minion's Heartstone" ). Their type changes to "undead." It uses all of the character's statistics used here:

 

Hit Dice: Increase to d12

Speed: Same as the character's

AC: The minion has +5 natural armor or the character's natrual armor, whichever is better.

Damage: Creatures without natural weapons gain a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save with a DC of 10+1/2 the minion's Charisma modifier reduces the damage by half. Creatures with natural attacks can use their natural weaponry or touch attack, whichever they prefer.

Special Attacks: A minion of the wastes retains all the character's special attacks and also gains those listed below. Saves have a DC of 10+1/2 the Minion's Charisma modifer unless noted otherwise.

 

Aura of Wilting: A Minion of the Wastes is enshrouded in an aura of death. All vegetation within 60' of the minion withers and dies within 1d4 rounds. Plant monsters can make a Fortitude saving throw (DC 10+1/2 the Minion's Charisma modifier) to negate the effect and only take 3d6 damage.

 

Spells: The Minion can cast any spells it had in it's previous life, including the following spell like abilities: (Roll 1d20)

 

11-12: Giant Vermin 2/day, Insect Plague 2/day, Desecrate 2/day

13-14: Enervation 1/day, Transport Via Plants 3/day, Contagion 1/day

15-16: Creeping Doom 1/day, Harm 1/day

17-18: Finger of Death 1/day, Horrid Wilting 1/day

19-20: Shapechange 1/day

 

Create Spawn: Whenever a creature is killed by a Minion of the Wastes, they come back to life as a zombie in 1d4 days. They do not retain any abilities they had in life.

 

Special Qualities: The minion retains all special qualities they had in life and those listed below, and also gains the undead type.

 

Turn Resistance: Minions of the Wastes have a +4 turn resistance.

 

Immunities: Minions of the Wastes are immune to cold, electricity, polymorph, and mind-affecting attacks.

 

Familiar: If the minion had a familiar in life, they lose ties with that familar unless it was a Bat, Rat, or Raven. If not, the minion may gain a new familiar in this way, but they must be a Bat, Rat, or Raven.

 

Saves: Same as the character.

Abilities: A Minion of the Wastes gets a +2 to Wisdom and Charisma, but being undead, have no Constitution score.

Skills: Minions of the Wastes get a +8 racial bonus to all Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise, same as the character.

Feats: Same as the character.

Climate/Terrain: Any marsh and underground

Organization: Solitary or throe (1 minion plus 2-4 zombies and 5-8 zombie spawn)

Challenge Rating: Same as the character +3

Treasure: Standard coins, double items, double goods

Alignment: Any evil

Advancement: By character class.

 

Minion Characters

The process of becoming a Minion of the Wastes is unbelievably evil, and only by a character's free will. The minion retains all abilities it had in life.

 

The Minion's Heartstone

An integral part of becoming a Minion of the Wastes is to create a magical heartstone in which to store its life force. Unless the heartstone is located and destroyed, the minion reappears 1d8 days after its apparent death.

 

Each minion must make its own hearstone, which requires the Craft Wondrous Item feat. The character must be a druid of at least the 11th level. The heartstone costs 120,000 GP and 5,000 XP to create and has a caster level equal to that of its creator at time of creation.

 

The most common form of a hearstone is a small obsidian gem with various runes of magical phrases etched into it. This typically is attached to a leather strap, which the minion uses as a necklace. The gem is Tiny and has a hardness rating of 30, 60 Hit Points, and a break DC of 50. Other types of hearstones can exist, such as rings, embedded into weapons, or other types.

 

Sample Minion

 

This example uses a 14th-level human Druid as the character.

 

Minion of the Wastes

Medium Undead

Hit Dice: 14d12 (91 HP)

Initiative: +3 (+3 Dex)

Speed: 30 feet

AC: 21 (+3 Dex, +5 natural, +2 bracers of armor)

Attacks: +5 touch melee; or masterwork rapier +10 melee

Damage: Touch 1d8+5 and paralysis; rapier 1d6+1

Face/Reach: 5ftx5ft/5ft

Special Attacks: Aura of withering, damaging touch, spells

Special Qualities: Undead, +4 turn resistance, immunities

Saves: Fort +7, Ref +10, Will +13

Abilities: Str 12, Dex 17, Con --, Int 18, Wis 22, Cha 15

Skills: Concentration +10, Listen +10, Spellcraft +10, Wilderness Lore +15, Handle Animal +10, Animal Empathy +10, Intuit Direction +10, Heal +10

Feats: Craft Wondrous Item, Combat Casting, Toughness, Iron Will, Empower Spell, Skill Focus (Wilderness Lore)

Climate/Terrain: Any marsh and underground

Organization: Solitary

Challenge Rating: 17

Treasure: Standard coins, double items, double goods

Alignment: Netural Evil

Advancement: By character class

 

Combat:

 

Undead: Immune to mind influencing effects, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage.

 

Immunities (Ex); Minions of the Wastes are immune to cold, electricity, polymorph, and mind-affecting attacks.

 

Magic Items Carried: +2 bracers of armor, staff of earth and stone.

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