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.