Hallimox
No. Enc.: 1d4 (2d6)
Alignment: Chaotic
Movement: 120'
Armor Class: 7
Hit Dice: 4
Attacks: 2 (Living dart+poison, fireball+rot)
Damage: 1d4+poison, 4d6+rot
Save: F2
Morale: 4
Other people throw fits or toss javelins -- the Hallimox throw two things; wicked living-darts full of venom and fireballs. Violet, smoldering fireballs that leave behind a vicious rot that consumes anyone who might survive the initial explosion. They are an implacable, inhuman people...who seem perversely all too conversant with obscure and sorcerous forms of corrosion, infection and rot. Perhaps this stems from their fascination with mummification practices that they've traveled across myriads of planes to study first-hand from some even more unpleasant beings.
Hallimox are innate psychics and sorcerers, but very limited ones. Over the centuries they have learned how to manipulate fireballs, and indeed certain members of the race have mastered the fine art of deflecting or even reflecting opponent's fireball spells, but this is a very rare thing. They all know how to cause their fireballs to carry a secondary magical form of fever-rot (Save or victim can only heal at 1/2 normal rate whether resting or using spells or devices, even potions.)
The living darts that they throw are strange otherplanar symbiotes with a very limited form of telekinetic propulsion--the darts throw themselves at the targets designated by the Hallimox. The poison contained within these living darts is insidious, forcing a save -2 or else the victim suffers 2d6 additional damage as the poison literally dissolves flesh and anything else organic that comes into contact with the poison. 1d4 turns after attacking the living dart returns to its Hallimox handler.
A Hallimox has 1d6 living darts available to them at any one time.
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