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Chapter 10: Threats
Human-Like
Varrathnoth
Varrathnoth are beings from the other side of the barrier who often cross over at the bidding of a more powerful master. They appear as small humanoids, often shorter than four feet tall. They are known by their distinct, skull-like head.
Varrathnoth typically prove to be little trouble for well-armed soldiers, unless met in great numbers. As part of a mixed enemy force, Varrathnoth can become a dangerous distraction.
Concept: Low level villainous foot soldier, weak but potentially dangerous.
Base Stats (Level 1)
- AC: 14
- DR: 0
- EX-HP: 0
- HP: 4 or 7
- FORT: +0
- REF: +3
- WILL: +1
Common Attacks
- Long Sword (0 EP)
- Attack Bonus: +2
- Damage: 1d6+1(Str)
- Sedger Short Blade (3 EP) (20% chance of having)
- Damage: 1d6+1d8+1(Str)
- Delfurh .9 Light Spellchrome Pistol (2 EP) (25% chance of having)
- Attack Bonus: +3
- Damage: 2d6
- Range: 40' (8 Squares)
- Considered a simple weapon, important when lacking Ranged Training
- Initiative Bonus: +3
- Empowerment Points: 10
- Base movement: 30 feet (6 squares)
Spell and Skill Categories
- Shadow
- Telekinesis
- 5 MP
- Basic Dexterity (+8)
- Basic Wisdom (+6)
- 2 SP
The background of most Varrathnoth will limit their exposure to inapplicable skills.
Feats
- Light and Medium Armour Proficiency
- (Melee Training: Basic)
- Melee Training: Advanced
- Toughness (50% chance)
Additional Equipment
- Leather and Plates (0 EP)
Background
| Attribute | Score | Modifier |
|---|---|---|
| Strength | 12 | +1 |
| Dexterity | 16 | +3 |
| Constitution | 11 | +0 |
| Intelligence | 10 | +0 |
| Wisdom | 12 | +1 |
| Charisma | 13 | +1 |
Attitude and Tactics
Their masters often order the Varrathnoth to accomplish tasks. They act out of fear of their master, but also for the opportunity to inflict physical and mental pain upon others. Nearly every human account of the Varrathnoth reports them as cruel and sadistic in nature.
A level 1 Varrathnoth is designed to be intentionally weak in power. They are powerful enough to be a threat to an unarmed peasant, but should not, unless significant in number, be much of a challenge to PCs. Use them as a confidence boost early in an adventure. But remember that the Varrathnoth almost always serve a more powerful master, so the PCs should not celebrate too quickly.
Feel free to include a few Varrathnoth in larger battles when powerful enemies are present. The bad guys will think of them as cannon fodder. This gives the Players a chance to make strategic choices: When is the best time to swat the mosquito?
Tactically the Varrathnoth have 2 basic modes: sneaking around, and charging with a blade. (Most have had exhaustive sword training, which has given them some confidence with blades.) About 25% will remember to cast choke in combat or will have acquired an Allterion ranged weapon.
Arch-Varrathnoth @ Level 7
Occasionally a Varrathnoth will rise in power and become known as an Arch-Varrathnoth. While they may command a group of normal Varrathnoth, they are only one of many barrier creatures that might do so.
Most Arch-Varrathnoth become developed spell casters.
- AC: 17
- DR: 1d8 (via Magic)
- EX-HP: 0
- HP: 44
- FORT: +3
- REF: +5
- WILL: +5
- Melee: +8/+3
- Sevrokk Silver Combat Sword: 1d8 + 1d10 +1(Str)
- Stage 2 Spell Caster
- Death Spells
- Protection Spells
- Telepathy Spells
- MP: 14
- Even more evil and sadistic
Player Knowledge
A good Knowledge: Common or Popular check reveals that these things are called Varrathnoth and that they are vile beings from the other side of the barrier.
A good Knowledge: Academic, Specific or Obscure check reveals that Varrathnoth are not big picture thinkers and almost always work for a more powerful master. Also, most Varrathnoth know the Choke Spell, which means that casting Magical Shield can be useful when fighting a large number of the short-skulls.
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