ATTANAHWOJAS
( "Ojas" / The Great Liar / God of Far Western Trolls)
Lesser
god
ARMOR
CLASS: -4
MOVE:
27"
HIT
POINTS 270
NO.
OF ATTACKS: 1
DAMAGE/ATTACK:
2-20 (+12) or 6-15 (+4 for both)
SPECIAL
ATTACKS: See below
SPECIAL
DEFENSES: Regeneration (2 per round).
MAGIC
RESISTANCE: 25%
SIZE:
L (40' tall)
ALIGNMENT:
Neutral evil
WORSHIPER'S
ALIGN : Any evil and all Far Western trolls
SYMBOL:
Green face with long dark hair and rubbery red lips
PLANE
: First layer of Tarterus
CLERIC/DRUID
: 13th Level
FIGHTER
: 17th level
MAGIC-USER/ILLUSIONIST:
Nil
THIEF/ASSASSIN:
10th level Thief
MONK/BARD
: Nil
PSlONlC
ABILITY: VI
S
: 24 ( + 6, + 1 2) I : 20 W : 20 D : 25 C: 25 CH : 20
Attanahwojas,
as men call him, when they try to ward off his evil, is the racial
god that the weird subtypes of troll in the Far West hold as their
ideal patron.
Ojas,
as he is known to the trolls of the Far Western lands, is a frightening
giant who carries a silver club-like +4 "atlatl" called
"Kidnabber" that can launch up to 7 two-headed silvery
spears before reloading. It also acts as a warclub. His icy heart
drips chunks of ice from the center of his chest. He can project the
ice in 30' long 30' wide cone. All who are hit must vs death or
become sickened from a disease losing a hit point per round until
dead. Those who die will rise as an undead under his control. Treat
as ghouls but their paralysis attack is cold -based. Those willing
become thoul-like. Ojas dislikes fire because it melts his heart
which will regrow in 10 turns but he sometimes will deliberately
poison things with his icy heart drippings (ingestive TYPE A) in
human water sources like springs, well, etc.. He can gate in 4-5
snuwintikus/8-9 mtontnuks/13-20 mqumdas/17-22 wintikus at will once per turn.
Attanahwojas
lives in a darkened valley of dead coniferous trees stunted under the
shadow of humongous evergreens reaching up to the heavens (climbing
these trees leads out of Tarterus). There in the darkest part of the
forest the monstrous god lives in a great longhouse made of the
undead carcass of a massive elk's head and trunk. The 100 foot high
head has a continuous deep and hollow moan in its state of never
dying misery where it lashes out (3d6 damage) at any entering the
longhouse through its neck. Within the temperature is even colder
with tortured human spirits droning in pain cooped up in stalls and
cages. It is said that when Attanahwojas needs company he will lure those
lost in the wilderness to a gateway to his realm which he can create
once a year.
Amongst
humans of the Far West, Attanahwojas will be featured on totem poles
and ceremonial masks to ward off his evil from harming the immediate
group often directing him toward enemies in general or specifically
in
the use simple rites like punish enemies (see below):
Clergy
will be mtontnuk (see below) wearing green-faced masks with long
noses and flabby lips with scalped human hair for wigs. Their holy
symbols are similar. At 3rd level (their maximum shaman level) their
shamans have a starvation of the cannibals spell (see
below).
Mankind does not associate Attanahwojas with his "Western"
(READ: transoceanic to the East) or other troll god counterparts but
in dark sorcery circles it is well known that Ojas and Unt the Great
Troll (see this blog elsewhere) are associated closely in some
manner.
NEW SPELLS
Punish Enemies (Universal Magic)
Level: 0Range: 100 milesDuration: Until counter spelledArea of Effect: Lands of the enemyComponents: V,S,MCasting Time: Feast starts at sundown then dancing ends at dawn.Saving Throw: Only if spell is countered with same ritual
This type of spell is 0 level as it can be performed by 0 level non-clergy. The casting involves dancing all night around a ceremonial fire where symbolic effigies are burned of the target person, group or people. The first part of the spell is having a feast of a large animal and burning the leftovers and remains. Dancing commences until dawn and participants chant the names of good deities in association with their group or people and then call upon dark deities in the name of their enemies. Midway through the rite, symbols or effigies of the enemies are destroyed in the fire. The simple but potent effect is that an evil deity is now focused on the enemy until they suffer in some way. This can be the form of:
On a d20:1-7: Evil sendings (curses, plagues, etc.)8-14:Summoning related monsters15-19:The evil deity visiting in disguise (5% chance of multiple deities)20: The evil deity directly attacking (1% chance of multiple deities)
+5 on rolls if its vengeance for brutal death of non-combatants
NOTA BENE: Those involved in the rite will permanently lose one point of charisma.
Components: Material: feast, effigies Somatic: dancing all night Verbal: good god(s) chant associated to allies and evil god(s) chanted associated with enemies
Starvation of the Cannibals (Alteration-Necromancy)
Level: 2 (cleric)Range: 1"Duration: One monthArea of Effect: Connected lands within a mile of the body of affected water
Components: V,S,MCasting Time: One nightSaving Throw: Nil
This spell when cast over a body of water will make all animals and plants within one mile give a fraction of their nutritious value to humans and humanoids (1/10th: 30 meals a day to stay fed). Only eating the flesh of a sentient humanoid will grant greater nutritious value. Half the value of the nutrition (6 meals a day) but full nutritious value if it is the same people as the afflicted (DM discretion). Druids or other clergy of natural forces will immediately sense something is not right if walking on the affected area. They can dispell this spell in whole after a water purification spell (purify water;purify food & drink) is cast on a small section of connected waters. The material component for this spell is a handful of powdered intestinal parasites (worms of various sort will do).Somatic component caster holds powder to their own belly while waving other arm and shuffling by the water's edge. Verbal component is chanting the word "Hunger" over and over.
SNUWINTIKU
(Greater Far Western Troll/Far Western Troll Mage)
NO.
APPEARING: 1
ARMOR
CLASS: 1
MOVE:
9"/12"
HIT
DICE 10
%
IN LAIR: 5%
TREASURE
TYPE: G (magic), V
NO.
OF ATTACKS: 1
DAMAGE/ATTACK:
4-16 or by weapon (see below)
SPECIAL
ATTACKS: See below
SPECIAL
DEFENSES: Regeneration
MAGIC
RESISTANCE: Standard
INTELLIGENCE:
Exceptional
ALIGNMENT:
Neutral (Evil)
SIZE:
L( 10' tall and see below)
PSlONlC
ABILITY: Nil
Attack/Defense
Modes: Nil
LEVEL/X.P.
VALUE:
VII/2550
+14 per hp
Snuwintiku
is the greater troll of the Far Western lands across the ocean. They
appear almost as undead humans with white eyes and lipless chewed
away mouth-areas. These creatures almost seem human but have a
blue-green overcast to their skin. Treat them as cold-using creatures
and cold attacks do no damage. They can fly magically. If wounded
they must go into cold water (or snow) to regenerate 5 hp per round.
In this state, they can grow to a height of 18' tall and when this
happens the strange armament that they carry, two antler shaped
piercing weapons, grow in proportion. One is silver with one point
(1-6 normal damage/2-12 enlarged damage) the other is golden with two
points (1-12 damage/2-24 enlarged damage). Twice per day, the
snuwiniku have the ability comparable to the three attacks of a wand
of frost (q.v.) except the damage is higher and its treated as a 10th
level caster )Ice storm: 4d10, wall of ice 50 dmg/fire-using
creatures save vs death or die/cold-users 20 dmg, cone of cold 20-40
dmg, for each attack resulting in death the victim becomes an ice
statue who melts away into nothing (Item saving throws vs magical
frost if not passed disintegrates into water upon melting). They can
talk through icy winds they generate and call for the service of
mtontnuks (3-4), mqumda 20-30 or wintiku 12-18 in the name of
Attanahwojas the Great Liar. Their alignment can be flexible but
sometimes this does not last. If they are treated kindly these
monsters will appear more and more human (shrink in size, mouth heals
and complexion robust) if they continue living peacefully. They will
protect those that they befriended once however once they go back to
fighting they will never be friendly towards its kindly benefactors
again and will devour them as soon as they're through with who they
are fighting. They will then proceed to "repent" their
weakness by waging war on an isolated human settlement to appease the
Great Liar.
MTONTNUK
(Far Western Troll)
FREQUENCY:
Uncommon (Far West)
NO.
APPEARING: 1
ARMOR
CLASS: 5
MOVE:
9"/12"
HIT
DICE: 6
%
IN LAIR: 60%
TREASURE
TYPE: D
NO.
OF ATTACKS: 1
DAMAGE/ATTACK:
1-10 or by weapon
SPECIAL
ATTACKS: See below
SPECIAL
DEFENSES: Regeneration
MAGIC
RESISTANCE: Standard
INTELLIGENCE:
High
ALIGNMENT:
Evil (chaotic)
SIZE:
L (10' + tall)
PSIONIC
ABILITY: Nil
Attack/Defense
Modes: Nil
LEVEL/X.P.
VALUE:
VI/400+6
per hp
Mtontnuks
(pronounced MM-TONT-NUK) prefer to dwell in ruined forests of dead
branches, polluted giant beaver created lakes and underground in the
carved cities of evil manitou (demi-humans) especially the legendary
chattawanna (evil-fanged cannibal dwarves whose breath means death.
Note: coming soon. In the meantime treat as duergar, derrro or trow).
They are very strong and powerful. They are armed with the
following:
Giant
stone tomahawk (1d8 damage)
Giant
stone dagger (1d6 damage)
They
have the following magical abilities: fly, enlarge (in cold
water or snow to 20 ft tall doing 2-20 dmg or +12 by weapon)
They
regenerate 3 HP per round if submerged in cold water (or snow) treat
them as cold-using creatures. Cold attacks do no damage.
Leaders
will be found in groups of 11 or more. Consider these as 8 HD/2-11
dmg/AC 4. If 35 mtontnuks or more there will be 3 leaders and a chief
9 HD/3-12 dmg/AC 3. The chief will have giant wolverines as pets.
Their lairs will be filled with slaves that they eat when necessary.
On average it is goodly Far Western demi-humans (known as "manitou")
but most Mtontnuks keep giant beavers as slaves/food.
They
can speak common tongue of the Far West and the language of Far
Western trolls.
MQUMDA
(Lesser Far Western Troll)
FREQUENCY:
Common (Far West)
NO.
APPEARING: 20-200
ARMOR
CLASS: 5
MOVE:
9"
HIT
DICE: 3
%
IN LAIR: 10%
TREASURE
TYPE: D
NO.
OF ATTACKS: 1
DAMAGE/ATTACK:
By weapon
SPECIAL
ATTACKS: Nil
SPECIAL
DEFENSES: Nil
MAGIC
RESISTANCE: Standard
INTELLIGENCE:
Low
ALIGNMENT:
Evil (lawful)
SIZE:
M (6'+ tall)
PSIONIC
ABILITY: Nil
Attack/Defense
Modes: Nil
LEVEL/X.P.
VALUE:
III/35+3
leader/bodyguards:
60+4
war
chief: 90+5
The
name mqumda (pronounced MM-COME-DUH) inspires fear in the roving
nomads of the Far West. They are high end of the rank and file
humanoid soldiery from the underworld. They are subterranean but come
up and hunt in packs of 20-30 in dark forests. Their prey is usually
humanity. Those gone missing in the wilderness without a trace are
usually their handiwork. They build their tunnel entrances in the
bases of large trees these can be detected by druids on a 1 in 6,
rangers on a 1 in 8 and all others on 1 in 10 unless searching the
area.
They
will have giant walking sticks as guards/pets (coming soon in the
meantime treat as poison-spitting centipedes).
Their
armor is of bone and leather which is equivalent to studded leather
armor.
Any
group of mqumda are likely to weapons in this assortment:
Tomahawk
& Club 5%
Tomahawk
& Spear 10%
Tomahawk
& Bow 10%
Spear
& Club 10%
Tomahawk
25%
Club
20%
Spear
20%
If
a group of 30 are encountered their leader will have 4HD if 100 or
more are encountered there will be a war chief of 5 HD of the biggest
size about 8 feet will have crude metallic armor AC 3 and have evil
semi-intelligent rocs as mounts. The war chief will have 11-18
bodyguards of 4HD.
Note:
Due to the lack of currency for the Far West, their treasure for
coins will be in chunks of the metal equal to about 5 coins.
NOTA
BENE: Mqumda are NOT cold-using creatures but revere the Great Liar
and are related to the associated "trolls" (SEE WINTIKU
BELOW). They also speak the language of Far Western trolls and likely
the language of nearby evil "manitou" (demi-humans).
Description:
Mqumda are bright pumpkin orange in complexion with yellow tusk-like
fangs. Their squinting eyes are a solid black with green pupils that
show on reflection.
WINTIKU
(Least Far Western Troll)
NO.
APPEARING: 1
ARMOR
CLASS: 5
MOVE:
15"
HIT
DICE: 2
%
IN LAIR: 10%
TREASURE
TYPE: B in lair
NO.
OF ATTACKS: 3
DAMAGE/ATTACK:
by weapon after transformation 1-4/1-4/1-6
SPECIAL
ATTACKS: Nil
SPECIAL
DEFENSES: Regeneration, crude invisibility while in trees
MAGIC
RESISTANCE: Standard
INTELLIGENCE:
See below
ALIGNMENT:
Neutral evil
SIZE:
M
PSlONlC
ABILITY: Nil
Attack/Defense
Modes: Nil
LEVEL/X.P.
VALUE:
II/28+2
The
wintiku appears as a human although on close inspection they seem
pallid on the verge of death but they are not undead. They are more
like a cross between a human lycanthrope and a troll. When it gets
hungry, the wintiku takes on bestial features but they will do
anything to prevent this from happening because they lose their mind.
This remedy takes the form of eating everything and everyone
available. Usually by deceit (leading people into traps, etc.) If
they don't eat three times their mass ( Usually 3 or more people)
then they will transform. Their intelligence drops from average to
animal.
Fire
does double damage but they regenerate 1 hp per round in cold water
(or snow). Burning them is important but their icy hearts must be
melted to totally destroy them.
Humans
who have fallen into cannibalism and depravity slowly draw these
creatures to them. Once the wintiku comes near to where the cannibal
lives it then hides up a tree (treat as invisibility for this
purpose only) and whispers to them at night. After 30 nights the
cannibal emerges as a newly formed wintiku. If opposite gendered they
will breed. Offspring percentage chance: 50% a mqumda, 35% mtontnuk,
15% snuwintiku
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