|This human-sized, mosquito-like creature has a long, flexible proboscis that ends in a murderous stinger.
The blightspawn are found most often in places where the Gossamer King’s cult is strong, for these creatures must gestate in the body of one of the parasite god’s true believers. To the faithful, being host to an immature blightspawn is a great honor, for when the monster bursts from the body of its host, the host’s consciousness lives on in some way in the blightspawn’s mind, almost as if the host had reincarnated into the monster. That cultists who die giving hideous birth to a blightspawn cannot be resurrected lends a bit of weight to this notion, even if the blightspawn themselves have nothing to say on the topic. A cultist carrying an immature blightspawn functions normally in all ways until the creature emerges (typically upon the cultist’s death, or at the culmination of certain vile rituals)—except that until then, the cultist can pass on new blightspawn to his or her children. A blightspawn’s gestation can last for decades, and in cases in which a child is separated from infected parents, the child might live her entire life without knowing the truth of what awaits her upon death. When a blightspawn emerges from its host, it is immediately fully grown, although its gore-wet wings cannot be used for flight for 1d4 rounds after emerging.
Poison: as well as the blood drain that is so potent is reduces the CON of its victim by 1d2 per level of fatigue drained, it also injects a venom.
Application: Injected by bite
Onset time: instant
Duration: 6 rounds for confusion, POW damage until healed.
Potency: As Endurance
Resistance Time: The victim must make an endurance roll at the Onset Time.
Conditions: Confusion, as poison AND spell. This can be re-resisted each turn. In addition the poison (if not resisted) drains 1d4 POW. This is only on initial failure, not for the whole 6 rounds.
Antidote/Cure: magic healing only
A blightspawn’s stagnation aura causes lethargy and torpor in those who approach it, sapping energy and speed. When a creature comes within 20 feet of a blightspawn, it must make a Hard Willpower save to avoid being affected as per the spell slow, for as long as the creature remains within the blightspawn’s aura and for an additional 1d3 rounds after leaving it. Once a creature successfully saves against the aura, it is immune to that particular blightspawn’s aura for 24 hours; otherwise, re-entering the aura forces a creature to save again. In addition, this aura fouls liquids of all types within the area. A creature that drinks anything in a blightspawn’s aura (including potions and alchemical elixirs) must make an Endurance roll or be nauseated for 1d3 rounds.
Also immune to poison, cold and acid and reduces non-magical attacks by half after armour
Fast healing: regains hit points at an exceptional rate, 3 hit points per round to all locations. Fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Has the following spells:
freedom of movement(Move and attack normally, even under the influence of magic that usually impedes movement, such as paralysis, slow, and web. All combat effect rolls made to grapple the target automatically fail. The subject automatically succeeds on any combat effect roll made to escape a grapple or a pin
pass without trace (as spell)
1/day At intensity 7
bestow curse (as spell)
blur(the attack roll is one grade harder, and Choose Location may not be taken if a special effect is won last 1 min/I)
contagion (as cause disease but instant effect. Common diseases ARE: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom.)
diminish plants (causes normal vegetation within 500 feet to shrink to about one-third normal size, becoming untangled and less bushy. The affected vegetation appears to have been withered and crushed. It automatically dispels any spells or effects that enhance plants, such as entangle, plant growth, and wall of thorns.
gust of wind (This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a -2 shift penalty on Fly skill checks. SIZ 6 or below flying creatures must make an opposed Fly skill roll with above penalty or be blown back 2d6 x 10 feet and take 2d6 points of damage. 7-10 SIZ flying creatures must make an opposed Fly skill roll to move against the force of the wind.
If opposed Brawn roll is failed:
SIZ 6 or below creature on the ground is knocked down and rolled 1d4 x 10 feet, taking 1d4 points of damage per 10 feet to 1 location per 10 Feet.
SIZ 7-10 creatures are knocked prone by the force of the wind.
SIZ 11-18 creatures are unable to move forward against the force of the wind unless they succeed at a opposed brawn roll.
SIZ 19+ creatures may move normally within a gust of wind effect.
Any creature, regardless of size, takes a -2 step penalty on ranged attacks and Perception rolls in the area of a gust of wind. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapours to the edge of its range.)
hold monster (as spell)