Hunger for the Form
Far off, in the void between worlds is a region of chaotic, vital energy. There is no matter there, but the ether is thick with a potentiality of form and movement. The beings that dwell there, the Nuss, clamor for material existence.
The essence of each Nuss expresses a different, unique form. They long to inhabit mortal flesh, "erupting" it into whatever form they have waited an eternity to express.
The Nuss look with contempt upon mortals that express only one stable form during their long lives, vainly resisting change. Worst of all is the mortal habit of producing near-identical offspring - an act of supreme selfishness!
If they had the chance, they would use the material realms more wisely. They want bodies, to share if they must, so they can show the selfish the blessed joy of eruption!
While most Nuss express random, distorted and frequently crippled shapes, a few are chosen for the sacred duty of converting mortal flesh to their joyous cause: the Harbingers of Nuss.
The Harbingers of Nuss
Harbingers are 8' tall abominations with trilateral symmetry (three wings, three legs, three arms), topped with an eye-encrusted mass. Their blade-like wings beat constantly, emitting a constant, fluttering hum.
They move and fight with equal ease in any direction, though they are somewhat ungainly on the ground. They can fly at incredible speeds, however: faster than the eye can see, tearing the sky with a deafening noise.
Their hollow-tipped spears inject the essence of a Nussan form; anyone stabbed must resist with restorative magic or heroic fortitude, or begin 'erupting': taking the shape of the Nuss whose essence was injected. From the moment of injection, complete transformation can take as little as 6 days.
Harbingers are not interested in martial glory, only bringing forth new eruptions. They will retreat from stiff resistance and wait for a chance for an ambush, but they are determined: unworthy Harbingers are recycled.
Each Harbinger carries d6 doses of Nussan essence.
B/X D&D Stats
Armor Class: as +2 ChainHit Dice: 9*
Move: 90' (40')
Attacks: spear / kick
Damage: 1-8 / 1-6
No. Appearing: 1-2
Save As: Elf 7
Morale: 9
Treasure Type: Nil
Alignment: Chaotic
XP: 1600
The first target injured by the spear must save vs. Poison or be infected by Nussan essence. If the saving throw is failed, a transformation starts immediately, completing over the next 6 hours.
Roll randomly to determine the limb and what it is transformed into:
Location:
1-head, 2-left arm, 3-right arm, 4-torso, 5-left leg, 6-right leg
Transformation:
1. Warty spheres
2. Tough, rope-like umbilicals
3. Tentacled mats
4. Branching worms, with many legs or none
5. Toothy, stud-like protrusions
6. Dozens of tiny, bead-like eyes
Unless it is removed by cure disease, wish, or similar spell, another transformation will occur each following day for a total of d6+1 transformations.
Dungeon World Stats
Intelligent, Devious, Cautious, Planar
Poisoned Spear (d10), Near
HP 10; 1 Armor
Instinct: to inject transforming essence
Land and strike suddenly
Weave and change directions
Leap into the heavens with a thunderclap
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