The Shadow Path: A Portal Network
By James Wyatt
sample life eater uses a mind flayer as the base creature.
Male mind flayer Life Eater 7; CR 15; Medium-size aberration; HD 8d8+16
plus 7d6+14; hp 90; Init +5; Spd 30 ft.; AC 18, touch 13, flat-footed
18; Atk +12 melee (1d4+1, 4 tentacles), or +13/+8/+3 melee (1d4+2/x3,
+1 punching dagger); or +12/+7/+2 ranged (1d8+1/x3, mighty composite
longbow [+1 Str bonus]); SA extract, fatiguing touch, improved
grab, mind blast, psionics, sneak attack +2d6, spell-like abilities,
wounding sneak attack; SQ darkvision 60 ft., deathwatch, hide in plain
sight, poison use, SR 25, telepathy; AL CE; SV Fort +10, Ref +9, Will
+15; Str 12, Dex 13, Con 14, Int 17, Wis 17, Cha 19.
and Feats: Bluff +18, Concentration +8, Diplomacy +6, Hide +16, Intimidate
+22, Knowledge (religion) +20, Listen +19, Move Silently +15, Spot +19;
Alertness, Combat Casting, Dodge, Improved Initiative, Martial Weapon
Proficiency (composite longbow), Simple Weapon Proficiency, Weapon Finesse
(Ex): If Wiirlan begins his turn with all four tentacles attached
and successfully maintains his hold, he automatically extracts the opponent's
brain, causing immediate death.
Touch (Sp): Once per day, Wiirlan can cause a creature to become
fatigued by touching that creature. The target receives a Will save (DC
17) to negate the effect. This is a necromantic effect and does not affect
undead or constructs. A fatigued creature cannot run or charge and suffers
an effective penalty of -2 to Strength and Dexterity. A fatigued creature
becomes exhausted by doing something else that would normally cause fatigue.
This effect lasts until the victim rests for 8 hours.
Grab (Ex): If Wiirlan hits a Small to Large target with his tentacle
attack, he deals normal damage and attempts to start a grapple as a free
action without provoking an attack of opportunity (grapple bonus + 12).
If he gets a hold, he attaches the tentacles to the opponent's head. He
can grab a Huge or larger creature, but only if he can somehow reach the
foe's head. After a successful grab, Wiirlan can try to attach his remaining
tentacles with a single grapple check. The opponent can escape with a
single successful grapple check or Escape Artist check, but Wiirlan gets
a +2 circumstance bonus for every tentacle that was attached at the beginning
of his turn. After he has attached all four tentacles, he can attempt
to extract the opponent's brain in his next turn. At any point, Wiirlan
has the option to conduct the grapple normally, or simply use his tentacle
to hold the opponent (-20 penalty on grapple check, but Wiirlan is not
considered grappled). In either case, each successful grapple check it
makes during successive rounds automatically deals tentacle damage.
Blast (Sp): This attack is a cone 60 feet long. Anyone caught
in this cone must succeed at a Will save (DC 18) or be stunned for 3d4
rounds. Wiirlan often hunts using this ability and then drags off one
or two of his stunned victims to feed upon.
(Sp): At will -- astral projection, charm monster, detect thoughts,
levitate, plane shift, suggestion. Caster level 8th; save DC 14 +
Abilities: 3/day -- chill touch, death knell; 1/day -- enervation.
Caster level 7th; save DC 14 + spell level.
Sneak Attack (Su): Any time Wiirlan delivers a sneak attack, the wound
bleeds for 1 point of damage per round thereafter in addition to the normal
damage from the attack. Multiple wounding sneak attacks result in cumulative
bleeding loss (two wounds for 2 points of damage per round, and so on).
The bleeding can be stopped only by a successful Heal check (DC 15) or
the application of any cure spell or other healing spell.
(Su): Wiirlan has a supernatural understanding of life and living
souls. He is always aware of how near death creatures around him are,
as if under the effects of a deathwatch spell (caster level 7th),
except that this ability is always in effect.
in Plain Sight (Su): Wiirlan can use the Hide skill even while being
observed. As long as he is within 10 feet of some sort of shadow, he can
hide himself from view in the open without anything to actually hide behind.
He cannot, however, hide in his own shadow.
Use (Ex): Wiirlan is trained in the use of poison and never risks
accidentally poisoning himself when applying poison to a blade.
(Su): Wiirlan can communicate telepathically with any creature within
100 feet that has a language.
Bracers of armor +2, cloak of resistance +1, ring of protection +2,
+1 punching dagger, mighty composite longbow (+1 Str bonus), 50 arrows,
arrow of monstrous humanoid slaying, arrow of undead slaying, 10
doses of shadow essence poison, 3 doses of lich dust poison.
for knowledge like most other mind flayers in the City of Loretakers,
Wiirlan stumbled into the worship of Baphomet quite by accident while
perusing the Undervaults beneath Oryndoll. Sifting through knowledge culled
from ancient dwarf brains, Wiirlan discovered that a small clan of dwarves
had actually lived in the Thrall Caverns of Oryndoll before the mind flayers
built their great city. Probing further, he learned of the existence of
the secret caverns and their location, and transported himself there in
search of additional knowledge.
found himself standing before a gigantic, dwarf-carved statue of Baphomet,
and without fully knowing why, he prostrated himself on the ground before
it. Then the statue spoke to him, and Wiirlan has served the demon lord
faithfully for three decades since that day. He founded a cell of life
eaters in the city, bringing others to the worship of his new patron,
and continues to lead their day-to-day activities.
maintains infrequent contact with life eaters in other Underdark cities
and nurtures those contacts not just for the cause of Baphomet but also
to slake his thirst for knowledge. He grows increasingly paranoid that
the Elder Brain of Oryndoll knows of his worship of Baphomet and disapproves,
and believes he is being watched whenever he moves about in the city.
He spends most of his time now in the secret caverns, since he is too
paranoid to venture far from his private sanctum.
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