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Huul'daac Tarthuul Clerics

by Aoz

Huul'daac Tarthuul (Goblin for Golden Shadow) or more correctly Huul'daac Huun (Golden Ghost) or Huul'daac (Golden for short)

Symbol: Golden Skull
Followers’ Alignment: Followers can be any alignment, but clerics must be Lawful alignment.
Favored weapon: Shovel (clerics can use slings, mace, hammer, daggers, pick )
Aura: A cleric of the this deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Command or Rebuke Construction(s) : Any cleric of Huuldaac has the power to affect construction creatures (such as golem, machines and robots) by channeling the power of his faith through his holy/unholy symbol. Like a ring of command can control constructions equal to 2 HD per level of cleric. Can Rebuke construction(s) at 1 HD per level of cleric. Command/Rebuke three times per day (add 1 use at 12, 24 and 36 level).

Clerics’ skills and powers: Permanent infra-vision at nighttime
Clerics can learn Engineering, Mining and Trap Making (Not free skills)

A cleric also gets the following spells:

Huul'daac Cleric has major access to all, astral, charm, combat, creation, divination, guardian, healing, necromantic, protection, summoning, and minor access to elemental.

Along with the Domain: Creatio ex nihilo and gets one of the following (The Priest's Choice) Entropy, Trade and Knowledge.

Creatio ex nihilo Domain

Eschew Materials Feat: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

1 - Create Trap: Creates a CR 1 trap in a 5-foot square.
2 - Animate Rope: animate a nonliving rope-like object (temporary).
3 - Tiny Servant: animates an object (temporary).
4 - Clothwall: Creates a wall of cloth that blocks vision and movement.
5 - Puppet: Creates animated puppet (permanent).
6 - Woodwall: Creates a wall of wood that can be shaped.
7 - Create Magen: Creates a magen, a construct that obeys your commands.
8 - True Creation: Creates permanent items at the cost of XP.
9 - True Polymorph: Transforms any creature or object into another.

Clerics must donate 50% of their spells to the poor (if and when needed) in their downtime or use their downtime thinking up ideas for Huuldaac's Endless Games from traps, unique monsters, new spells, puzzles, or even dungeon designs.

Plane Shift or Dungeon Shift
5th LEVEL
CASTING TIME: 10 minutes
RANGE/AREA: Touch
COMPONENTS: V, S, M (Holy Symbol)
DURATION: Instantaneous
SAVE: None and only works on willing targets

Up to four plus the clerics level of willing creatures who link hands in a circle are transported to a specific plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the Dungeon of Bones on the second level of Huul'daac's Realm, and the targets appear in or near that destination.

Alternatively, if the priest knows the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

Huul'daac Priests will be given the sigil sequence by the Immortal. These dungeons will be in the Immortal's own plane and is a test for future things to come. The only way back to Mystara is to defeat the boss (ruler) of that specific dungeon then 1 turn after the boss is defeated all surviving champions and whatever they are holding teleported back to The Adventurers Guild.