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Spawn of Nimmur

by Jamie Baty

SCMC
When a powerful Nimmurian manscorpion dies from exposure to sunlight, it has a chance of becoming undead, rising as an avenging spawn of Nimmur when the sun sets.

Spawn of Nimmur appear similarly to a ziggurat horror- as tattered and burned manscorpions. Their flesh is blackened and crisp, crackling as they move with bits continually flaking off. Their red eyes glow with an eerie inner fire.
Spawn of Nimmur are highly regarded in the twisted and warped Nimmurian manscorpion society. The manscorpions revere anyone with the strength of will to withstand Idu's fire and become undead. The spawn of Nimmur are also regarded as having the favour of Nin-Hurabi (Nyx), a manscorpion Immortal patron. The spawn are often driven and obsessed with exacting horrible revenge on whoever caused them to be "burned and reborn" under the sun.

If the ashes of a sun-burned manscorpion are sprinkled with holy water from a temple dedicated to the Immortal Idu (Ixion), blessed, and scattered to the four winds, the manscorpion cannot rise as a spawn of Nimmur. A spawn of Nimmur can also be permanently destroyed with this procedure.

Spawn of Nimmur speak any languages they knew in life. They are most likely to be found in Nimmur.

Creating a Spawn of Nimmur
"Spawn of Nimmur " is an acquired template that can be added to any Nimmurian manscorpion (referred to hereafter as the base creature).
A Spawn of Nimmur uses all the base creature's statistics and special abilities except as noted here.

Size and Type: The creature's type changes to undead (augmented monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: Same as the base creature.

Armour Class: The base creature's natural armour bonus improves by +3.

Attack: A Spawn of Nimmur retains all the attacks of the base creature.

Full Attack: A Spawn of Nimmur retains all the attacks of the base creature. If armed with a weapon, it usually uses the weapon as its primary attack along with its sting as a natural secondary attack.

Damage: Base damage from a Spawn of Nimmur's attacks is unchanged from that of the base creature.

Special Attacks: A Spawn of Nimmur retains all the special attacks of the base creature except as noted below.

Poison (Ex): A creature stung by the Spawn of Nimmur's stinger must make a Fort save vs DC 10 + 1/2 spawn's HD + spawn's Cha modifier or suffer 1d4 Str, 1d4 Dex and 1d4 Con primary and secondary damage.

Special Qualities: A Spawn of Nimmur retains all the special qualities of the base creature and gains those described below.

Damage Reduction (Su): A Spawn of Nimmur has damage reduction 10/red steel.

Fast Healing (Ex): A Spawn of Nimmur heals 3 points of damage each round so long as it has at least 1 hit point and is in darkness (moonlight is sufficient). If reduced to 0 hit points in combat, it automatically turns into black dust. When turned to dust, it reforms and regains 1 hit point after 1 hour or when nightfalls, and resumes healing at the rate of 3 hit points per round.

Idu's Curse (Ex): A Spawn of Nimmur suffers damage from Idu's Curse as a Nimmurian manscorpion with the following differences:
Reflected light and moonlight do not harm a Spawn of Nimmur.
A Spawn of Nimmur destroyed by the sun will turn to black dust, but is not permanently killed. It will reform at nightfall as described under Fast Healing.

Turn Resistance (Ex): A Spawn of Nimmur has +4 turn resistance.
Abilities: Increase from the base creature as follows: Str +4, Wis +2, and Cha +6. As an undead creature, a Spawn of Nimmur has no Constitution score.

Skills: Spawn of Nimmur have a +8 racial bonus on Hide, Listen, and Spot checks. It receives an additional +4 racial bonus to Intimidate checks (+8 total with the Nimmurian Manscorpion bonus). Otherwise, skills are the same as the base creature.

Feats: Spawn of Nimmur gain Alertness, and Improved Initiative assuming the base creature meets the prerequisites and doesn't already have these feats.

Environment: Any non-aquatic Temperate and Warm
Organisation: Solitary
Challenge Rating: Same as the base creature +2.
Treasure: Double standard.
Alignment: Any Evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +2.

Spawns of Nimmur and the Red Curse
Any Nimmurian manscorpion that possessed a Legacy in life still possesses that legacy when he becomes a Spawn of Nimmur. However, he no longer needs cinnabryl and does not become afflicted.

A Sample Spawn of Nimmur
Ur-mesh Gul, Hammer of Nin-Hurabi
5th Level Spawn of Nimmur Fighter
Large Undead (Augmented Nimmurian Manscorpion)
Hit Dice: 6d12 plus 5d12 +3 (74 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 20 ft. (4 squares) in half-plate armour; base speed 30 ft.
Armour Class: 23 (+1 Dex, -1 size, +6 natural, +7 half-plate armour), touch 10, flat-footed 22
Base Attack/Grapple: +11/+21
Attack: Large glaive +17 melee (2d8 +11)
Full Attack: Large glaive +17/+12/+7 melee (2d8 +11) and sting +11 melee (1d4 +3 plus poison) or 2 claw +16 melee (1d4 +6) and sting +11 melee (1d4 +3 plus poison)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60ft., DR 10/red steel, Fast Healing 3, Idu's Curse, Turn Resistance +4, Undead Traits
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 23, Dex 13, Con -, Int 8, Wis 11, Cha 12
Skills: Hide +4, Intimidate +12, Listen +11, Move Silently -4, Spot +11, Survival +1
Feats: Alertness, Cleave, Great Cleave, Improved Critical (Glaive), Improved Initiative, Power Attack, Toughness, Weapon Focus (Glaive), Weapon Specialisation (Glaive)
Environment: Any non-aquatic Temperate and Warm
Organisation: Solitary
Challenge Rating: 10
Treasure: Double Standard
Alignment: Neutral Evil
Advancement: by character class
Level Adjustment: +5

Ur-mesh was once an adventuring Nimmurian manscorpion that made some powerful Herathian enemies. Lured into a trap, he was left to die from exposure to the sun by his Herathian captors. Before destruction in the sun, he swore a blood oath to serve Nin-Hurabi if she saw fit to raise him from the ashes. She obliged him, and he now serves her as an Inquisitor, rooting out those within her priesthood and followers that possess heretical ideas and deliver punishment in her name.
Ur-mesh speaks Nimmurian, Common, and Terran.

Combat
Ur-mesh attacks only at night, and usually by ambush. He always wields a glaive, and stings as a secondary attack.

Poison (Ex): A creature stung by Ur-mesh's stinger must make a Fort save vs DC 16 (Cha based) or suffer 1d4 Str, 1d4 Dex and 1d4 Con primary and secondary damage.

Damage Reduction (Su): Ur-mesh has damage reduction 10/red steel.

Fast Healing (Ex): Ur-mesh heals 3 points of damage each round so long as it has at least 1 hit point and is in darkness (moonlight is sufficient). If reduced to 0 hit points in combat, it automatically turns into black dust. When turned to dust, it reforms and regains 1 hit point after 1 hour or when nightfalls, and resumes healing at the rate of 3 hit points per round.

Idu's Curse (Ex): Ur-mesh is extremely vulnerable to sunlight. If caught in direct sunlight, he is shaken and suffers 1d6+2 damage per round exposed. If left in direct sunlight for more than ten minutes, he bursts into flames and is immediately turned to black dust (until nightfall). Partial exposure inflicts 1d3 points of damage per round of exposure.
The effects of this curse can be temporarily alleviated if Ur-mesh spends at least 30 minutes applying special make-up to its body. The effects of the make-up last for 24 hrs before it must be reapplied. Brief exposure to water can partially remove the make-up, and a dousing in water will remove it completely.

Skills: Ur-mesh has a +8 racial bonus to all Intimidate skill checks. He also has a +8 racial bonus to all Hide, Listen and Spot checks.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.