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Dark Scourge

Dark Scourge
“Mad Gasser”  © Victor Cedillo. Accessed at his deviantArt page here

A tall, thin humanoid emerges from the shadows, wrapped head to toe in thick leather. A skullcap covers its head and a mask covers its nose and mouth, but its eyes are fiery and its skin has a pallid hue.

Taken from the Creature Codex

Dark scourges are odd offshoots of the dark folk that possess an incredible affinity for poisons. They are immune to venom and toxins of all kinds and can spray a sickening miasma from the palms of their hands. This gas is pleasantly sweet in aroma but causes rapid disorientation, spasms and partial paralysis. Most dark scourges much prefer to torment than to kill, and may capture debilitated enemies for use as test subjects.

Dark scourges are typically born from dark stalker parents; although they breed true, few dark scourges are able to pull themselves away from their obsessions to mate. Their abilities make them both feared and valued in dark folk communities. They have little of the love for treasure that motivates their lesser kin, preferring to spend their lives perfecting the art of brewing poison. A dark scourge typically lives alone with no company except for venomous animals and plants kept as specimens and prisoners used as guinea pigs. They do sell their creations to their fellows, however, and may be found on especially interesting or valuable missions to disable and distract guards.

A dark scourge stands nearly seven feet tall and weighs 150 pounds. Although they do not possess the taboo against removing clothing that dark creepers do, most dark scourges prefer to cover most of their bodies in leather. Their characteristic masks are predominately used for intimidation; being immune to poison, dark scourges have no need to protect themselves from inhalants.

Dark Scourge     CR 6

XP 2,400
CE Medium humanoid (dark folk)
Init 
+5; Senses see in darkness, Perception +14

Defense

AC 21, touch 16, flat-footed 15(+5 Dex, +3 armor, +1 dodge, +2 natural)
hp 67 (9d8+27)
Fort 
+6, Ref +11, Will +3
Immune 
poison
Weakness 
light blindness

Offense

Speed 30 ft.
Melee 
short sword +11/+6 (1d6+2 plus poison/19-20)
Special Attacks death throes, poison spray, sneak attack +3d6
Spell-like Abilities 
CL 9th, concentration +11 (+15 casting defensively)At will—darkness, detect magic3/day—ghoul touch (DC 14)1/day—poison (DC 16), stinking cloud (DC 15)

Statistics

Str 15, Dex 20, Con 17, Int 14, Wis 11, Cha 14
Base Atk 
+6; CMB +8; CMD 24
Feats 
Blind-fight,Combat Casting, Dodge, Skill Focus (Craft: alchemy), Weapon Finesse
Skills 
Climb +16, Craft (alchemy) +16, Heal +7, Perception +14, Stealth +16; Racial Modifiers +4Climb, +4 Perception, +4 Stealth
Languages Common, Dark Folk, Undercommon
SQ 
poison master

Ecology

Environment undergroundOrganization solitary, pair or troupe (1 plus 2-6 dark creepers and 1-2 dark stalkers)
Treasure
 NPC gear (short sword, masterwork studded leather, 4 doses black smear, other treasure)

Special Abilities

  • Death Throes (Su) When a dark scourge is slain, it explodes in a cloud of poisonous gas, affecting all creatures in a 20 ft. radius as per its poison spray ability. The explosion does not effect the dark scourge’s gear.
  • Poison Master (Su) A dark scourge can apply poison to a weapon as a swift action. In addition, all manufactured poisons used by a dark scourge gain a +2 bonus to their DC. Dark scourges usually carry black smear—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
  • Poison Spray (Ex) Three times per day as a standard action, a dark scourge can spray a 15 foot cone of poison. Vapors of Mattoon—inhaled; save Fort DC 17; frequency 1/round for 4 rounds; effect sickened 1 minute plus 1d3 Dex; cure 2 saves. The save DC is Constitution based.
  • See in Darkness (Su) A dark scourge can see perfectly in darkness of all kinds, including that created by a deeper darkness spell.
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