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Ergotine

Originally Posted by belboz of the Giant in the Playground Forums.

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Ergot is a fungal parasite affecting grains such as rye, wheat, barley, and occasionally oats. Although some alchemists use ergot to create hallucinogenic preparations prized by mysitcs, wise farmers generally seek out and immediately destroy ergot-infected plants. The reasons are threefold: Ergot reduces grain yield, bread made from ergot-infected grain is powerfully toxic, causing terrifying hallucinations, tremors, and occasionally convulsions and death (a condition called “St. Anthony’s Fire”), and worst of all, ergot can attract the ergotine.

Ergotine (the term is both singular and plural) are malicious fairies attracted to ergot or ergot-infected plants. Ergotine, who are immune to the physically toxic effects of the fungus, travel in small caravans of brightly colored covered wagons to find and feast upon it. Inflamed with madness, they then go on the rampage, terrorizing and often killing any nearby.

An ergotine resembles an especially thin elf with very pale skin, hair the color and limp texture of corn silk, and bright yellow eyes. They dress in garishly bright clothing.

Ergotine speak common and sylvan.

Ergotine
Medium fey
Hit Dice9d6 + 18 (49 HP)
Initiative+4
Speed30′ (6 squares), fly 30′ (perfect)
Armor Class16 (+4 Dexterity, +2 deflection), touch 16, flat-footed 12
Base Attack/Grapple+4/+5
Attackshort sword +8 melee (1d6 +1), Whip +8 melee (1d3 +1 non-lethal), or throwing axe +8 thrown (1d6 + 1)
Full attackshort sword +8 melee (1d6 +1), Whip +8 melee (1d3 +1 non-lethal), or throwing axe +8 thrown (1d6 + 1)
Space/Reach5’/5′ (or by weapon type)
Special AttacksSpell-like abilities
Special QualitiesFlight, Mad visions, Partial poison immunity, Ergot dependence, Damage reduction 10/cold iron, Low-Light Vision, Spell Resistance 18
SavesFort +5, Ref +10, Will +6
AbilitiesStrength 12, Dexterity 19, Constitution 14, Intelligence 12, Wisdom 10, Charisma 15
SkillsConcentration +15, Escape Artist +17, Hide +15, Move Silently +16, Sense Motive +11 , Spot +11, Bluff +15
FeatsCombat Casting, Weapon Finesse, Dodge, Mobility
EnvironmentTemperate plains
OrganizationBand (3-12)
Challenge Rating7
TreasureStandard
AlignmentUsually chaotic evil
AdvancementBy character class
Level Adjustment+5

Combat

Ergotine are swift and deadly fighters, usually preferring short swords, throwing axes, or Whips (which they use to trip and disarm their opponents). Bands of ergotine will usually have a mix of weapons. Perhaps more dangerous than their fighting prowess, however, are the illusions that they draw from their ergot-maddened minds.

Spell-like abilities:

An Ergotine has the following spell-like abilities. Caster level 7, saves Charisma-based.

Ergot dependence (ex): The spell-like abilities of ergotine depend upon the madness they achieve through the consumption of ergot. A delay or Neutralize poison spell, or a spell that cures insanity, will suppress their spell-like abilities until they consume more ergot. They will attempt to resist these spells, and do make saving throws even against those labeled “harmless.” Being cured of the ergot madness gives the ergotine a -2 penalty to Charisma and a +4 bonus to Wisdom.

Partial poison immunity (ex): Ergotine are immune to the negative physical effects of poisons, such as HP loss or physical ability damage. They still take mental ability damage from poisons.

Flight (su): Ergotine have no wings; their flight is supernatural in nature.

Mad visions (ex): Ergotine live in a world of wildly distorted sensations and mad hallucinations. Because of this, they cannot be dazzled, dazed, confused, fascinated, stunned, shaken, frightened, panicked, driven insane, or made to cower.

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