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Adze

Adze, By Drawn on wood by E. W. Robinson - 1890 (10th) edition, from PapuaWeb, Public Domain, https://commons.wikimedia.org/w/index.php?curid=31513254
By Drawn on wood by E. W. Robinson – 1890 (10th) edition, from PapuaWeb, Public Domain, https://commons.wikimedia.org/w/index.php?curid=31513254

“Who is that horrible looking blackened midget outside the village? Is he one of your men?” “No. And we do not speak of him. If you have seen him it would be wise you do not speak of him either or he will come for you.”

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

On this Thread

The Adze is a small jet-black malformed humanoid, often with a hunched back and skin that seems ill fitting. It often possesses men or other creatures in it’s search for food, or attacks them to drain their blood. So long as it has it’s fill of coconut milk, fruit juice, and palm oil (and occasionally some blood from the local children) all is well. But in times of famine, it begins to take a turn and possesses the local villagers making them into witches, and hunting down children or sleeping adults for blood.

Adze
Small outsider (Native, Evil)
Hit Dice5d8+10 (32 hp)
Initiative+6 (+9 as fly)
Speed30 ft. (6 Squares)
Armor Class13 (+1 Size, +2 Dexterity), touch 13, flat-footed 11
Armor Class as Fly23 (+8 Size, +5 Dexterity), touch 23, flat-footed 18
Base Attack/Grapple+5/+0 (-4 as Fly)
AttackBy weapon +7 melee
Attack as FlyTouch +18 melee (attach)
Full AttackBy weapon +7/+2 melee
Full Attack as FlyTouch +18 melee (attach)
Space/Reach5 ft./5 ft.
Special AttacksAlternate Forms, Possession, Disease, Feeding Frenzy, Attach, Blood Drain
Special QualitiesThe Blood is the Life, Dark Vision 60′, Immunities
SavesFort +6, Ref +6 (+9 as Fly), Will +7
AbilitiesStrength 8, Dexterity 14 (20 as Fly), Constitution 14, Intelligence 16, Wisdom 16, Charisma 18
SkillsBluff +11, Concentration +9, Hide +10 (+20 as Fly), Intimidate +12, Knowledge (Arcana, Nature) +10, Listen +11, Move Silently +10 (+13 as Fly), Spellcraft +10, Spot +10, Survival +10, Use Magic Device +11
FeatsImproved Initiative, Weapon Finesse
EnvironmentWarm Plains, Marsh or Hills
OrganizationUnique
Challenge Rating6
TreasureStandard
AlignmentAlways Chaotic Evil
AdvancementBy Character Class (usually sorcerer)
Level Adjustment+8

Combat

Adze prefer to attack sleeping victims and drink their blood as they are as vulnerable as any other humanoid. if angered or starving, it will possess people to make them Witches and wreak havoc.

Alternate Forms (Su): At will as a Swift Action the Adze can assume the form of a firefly or any biting insect of Size Class Fine. It’s abilities are unchanged except as follows: It’s Strength becomes drops to -, it’s Dexterity increases to 20, and it gains a Fly Speed of 40 (Good). The legends kinda argue about whether the bug or humanoid form is the real one, so I went with humanoid for now.

Possession (Su): This is identical to the Malevolence Ability listed on page 118 of the MM. It may only be used to possess Humanoids or vermin. Humanoids that this ability is used upon must make a DC 16 Willpower Save (Save DC is Charisma Based) or gain the Witch Template once the Adze is expelled (see below).

Disease (Ex): While in the shape of an insect the Adzes bite transfers many deadly diseases (usually Malaria). When using it’s Alternate Form ability and biting the Adze may choose to inflict a disease on it’s opponent. Choose any disease from the DMG or other source that can be inflicted by Injury, and it’s opponent must make a DC 16 Fortitude Save to avoid being infected (Save DC is Constitution based with a +2 Racial Modifier).

Feeding Frenzy (Ex): Every day an Adze goes without sufficient food it must make a DC 20 Willpower Save, or go into frenzy. The Save DC gains a cumulative +1 each day the Adze goes without enough food. If it fails the Save DC, it is subject to Rage (as per the Barbarian ability) for the entire day, and will consume anything it can, even attacking people. So long as it’s well fed this is not a risk.

Attach (Ex): While using it’s Alternate Form ability the Adze can make a Touch Attach to attach itself to an opponent. An attached Adze is effectively Grappling it’s prey and loses it’s Dexterity Bonus to AC (AC 18), but it gains a +12 Racial Bonus to Grappling Checks in Fly form. An attached Adze can be struck with a weapon to dislodge it, or an opponent can successfully Pin it in a Grapple. The touch of the Adze is fairly light, and it’s bite is difficult for people to feel. Anyone an Adze attaches to gets a Spot or Listen check vs its Hide or Move Silently Check. If they fail, they do not realize something is wrong until they have taken 1d3 Strength damage. Sleeping opponents automatically fail this check, but can still notice a problem after 1d3 points of Strength have been lost.

Blood Drain (Ex): While using it’s Alternate Form ability, and attached to an opponent, the Adze can drain 1 point of Constitution per round it remains attached to an opponent.

The Blood is the Life (Su): The Adze is empowered by blood and can become phenomenally powerful if it gains enough of it. For 24 hours after it drinks blood an Adze gains a Profane Bonus to AC equal to double the Constitution it drained successfully.

Immunities: Adze are immune to poison and disease.

Adze Witch

Witch is an Acquired Template that can be added to any Humanoid that has undergone the proper magical rituals or been possessed by an Adze.

Size and Type: Unchanged.

Hit Dice: Unchanged.

Speed: Gains Fly Speed equal to twice Land Speed with Good Maneuverability.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: A Witch keeps all Special Attacks of the Base Creature and gains the following:

Spell-Like Abilities (Sp): Witches may cast the following as Spell-Like Abilities: blindness/deafness, curse of ill fortune, curse water, death knell, desecrate, Doom, Hold Person at will. bestow curse, Contagion, diminish plants, Unholy Storm

3/day. Blight, feeblemind, Mass Curse of Ill Fortune, nightmare, unhallow 1/day.

Capture Spirits (Su): Once per day as a Supernatural Ability the Witch can cast Magic Jar, except that it can only be used against Spirits (see Complete Divine), and instead of possessing the body you instead imprison the spirit in the Magic Jar.

Blood Drain (Ex): With a successful touch attack while in incorporeal form the Witch can Drain 1d3 Constitution.

Special Qualities: The Witch retains all Special Qualities of the base Creature, plus gains the following:

Animal Forms (Su): At will you may Polymorph (as per the Spell) into any animal that is Size Class Small or smaller.

Unleash Soul (Su): Once per day once the sun goes down, the witch may go to sleep and unleash her soul to attack the living. Effectively she gains the Ghost Template until the sun comes up (at which point she immediately returns to her body). She may teleport back to her body regardless of the distance she is from it as a Swift Action. Her type does not turn to undead, and she gains no Special Attacks/Qualities or Ability increases from the Ghost Template except Manifestation. She does however gain the Blood Drain attack while incorporeal.

Unwilling to Die (Su): To truly kill a Witch one must cut out her tongue, nail it to her chin before beheading her, and then burning the body while staking the head and leaving it for the wild animals to feed on. If this is not done properly she gains the full abilities of the Ghost Template along with keeping her abilities from the Witch template, and her soul wonders from her grave at night to attack the living, teleporting back to it at sunrise.

Saves: Unchanged.

Abilities: +4 Wisdom, +4 Charisma

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged, but usually Solitary or Group (3-6).

Challenge Rating: +4

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: by Character Class (usually sorcerer or Warlock).

Level Adjustment: +8

Example of creature using template here:

Ameyo 2nd level Commoner/Witch Template
Medium Humanoid
Hit Dice2d8 (9 hp)
Initiative+1
Speed30 ft. (6 squares), Fly 60 ft. (Good)
Armor Class11 (+1 Dexterity), touch 11, flat-footed 10
Base Attack/Grapple+1/+0
AttackBy Weapon +0
Full AttackBy Weapon +0
Space/Reach5 ft./5 ft.
Special AttacksSpell-Like Abilities, Capture Spirits, Blood Drain
Special QualitiesAnimal Forms, Unleash Soul, Unwilling to Die
SavesFort +0, Ref +1, Will +4
AbilitiesStrength 8, Dexterity 12, Constitution 10, Intelligence 13, Wisdom 18, Charisma 19
SkillsCraft (any one) +4, Listen +8, Profession (Farmer) +7, Spot +8
FeatsEndurance
EnvironmentAny
OrganizationSolitary
Challenge Rating5
TreasureStandard
AlignmentAlways Chaotic Evil
AdvancementBy Character Class
Level Adjustment+8

Ameyo has recently been possessed by an Adze and has been banished from her village for being a witch. At first she believed this was unfair and cursed them for abandoning her, but as her powers began to show she understood. She also found a village of other Witches banished from their tribes that has banded together for Survival. Together the plot revenge on their families.

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