The Duraski – The Mutant Dwarves of Worm Maw Caves

The Duraski – The Mutant Dwarves of Worm Maw Caves

(Inspired by the one page adventure Into the Worm’s Gullet)

The mutant dwarves of Warm Maw Caves – calling themselves the Duraski – are rarely seen and few know about them.  There are only a few left alive today as they are hunted by their own Dwarven brethren.  They are mutated by the chaotic residual magics of the Rust Wastes and hide out in the caves beneath the rock formation known as the Warm Maw on the edge of the Divide.  The remaining survivors of their tribe worship the heart of Dur, an artifact they claim to have found within the caves of the Worm Maw.

Duraski are hairless dwarfs with burns, boils and scars covering their skin.  They are more gaunt than dwarves, as their muscle development is stunted by their mutations. Their skin is particular tough, however, almost stone-like.

Duraski, Average

Duraski, Average Small Humanoid
Abilities (Focuses)
2 Accuracy (Bows, Brawling)
1 Communication
2 Constitution (Running, Stamina)
2 Dexterity
3 Fighting (Axes, Bludgeons, Heavy Blades)
2 Intelligence
1 Perception (Searching)
3 Strength (Intimidation)
1 Willpower

 

Speed Health Defense Armor Rating
10 25 15 7

 

Weapon Attack Roll Damage Range
Battle Axe +5 2d6+3 Touch
Long Sword +5 2d6+3 Touch

Special Qualities

Favored Stunts: Dual Strike, Knock Prone

Weapon Groups: Axes, Bludgeons, Brawling

Talents: Armor Training (Journeyman), Weapon and Shield Style (Journeyman)

Equipment: Battle Axe, Light Leather Armor, Medium Shield

Dark Sight: Duraski can see in darkness up to 20 yards without a light source.

Stone-like Skin: +4 natural armor

Toxic Blood:  The Duraski’s blood is very toxic to others not native to the Rust Wastes.   Once wounded, any non-native character within 4 yards  must roll Constitution – Stamina vs 12, or take 1d6 piercing damage (toxic fumes) and lose their action for this round (if not already taken) and next.

Threat Level: Moderate

Umber Durask

Consider the leader of the Duraski and the keeper of the Heart of Dur.  He is an insane leader that is willing to sacrifice all that is left of his people to save the Heart and the Forge.  He is a little larger than average Duraski.  He is a magic user.

Umber Durask Medium Humanoid, Mage
Abilities (Focuses)
2 Accuracy (Bows, Brawling)
2 Communication
2 Constitution (Running, Stamina)
2 Dexterity
6 Fighting (Axes, Bludgeons, Heavy Blades)
2 Intelligence
1 Perception (Searching)
3 Strength (Intimidation)
3 Willpower

 

Speed Health Defense Armor Rating
10 25 15 7

 

Weapon Attack Roll Damage Range
Battle Axe +5 2d6+3 Touch
Long Sword +5 2d6+3 Touch

Special Qualities

Favored Stunts: Defensive Stance, Magic Shield

Weapon Groups: Axes, Brawling

Talents: Armor Training (Novice), Weapon and Shield Style (Novice)

Equipment: Battle Axe, Heavy Leather Armor, Medium Shield

Dark Sight: Gnoll shamans can see in darkness up to 20 yards without a light source.

Cold Resistance: Gnolls gain +2 to resist Cold effects and hazards.

Arcana: Earth (Journeyman), Hex (Journeyman)


Hex Arcana

You use magic to curse your foes.

Novice: You learn the spells Demoralize and Discourage.

Journeyman: You learn the spell Malice. You also gain the focus Intelligence (Hex Arcana).

DEMORALIZE

Requirements: Hex Arcana (Novice)

Spell Type: Attack MP Cost: 5

Casting Time: Major Action Target Number: 12

Test: Willpower (Morale) vs. Spellpower

Your magic crushes the spirit of your enemies. You can affect a number of targets within 6 yards of you equal to your Willpower, causing them to succeed at a Willpower (Morale) test vs. your Spellpower or suffer a -1 penalty to all attack rolls until the end of the encounter.

DISCOURAGE
Requirements: Hex Arcana (Novice)

Spell Type: Enhancement MP Cost: 3

Casting Time: Major Action Target Number: 10

Test: Willpower (Morale) vs. Spellpower

Your magic fills a number of targets equal to your Willpower with self-doubt. They must be within 6 yards of you when the spell is cast but do not have to remain that close to you for the effects to linger. Those who fail a Willpower (Morale) test vs. your Spellpower gain a -2 penalty on the next ability test that they take (whatever it is) until the end of the encounter.

MALICE

Requirements: Hex Arcana (Journeyman)

Spell Type: Attack MP Cost: 6

Casting Time: Major Action Target Number: 13

Test: Willpower (Morale) vs. Spellpower

Your magic makes your enemies more susceptible to damage and injury. You can affect a number of targets within 6 yards of you equal to your Willpower, causing them to have to succeed at a Willpower (Morale) test vs. your Spellpower. Those who fail, whenever those targets would suffer damage, they suffer additional damage equal to your Willpower until the end of the encounter.