Nasnas
Medium Aberration

Hit Dice: 2d8 + 2 (11 hit points)
Initiative: +2
Speed: 20 ft
AC: 14 (+2 Dex, +2 leather armor)
Attacks: Scimitar +7 melee
Damage: Scimitar 1d6+6
Face/Reach: 5 ft by 5 ft/ 5 ft
Special Attacks: Fearful Screams
Special Qualities: Dark-vision 60 ft, Damage Reduction 15/Iron
Saves: Fort +1, Ref +2, Will +2
Abilities: Str 22, Dex 15, Con 13,  Int 7, Wis 9, Cha 11
Skills: Intimidate +5, Listen +5, Hide +4
Feats: Endurance

Climate/Terrain: Any desert or underground
Organization: Platoon (3d10)
Challenge Rating: 2
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: By character class

Nasnas are humanoid with only half a body; one arm, one leg, half a face and half a torso.  They are the creation of evil priests and wizards desiring vigilant guardians to secure their strongholds.  Nasnas look like normal human fighters, except that the right or left half of their body is missing.  Their skin has a grayish tinge to it, and their single eye glints with evil insanity.  A few variants have a small bat-like wing protruding from their single shoulder.  This contributes to their fearsome appearance and gives a +1 bonus to balance checks, but it does not give the nasna the ability to fly.  They move about by hopping on their single leg.  Although this may appear awkward, they can achieve a reasonable movement rate.  They are tireless warriors, needing very little food and sleep to survive.  They are loyal to the wizard or priest who created them and follow their creators to the death.

Although nasnas understand Midani perfectly, they cannot speak because they are missing half of their vocal cords.  They are only capable of uttering a strange, high-pitched, hooting noise, which can be terrifying to hear.  Nasna's are sterile, mature quickly, and live a relatively short life.  The twisted magic that creates them renders them quite insane for the duration of their lives, although, in the interim, they are quite obedient servants.  Most find a way to kill themselves before they reach the age of 30.  If their creator should ever die, they lose their reason for existence, and half choose suicide; the rest wander about the wilderness, hunting and scavenging for the rest of their short, tragic lives.

Combat
Nasnas rely on weapons for their attacks.  Usually they use scimitars, but nasnas that wield battle axes and maces are not unknown.

Fearful Screams (Su): In combat, their hoots and screams can cause a chilling fear in all opponents within a 10' radius.  Those hearing a nasna's hooting screams must make a Will save (DC 13) or stand paralyzed with fear for 1d4+1 rounds.

Damage Reduction 15/Iron: Because of their supernatural origins, nasnas have damage reduction unless attacked with iron or magical weapons.

Creation of a Nasnas

Nasnas are the product of depraved magic.  First, a special potion is required.  A drop of the wizard's or priest's blood pouted into the magical brew creates a magical bond between the spell-caster and the nasnas after it is born.  After the potion has been concocted, it must be injected into a succulent fruit, which is then sliced in half.  If a woman is made to eat one of the halves, the woman will conceive and in nine months give birth to a nasnas.  The mage usually arrives soon afterward to claim his creation.

One nasnas can thus be created from each half of an enchanted fruit.  However, a woman can only bear one nasnas at a time.  Evil spell-casters, intent upon creating an army of nasnas, usually have 10-100 innocent women languishing in their strongholds.

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