
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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