Screaming Child Working Draft
Seven Swords, The Screaming Child
Medium Undead (Spirit)
Hit Dice: 12d12+24 (102 hp)
Initiative: +7 (
+11 with sudden action)
Speed: 30 ft. (6 squares)
Armor Class: 16 (+3 Dex, +3 insight), touch 16, flat-footed 13
Base Attack/Grapple: +9/+8
Attack: Rattle mace +16 melee (1d6+4) or
rattle ball +17 ranged (1d4+5)*
Full Attack: Rattle mace +16/+11 melee (1d6+4) or
rattle ball +17/+12 ranged [
+15/+15/+10 ranged with Rapid Shot](1d4+5)*
*
rattle ball includes Point Blank Shot
Space/Reach: 5 ft./5 ft. (
30 ft. with rattle ball)
Special Attacks: Air mastery, martial training,
rattle, sonic substitution, spells, spell secrets, sudden action
Special Qualities: Darkvision 60 ft., ghostform, immune to turning, rejuvenation, special weakness - rattle, unholy toughness
Saves: Fort +4 (
+6 vs Air), Ref +7 (
+9 vs Air), Will +10 (
+12 vs Air)
Abilities: Str 8, Dex 17, Con —, Int 16, Wis 14, Cha 15
Skills: Concentration +15 (
+19 combat casting), Knowledge (arcana) +18, Jump +9* [includes
ring], Listen +17, Spellcraft +22 (
+24 deciphering scrolls), Spot +17, Tumble +18, Use Magic Device +17 (
+19 with scrolls)
Feats: Combat Casting, Combat Reflexesᴮ˟, Eschew Materials, Improved Initiativeᴮ˟, Point Blank Shotᴮ˟, Rapid Shotᴮ˟, Scribe Scrollᴮ, Spell Focus (Conjuration, Evocation, Enchantment), Weapon Focus (rattle)ᴮ˟, Weapon Specialization (rattle)ᴮ˟, Weapon Finesseᴮ˟
˟ fighter bonus feat
Environment: Ruins
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: —
A short and roly-poly figure waving a rattle as big as a club. Their skin is unnaturally grey and blotchy as if it has begun to decompose. The person resembles an exceptionally ugly baby more than an adult of a common humanoid race. It could be an really short and overweight human, but is too tall to be a halfling and its face is as round and smooth as a baby, not bearded like a dwarf or gnome. Whatever it is, the being's face twists into a scowl and it starts wailing, a horrible sound like a mule's bray mixed with the scream of an angry brat throwing a tantrum.
The Screaming Child is one of the Seven Swords, a group of seven weapon masters who were transformed into unique undead by an ancient curse that binds them to a castle they once guarded in life. If one of the Seven Swords is destroyed, the curse causes them to reform the following night and continue to haunt the castle.
In life, the Screaming Child was a petulant and possibly insane nobleman who spurned the mannerisms of adulthood. His apparent madness and pretense of being a baby meant he had few family duties despite being a brilliant student of air magic and skilled martial artist. Now the Screaming Child is undead it spends the nights play-acting in its chambers unless disturbed by outsiders, who it tries to slaughter spectacularly. The Child fights like a spoiled child having a fit, but this an affectation; it is actually a very cunning and careful combatant.
The Screaming Child stands 4 feet 6 inches tall and weighs 200 pounds. It can speak Common, Draconic, Undercommon, and Dwarf.
Combat
The Screaming Child seeks to fight from range using magic and its rattle's ball, only reverting to using its rattle as a mace when forced into melee. The Child favors showy magic that disables opponents such as
black tentacles,
hideous laughter,
shout,
stinking cloud or it's rattle's flash power. Disabled opponents are attacked with rattle ball or damaging spells until they perish (the Screaming Child prefers the spectacle of
fireball over
magic missile). If an enemy casts
silence it will be answered by silenced
telekinesis.
Normally the Child will have cast
protection from arrows on itself as soon as it wakes. If given time to get ready for combat it adds
resist energy,
shield and
haste plus one of its
greater invisibility scrolls. Should it only have a few rounds to prepare it casts
greater invisibility and
haste first.
Air Mastery: Whenever the Screaming Child casts an "Air" spell the saving throw DC is increased by 2, while the Child itself has a +2 competence bonus on saving throws against spells of that element. For purposes of this ability, an "Air" spell is any Evocation spell with the Air descriptor as well as any Conjuration spell used to summon a creature with the Air subtype, plus any other spells with a gaseous or atmospheric theme (i.e. most of the spells with "cloud", "fog", "gas(eous)", "mist", "storm", "weather" or "wind" in the spell name), subject to the DM's discretion. This ability stacks with the Spell Focus feat.
Ghostform (Su): A Seven Swords undead is normally invisible and intangible but senses its surroundings normally. Should the site it is haunting be disturbed, the spirit assumes a corporeal form as a swift action. The Screaming Child materializes sitting behind a screen, accompanying by wails that sound like a shrieking baby blended with a honking mule. Once materialized, the undead spirit can remain in solid form until the sun rises. It can resume ghostform as a full-round action.
Martial Training (Ex): The Screaming Child was a master martial artist in life, and retains the martial skills it once possessed. The Child possesses the base attack bonus of an 12th-level rogue and bonus fighter feats of a 9th-level fighter. It is proficient with all simple and martial weapons and gains an insight bonus to AC equal to its Intelligence bonus. It adds its inherent fighter abilities to any fighter levels it might acquire. Thus, a Child 3rd-level fighter possesses the fighter feats of a 12th-level fighter.
Rattle: The Screaming Child wield an oversized brightly-painted rattle with a large ball for a head. Rather than a wooden toy, this rattle is a made from metal and is a rod-like magic item with three functions the Child can switch between as a free action, simply by desiring it. The functions are as follows:
- Ball: The Screaming Child can remove the rattle's head and hurl it as a thrown weapon with a 30 foot range and no range increment. The ball remains attached to the rattle by a 30-foot long chain and can instantly snap back to the haft when the Child wishes, allowing them to make iterative thrown attacks with the ball. In other respects, the ball is a ranged weapon equivalent to a +3 light hammer.
- Mace: The rattle head becomes heavy and flanged, becoming a weapon equivalent to a +3 light mace. In addition, if the Screaming Child hits an opponent with the rattle it can attempt to hurl them to the ground. The Child must beat the target with an opposed grapple check with a +4 bonus to its grapple check. If successful, the target ends up prone on the ground in a 5 ft. square adjacent to the Screaming Child. If unsuccessful, nothing happens (the Child and its opponent are not considered to be grappled).
- Flash: As a standard action, the Screaming Child can point the rattle at a creature within 50 feet and create a burst of light in front of them. The target must succeed at a DC 18 Fortitude save or be blinded for 1d4 rounds. The save DC is Charisma-based.
Rejuvenation (Ex): The Screaming Child cannot be destroyed through simple combat. If "destroyed" its body and equipment shrivels to nothing with a whimper. The few threadbare rags of clothing that remain include a rotting embroidered pouch that holds a small sword-shaped charm pin.
The following night, the Screaming Child reappears at full strength at whatever place it haunted and the sword charm vanishes. The Child can only be destroyed permanently if its sword charm is destroyed before it rejuvenates. A typical sword charm is a Fine sized object with 20 hp, hardness 12, and break DC 24.
Sonic Substitution (Sp): When the Screaming Child casts a spell with the acid, cold, electricity, or fire, it can modify the spell to use the sonic type of energy instead. The altered spell uses a spell slot of the spell’s normal level and works normally in all respects except the type of damage dealt.
Special Weakness - Rattle (Ex): Each of the seven swords have a different special weakness. The Screaming Child's is that its existence is tied to its rattle. Whenever an attack would normally inflict damage to the rattle (AC 17 (carried) or AC 9 (unattended), hardness 16, break DC 30) the Child suffers double that amount of damage instead. Any damage done to the rattle is also inflicted upon the Child. In addition, whenever a Seven Swords is damaged through its special weakness it must succeed on a Fortitude save (DC 10 plus damage inflicted) or be shaken for 1 round. Should the Screaming Child be destroyed, the rattle is also destroyed.
Spells: The Screaming Child has the spellcasting ability of a 9th level wizard.
Typical Wizard Spells Prepared (4/5/5/4/2/1; save DC 13 + spell level, 14 + spell level for Conjuration, Evocation or Enchantment spells):
0—
detect magic,
ghost sound (DC 13),
mage hand,
read magic;
1st—
burning hands (DC 15),
magic missile,
shield,
sleep (DC 15),
ventriloquism (DC 14);
2nd—
fog cloudᴬ, enlarged
gust of wind*ᴬ (DC 18),
hideous laughter (DC 16),
resist energy,
protection from arrows;
3rd—
fireball (DC 17),
haste (DC 16), extended
stinking cloud*ᴬ (DC 19),
vampiric touch;
4th—
black tentacles (grapple +17),
shout (DC 18);
5th—silenced
telekinesis* (DC 18).
* Modified by Spell Secret (see below).
ᴬ Air spell affected by Air Mastery (see above).
Spell Maximization (Sp): Once per day the Screaming Child can cast a single spell that is maximized as though using the Maximize Spell feat.
Spell Secrets: At caster level 3, and every 3 caster levels thereafter, the Screaming Child can choose one spell it knows that then becomes permanently modified as though affected by either the Enlarge Spell, Extend Spell, Still Spell, or Silent Spell feat (note the Child does not need to actually know the metamagic feat). The spell's level does not change, and the choice of spell and feat cannot be changed once made. As the Screaming Child's caster level increases, it can modify the same spell with multiple spell secrets. A standard Screaming Child has the spellcasting ability of a 9th level wizard, giving it three spell secrets it will have used to modify a 0-2nd level spell at CL 3, a 0-3rd level spell at CL 6, and a 0-5th level spell at CL 9.
Sudden Action: Once per day, the Screaming Child can focus its ki to burst into sudden action. This gives it a +4 bonus on its initiative check for that combat.
Unholy Toughness (Ex): The Screaming Child gains a bonus to its hit points equal to its Charisma modifier × its Hit Dice.
Possessions: rattle, two
scrolls of greater invisibility (CL 9th),
ring of improved jumping.
In Kara-Tur
The Seven Swords were the leading members of the Ito clan and lived in Ito-Jo castle. The malign influence of a krakentoa led to their rule becoming tyrannical and eventually brought down a dreadful curse upon the Swords and the entire castle, turning it into a haunted place of the damned. The Seven Swords of Ito-Jo cannot be destroyed simply by destroying their sword charms. The only way to permanently lay them to rest is to slay the krakentoa responsible for the curse.
The Screaming Child was once Ito Gohei, a
wu-jen magic user whose specialism was the element of air. It is unknown whether he was a korobokuru dwarf or a human with dwarfism; the latter seems more likely as he was a full member of the Ito clan. Gohei loved the theater and had a stage set up in his quarters where he pretended to be a great thespian, despite making no effort to learn any Perform skills.
Originally appeared in OA2 - Night of the Seven Swords (1986).