Mark Chance
Boingy! Boingy!
Entreten of Vecna
Large Outsider (Evil, Lawful)
Hit Dice: 5d8+5 (28 hp)
Initiative: +0
Speed: 20 ft. (chainmail); base 30 ft.
AC: 19 (-1 size, +3 natural, +5 chainmail, +2 large steel shield)
Attacks: Greatclub +8 melee
Damage: Greatclub 1d10+6 melee
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Suggestive whisper, spell-like abilities
Special Qualities: Immunities, dark pact, darkvision 60 ft., DR 10/+1
Saves: Fort +5, Ref +4, Will +6
Abilities: Str 19, Dex 10, Con 12, Int 13, Wis 15, Cha 17
Skills: Alchemy +9, Bluff +15, Concentration +9, Diplomacy +15, Forgery +6, Knowledge (any two) +9, Listen +10, Sense Motive +10
Feats: Quickened Spell-like Ability (Suggestive Whisper), Sunder
Climate/Terrain: Any land and underground
Organization: Solitary or cult (1 entreten plus 3-12 Whisperers of Vecna)
Challenge Rating: 5
Treasure: Standard
Alignment: Always lawful evil
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
The entretens are diabolical servants of the evil god Vecna who seek to spread evil and bring others into the Maimed Lord's ranks.
An entreten appears as a mighty humanoid standing 8 feet tall and weighing 300 pounds. Its sallow flesh is as tough as leather and entirely hairless. Its narrow slits of eyes shine with a soft golden glow. An entreten's face is flat and oval-shaped with a sharp nose and a wide, downward turning mouth framed by bloodless lips.
Entretens speak Infernal and Common.
Combat
Despite its great size and strength, an entreten has no natural weapons. An entreten thus utilizes what armor and weapons are available to it, preferring to wield Large weapons single-handed.
Suggestive Whisper (Sp): Once per round, an entreten can whisper a suggestion to a creature within 100 feet. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks this ability. The suggestion, however, does not have to travel in a straight line. It can circumvent a barrier if there is an open path between the character and the subject, and the path?s entire length lies within the range. Suggestive whisper doesn?t transcend language barriers. Otherwise, it is the same as the suggestion spell cast by a 5th-level sorcerer (Will save DC 16).
Spell-like Abilities: Once per day each as a 5th-level cleric, an entreten can use animate dead, cause fear, clairaudience/clairvoyance, death knell, desecrate, detect secret doors, detect thoughts, magic circle against good, and protection from good. Save DCs are 12 + spell level.
Immunities (Ex): Entretens have cold immunity. They are immune to mind-influencing effects, poison, sleep, disease, and paralysis.
Dark Pact (Su): Once per week, an entreten can grant another's wish, but there is a terrible price to pay. Upon being granted the wish, the wisher becomes a Whisperer of Vecna (no save or spell resistance). An entreten can only grant such a wish to a creature who freely chooses to call upon Vecna. An entreten need not inform the wisher of the dire consequences of invoking the Maimed Lord.
Skills: Diplomats have a +4 racial bonus to Bluff and Diplomacy checks.
Large Outsider (Evil, Lawful)
Hit Dice: 5d8+5 (28 hp)
Initiative: +0
Speed: 20 ft. (chainmail); base 30 ft.
AC: 19 (-1 size, +3 natural, +5 chainmail, +2 large steel shield)
Attacks: Greatclub +8 melee
Damage: Greatclub 1d10+6 melee
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Suggestive whisper, spell-like abilities
Special Qualities: Immunities, dark pact, darkvision 60 ft., DR 10/+1
Saves: Fort +5, Ref +4, Will +6
Abilities: Str 19, Dex 10, Con 12, Int 13, Wis 15, Cha 17
Skills: Alchemy +9, Bluff +15, Concentration +9, Diplomacy +15, Forgery +6, Knowledge (any two) +9, Listen +10, Sense Motive +10
Feats: Quickened Spell-like Ability (Suggestive Whisper), Sunder
Climate/Terrain: Any land and underground
Organization: Solitary or cult (1 entreten plus 3-12 Whisperers of Vecna)
Challenge Rating: 5
Treasure: Standard
Alignment: Always lawful evil
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
The entretens are diabolical servants of the evil god Vecna who seek to spread evil and bring others into the Maimed Lord's ranks.
An entreten appears as a mighty humanoid standing 8 feet tall and weighing 300 pounds. Its sallow flesh is as tough as leather and entirely hairless. Its narrow slits of eyes shine with a soft golden glow. An entreten's face is flat and oval-shaped with a sharp nose and a wide, downward turning mouth framed by bloodless lips.
Entretens speak Infernal and Common.
Combat
Despite its great size and strength, an entreten has no natural weapons. An entreten thus utilizes what armor and weapons are available to it, preferring to wield Large weapons single-handed.
Suggestive Whisper (Sp): Once per round, an entreten can whisper a suggestion to a creature within 100 feet. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks this ability. The suggestion, however, does not have to travel in a straight line. It can circumvent a barrier if there is an open path between the character and the subject, and the path?s entire length lies within the range. Suggestive whisper doesn?t transcend language barriers. Otherwise, it is the same as the suggestion spell cast by a 5th-level sorcerer (Will save DC 16).
Spell-like Abilities: Once per day each as a 5th-level cleric, an entreten can use animate dead, cause fear, clairaudience/clairvoyance, death knell, desecrate, detect secret doors, detect thoughts, magic circle against good, and protection from good. Save DCs are 12 + spell level.
Immunities (Ex): Entretens have cold immunity. They are immune to mind-influencing effects, poison, sleep, disease, and paralysis.
Dark Pact (Su): Once per week, an entreten can grant another's wish, but there is a terrible price to pay. Upon being granted the wish, the wisher becomes a Whisperer of Vecna (no save or spell resistance). An entreten can only grant such a wish to a creature who freely chooses to call upon Vecna. An entreten need not inform the wisher of the dire consequences of invoking the Maimed Lord.
Skills: Diplomats have a +4 racial bonus to Bluff and Diplomacy checks.