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<blockquote data-quote="CleverNickName" data-source="post: 5371849" data-attributes="member: 50987"><p>Something happened to the settlers of Roanoke.</p><p></p><p>In 1587, a hundred and fifteen settlers made the trip across the Atlantic. They established a colony, but with the arrival of the Spanish Armada and the Anglo-Spanish War, the colony became cut off from its mother land. Three long years passed before the English were able to return to Roanoke.</p><p></p><p>They found the settlement abandoned and the entire colony of English settlers missing. Not a trace of the 90 men, 17 women, and 11 children could be found except for the word "Croatin" carved on a nearby tree.[1]</p><p></p><p>A search was conducted of the shore and nearby woods, but turned up nothing...until nightfall.</p><p></p><p>The English had been warned by the Hatteras Indians that the ground was "cursed," but the warning was ignored. Unknown to the settlers, Roanoke had been built on an ancient burial ground: any bodies that are interred in the ground here will rise as undead monsters on the night of the next full moon. Thus, all was fine in Roanoke and the settlement was thriving...until a farming accident took the life of one of the colonists. One week after his burial, a plague of death swept the colony.[2]</p><p></p><p><span style="font-size: 15px"><strong>Croatin</strong></span></p><p><strong>[Medium Undead]</strong></p><p></p><p><strong>Hit Dice:</strong> 4d12+3 (29 hp)</p><p><strong>Initiative:</strong> +2</p><p><strong>Speed:</strong> 30 ft.</p><p><strong>Armor Class:</strong> 16 (+2 Dex, +4 natural), touch 12, flat-footed 14</p><p><strong>Base Attack/Grapple:</strong> +2/+3</p><p><strong>Attack:</strong> Touch +3 melee (1d4+1 plus plague)</p><p><strong>Full Attack:</strong> Touch +3 melee (1d4+1 plus plague)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Create spawn, plague</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., undead traits, trackless step, woodland stride</p><p><strong>Saves:</strong> Fort +1, Ref +2, Will +5</p><p><strong>Abilities:</strong> Str 13, Dex 14, Con --, Int 11, Wis 13, Cha 14</p><p><strong>Skills:</strong> Hide +9, Listen +5, Move Silently +9, Spot +5</p><p><strong>Feats:</strong> Dodge, Toughness[SUP]B[/SUP], Weapon Finesse</p><p><strong>Environment:</strong> Any</p><p><strong>Organization:</strong> Solitary, pair, or pack (6-11)</p><p><strong>Challenge Rating:</strong> 3</p><p><strong>Treasure:</strong> 1/2 Standard</p><p><strong>Alignment:</strong> Always lawful evil</p><p></p><p>A Croatin is the animated remains of a Roanoke settler, created by a powerful and ancient curse. At a distance they appear to be humans dressed in tattered clothes and a Capotain hat, carrying any weapons and articles that it possessed in life...but closer inspection reveals sickly pale skin, blue lips, and empty eye sockets.</p><p></p><p>Croatins retain the memories and intelligence they once possessed in life...thus, they are driven to expand their numbers and colonize the New World. They do not feed on the living, but rather they seek to destroy and assimilate all life. They do not eat, sleep, or breathe.[3]</p><p></p><p>COMBAT</p><p>Croatins prefer to fight with guerrila tactics: they attack by surprise, fight for two or three rounds, and then retreat back into hiding to let their plague finish their prey.</p><p></p><p><strong>Create Spawn (Su):</strong> Any humanoid slain by a Croatin or Croatin Fever (see below) becomes a Croatin in 1d4 rounds. Spawn are under the command of the Croatin that created them, and remain enslaved until its death. They do not possess any of the abilities they had in life, but retain their intelligence and memories.</p><p></p><p><strong>Plague (Su):</strong> Croatins are surrounded by a pale, sickly green mist. All living creatures within 10 feet of a Croatin must make a Fortitude save (DC 14) each round or contract <em>Croatin Fever</em> (Infection: inhaled; incubation period: 24 hours; DC 14, damage 1d4 Con.)</p><p></p><p><strong>Trackless Step (Ex):</strong> Croatins leave no trail in natural surroundings and cannot be tracked. They may choose to leave a trail if so desired.</p><p></p><p><strong>Woodland Stride (Ex):</strong> Croatins may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated still affect them.</p><p></p><p>-----</p><p>1. <a href="http://www.coastalguide.com/packet/lostcolony-croatan.shtml" target="_blank">Yup, this really happened.</a></p><p></p><p>2. I totally made this stuff up, though.</p><p></p><p>3. Ingredients: Colony, Capotain Hat</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 5371849, member: 50987"] Something happened to the settlers of Roanoke. In 1587, a hundred and fifteen settlers made the trip across the Atlantic. They established a colony, but with the arrival of the Spanish Armada and the Anglo-Spanish War, the colony became cut off from its mother land. Three long years passed before the English were able to return to Roanoke. They found the settlement abandoned and the entire colony of English settlers missing. Not a trace of the 90 men, 17 women, and 11 children could be found except for the word "Croatin" carved on a nearby tree.[1] A search was conducted of the shore and nearby woods, but turned up nothing...until nightfall. The English had been warned by the Hatteras Indians that the ground was "cursed," but the warning was ignored. Unknown to the settlers, Roanoke had been built on an ancient burial ground: any bodies that are interred in the ground here will rise as undead monsters on the night of the next full moon. Thus, all was fine in Roanoke and the settlement was thriving...until a farming accident took the life of one of the colonists. One week after his burial, a plague of death swept the colony.[2] [SIZE="4"][B]Croatin[/B][/SIZE] [B][Medium Undead][/B] [B]Hit Dice:[/B] 4d12+3 (29 hp) [B]Initiative:[/B] +2 [B]Speed:[/B] 30 ft. [B]Armor Class:[/B] 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 [B]Base Attack/Grapple:[/B] +2/+3 [B]Attack:[/B] Touch +3 melee (1d4+1 plus plague) [B]Full Attack:[/B] Touch +3 melee (1d4+1 plus plague) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] Create spawn, plague [B]Special Qualities:[/B] Darkvision 60 ft., undead traits, trackless step, woodland stride [B]Saves:[/B] Fort +1, Ref +2, Will +5 [B]Abilities:[/B] Str 13, Dex 14, Con --, Int 11, Wis 13, Cha 14 [B]Skills:[/B] Hide +9, Listen +5, Move Silently +9, Spot +5 [B]Feats:[/B] Dodge, Toughness[SUP]B[/SUP], Weapon Finesse [B]Environment:[/B] Any [B]Organization:[/B] Solitary, pair, or pack (6-11) [B]Challenge Rating:[/B] 3 [B]Treasure:[/B] 1/2 Standard [B]Alignment:[/B] Always lawful evil A Croatin is the animated remains of a Roanoke settler, created by a powerful and ancient curse. At a distance they appear to be humans dressed in tattered clothes and a Capotain hat, carrying any weapons and articles that it possessed in life...but closer inspection reveals sickly pale skin, blue lips, and empty eye sockets. Croatins retain the memories and intelligence they once possessed in life...thus, they are driven to expand their numbers and colonize the New World. They do not feed on the living, but rather they seek to destroy and assimilate all life. They do not eat, sleep, or breathe.[3] COMBAT Croatins prefer to fight with guerrila tactics: they attack by surprise, fight for two or three rounds, and then retreat back into hiding to let their plague finish their prey. [B]Create Spawn (Su):[/B] Any humanoid slain by a Croatin or Croatin Fever (see below) becomes a Croatin in 1d4 rounds. Spawn are under the command of the Croatin that created them, and remain enslaved until its death. They do not possess any of the abilities they had in life, but retain their intelligence and memories. [B]Plague (Su):[/B] Croatins are surrounded by a pale, sickly green mist. All living creatures within 10 feet of a Croatin must make a Fortitude save (DC 14) each round or contract [I]Croatin Fever[/I] (Infection: inhaled; incubation period: 24 hours; DC 14, damage 1d4 Con.) [B]Trackless Step (Ex):[/B] Croatins leave no trail in natural surroundings and cannot be tracked. They may choose to leave a trail if so desired. [B]Woodland Stride (Ex):[/B] Croatins may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated still affect them. ----- 1. [url=http://www.coastalguide.com/packet/lostcolony-croatan.shtml]Yup, this really happened.[/url] 2. I totally made this stuff up, though. 3. Ingredients: Colony, Capotain Hat [/QUOTE]
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