
| Medium Undead | |
|---|---|
| Hit Dice: | 9d12 (58 hp) |
| Initiative: | +1 (Dex) |
| Speed: | 20 ft. (4 squares) |
| Armour Class: | 18 (+1 Dex, +7 natural), touch 11, flat-footed 17 |
| Base Attack / Grapple: | +4/+7 |
| Attack: | Claw +7 melee (1d6+3) |
| Full Attack: | 2 claws +7 melee (1d6+3) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Create spawn, disease, improved grab, release swarm, ululate |
| Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., undead traits |
| Saves: | Fort +3, Ref +4, Will +6 |
| Abilities: | Str 16, Dex 13, Con —, Int 6, Wis 10, Cha 14. |
| Skills: | Listen +6, Spot +7 |
| Feats: | Ability Focus (disease), Cleave, Improved Natural Weapon (claw), Power Attack |
| Environment: | Any land or underground |
| Organisation: | Solitary, gang (2-5), or swarm (6-11) |
| Challenge Rating: | 7 |
| Treasure: | None |
| Alignment: | Always neutral evil |
| Advancement: | 10-14 HD |
| Level Adjustment: | — |
Addle-fly larvae that incubate in humanoid corpses create addle-wraths. They are barely intelligent and have only two drives: to serve their dark god Fultadig and his priests; and to propagate their kind.
Addle-wraths resemble humanoid cadavers in an advanced state of decomposition, with bloated stomachs and flesh writhing with maggots. Sores cover their grey skin, and they move with an awkward, shambling gait. They have gaunt, slack-mouthed faces that drip with noxious fluids, and overgrown, yellowed and broken finger- and toenails. Cold blue pinpricks of light in their dead eyes hint at the malevolence that drives them.
Addle-wraths speak Common, but rarely utter more than a few phrases. Completing a sentence involves considerable intellectual effort on their part.
Combat
Though addle-wraths move slowly and appear ungainly, they possess considerable reserves of cunning and opportunism. Their hides are resilient, and their fingernails tear flesh easily.
Create Spawn (Su): Humanoids killed by addle-wraths reanimate as addle-wraths after ten rounds. Addle-wraths can also animate cadavers in a similar fashion as a standard action.
Disease (Su): The addle-wrath spreads disease with its kiss, vomiting addle-fly larvae into its victim's mouth. When it confronts a victim, it must start a grapple. Grappled victims are at risk of disease.
Addle fever—grapple attack, Fortitude DC 18, incubation period 1d3 days, damage 1d3 Con and 1d3 Wis. The save DC is Charisma-based.
Improved Grab (Ex): To use this ability, an addle-wrath must hit a creature of any size with its claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to inflict disease in the following round.
Release Swarm (Su): Slaying an addle-wrath causes the larvae within its gut to mature and swarm. If the addle-wrath is slain with weapons, a swarm of addle-flies rises up from its remains on the following round. Energy spells can be used to exterminate the flies before they are able to act. An addle-wrath can also release its swarm before being destroyed as a full-round action. In this case, the flies are mobile and alert as soon as they are released.
Ululate (Su): Addle-wraths can emit a high-pitched ululation that disorients their victims, causing violent stomach cramp. All creatures within a 60-foot radius that hear this noise must make a Fortitude save (DC 16) or become nauseated for as long as the song persists, plus one round per Hit Die. A creature that successfully saves cannot be affected again by the same addle-wrath’s ululation for 24 hours. This is a sonic effect. Affected creatures are allowed a second saving throw as soon as the noise ceases, and a bard’s countersong ability allows affected creatures to attempt a new Fortitude save. The save DC is Charisma-based.