Name | Blemmyae |
Size/Type | Medium Monstrous Humanoid |
Hit Dice: | 1D8+4 (10 HP) |
Initiative | +2 (dex) |
Speed | 30 feet |
AC | 14 (+2 dex, +1 natural AC, +1 Leather armour) |
Attacks | Double tomahawk(melee) +3; or Double tomahawk(thrown,ranged) +3; or Unarmed: +3 and Bite +0 |
Damage | Double tomahawk 1D6+2 (crit 19-20/x3, rng 10 ft thrown); Bite 1D4; unarmed 1D3+2 |
Face/Reach | 5x5/5 |
Special Attacks | Magic |
Special Qualities | Low-Light Vision 180 feet, Limited Gateway, Unsettling. |
Saves | Fort +3, Ref +2, Will +2 |
Abilities | Str 14, Dex 15, Con 16, Int 12, Wis 12, Cha 10 |
Skills | Knw (native lore) +4, Move Silently +4, Spot +5, language (any 1 native) +4, Wilderness Survival +5 |
Feats | Endurance, Tracking |
Climate Terrain |
The hunting grounds or any area with a fear level of 3 or higher. |
Organization | Gang (3-6, 1D4+2), War party (5-15, 2D6+3), Tribe (10-40, 10D4) |
Challenge Rating | 2 |
Treasure | One-Third standard, but also double tomahawk (1d6, 19-20/x3), requires exotic weapon proficiency: double headed tomahawk. |
Alignment | Usually Lawful Evil |
Advancement | 1-5 hit dice |
Coup | If you defeat number of HD of Blemmyae equal to your current level (in a single battle) you gain exotic weapon proficiency feat: double headed tomahawk |
Description | First recorded in Spanish
lithographs in the 16-th century, Blemmyae are proof of
the age of the evil that now spreads so freely from the
hunting grounds. Blemmyae are natives of the hunting grounds and are the foil to Native Americans. Blemmyae are a conduit for all of the savage inhibitions and pent up hate towards the foreign settlers that now dominate the landscape, but hatred as old as colonization. Blemmyae are tribal oriented and often mirror human native tribes, except that power and violence are by which social roles are established, the most powerful chiefs and shamans are typically the most brutal. Blemmyae prey on any creature that enters the hunting ground or areas in the real world that are close to it, and are especially found of stalking wayward non-native travelers. They enjoy torturing Europeans often skinning their guests alive, and always leave evidence that some other native tribe commitied this act in the open. By creating fear and hatred among the white men, the Blemmyae ensure natives are kept busy doing damage control and are unable to focus to energies on fighting the Reckoners, while creating more fear and hatred for their masters to feed on. A great deal of the animosity or sudden bursts of violence between Natives and whites may have its origins with the Blemmyae who enjoy lighting the fuse of the powder keg known as the west. Blemvaye stand 6 feet tall, average 250 pounds in weight, and have tanned skin covered in short fine hair and have only a single long clawed toe for a foot. Their most striking feature is that they have no head instead their eyes (which shin in the dark) are set in their chest and their large mouth is in their stomach. They live in small tribes, using tanned human flesh for cloths and tents. They carry a powerful double-headed tomahawk, though also use other native weapons with ease. |
Special attacks | Magic(Spell-like): Can cast a total of 3 spells per day from the list below as a level 1 Shaman (regardless of their Hit dice): Know direction(lv-0), Resistance(lv-1), Back to Nature(Deadlands spell, lv-1), Obscuring mist (lv-1), Pass without trace (lv-1). |
Special Qualities | Limited Gateway(Spell-Like):
Blemmyae can only exist in the "real" world in
areas with a fear level of at least 3. In these places
they can pass between their home in the hunting grounds
to our world at will. If the fear level of the area drops
any Blemmyae left in the real world is forced to return
to the hunting grounds. Unsettling (Ex): Anyone attempting to intimidate, persuade, charm, or cause fear against a Blemmyae either by conventional means or magic must first make a WILL save DC 18 to do so. |
Combat | Highly social and organized
Blemmyae prefer having the upper hand in combat. They
travel in well-organized hunting parties, using spells
just before attacking to surprise or out-flank their
enemies. If the battle goes badly they will retreat only
to return later en masse. They have no qualms about tricking potential victims or cheating in fair duels or fights and prefer having at least a three to one advantage when numbers are important. |