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Quests Of Change
Quests Of Change

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Winter Arbiter (Alpha 0.3)

Though not fairies themselves, Winter Arbiter are nature spirits that inhabit the Midnight Grove during the season of winter, only appearing during snowfall. Serene and lithe Incorporeal beings, Winter Arbiters are known for the massive and intricate deer antlers that sprout from their heads, entangled with greenery and golden ornamentation. Rather than serving the Fairies of the Midnight Grove, Winter Arbiters are the result of an ancient pact made between Tarviel of the First Tree and a former ruler of Hendrea, Artimia, the Great-horned, who seeked to keep the travelers of the wilderness safe, even in the harshest conditions. Each Winter Arbiter is an magical reflection of Artimia, a beastfolk of the uncommon reindeer subspecies known for her ability to judge the character of others.

Whenever a Winter Arbiter encounters a mortal humanoid within the Midnight Grove, it serves as its guide to that creature's destination. However, while traveling, these Spirits will analyze and judge the character of those they travel with, boiling individuals down into corrupt or pure, or as many natives of Hendrea say, naughty or nice.

If a Winter Arbiter deems a creature as pure, it bestows that creature with magical boons and physical gifts. However, if a Winter Arbiter judges a creature as corrupt, it alters that creature in body and mind. causing it to reflect the traits of Artimia herself, temporarily forcing them to put other before one's self while changing the targets race to become a reindeer beastfolk. In most cases, the more corrupt a creature is deemed, the more it is changed to reflect Artimia. However, if a Winter Arbiter views a creature as an unsalvageable lost cause, it may simply bestow that creature with unwanted gifts in the form of cursed magic items.

The boons that these Aribiters can provide those they deem as worthy or pure are quite potent, leading to some adventurers seeking out Winter Arbiters  as a source of strength for upcoming ordeals.

Winter Arbiter

Tier-One Boss / Tier-Two Enemy

Movement: 6

Combat Stats:

HP: 70

Will: 70

MP: 40

Strength: 9

Mind: 9

Defense: 7

Resolve: 7

Finesse: 7

Evasion: 7 

Speed: 7

Utility Stats:

Awareness: +3

Diplomacy: +5

Knowledge: +0

Physicality: +0 

Subtlety: +0

Resistances And Weaknesses: The Winter Arbiter is resistant to Ice, Dark, and Psychic damage.

Inventory:

None

Abilities:

Spectral Form: The Winter Warden can pass through occupied spaces (though it cannot end its turn in an occupied space) and it is capable of flight)

Grove Guardian: Each creature within 5 spaces of the Winter Arbiter that it views as an ally gains resistance to Ice, Dark, and Psychic Damage. Additionally, allies within this space ignore penalties of severe cold weather conditions.

Arbiter Caster: The Winter Warden knows two spells from the Naturalist and Preist spell lists with a combined MP cost no greater than 20. Additionally the Winter Warden knows Alleviate and Calm Soul.

Spectral Horns:

Action: Two-Handed

MP: 0

Range: 1-2

Accuracy Dice: 1d10 + Finesse

Damage: 3d6 + Mind

Damage Type: Physical or Psychic

Additional Effects: When a creature is hit by this attack, the Winter Arbiter chooses whether or not it deal Physical or Psychic damage. (Resolve damage using target's defense for physical and target's resolve for Psychic) 

Naughty or Nice:

Action: Two-Handed

MP: 10

Range: 1

Accuracy Dice: None

Damage: None

Damage Type: None

Additional Effects: The Winter Warden touches a creature that it can confidently judge as either Corrupt or Pure (It must have spent at least one hour with the creature or must have seen it perform a notably corrupt or notably pure act). If the target is deemed corrupt, roll 1d6. The target gains the effect of the rolled number and each previous number:

1. The target's race becomes Reindeer Beastfolk.

2. One of the target's personality traits chosen at random is replaced with selfless.

3. The target's gender becomes female if it isn't already and its appearance becomes akin to that of the Winter Arbiter.

4. The target learns Alleviate and Calm Soul if they don't already.

5. During each of the target's turns, it must roll 1d4. On a roll of a 1, it is compelled to spend its turn casting Alleviate or Calm Soul on an injured ally.

6. An uncommon cursed magic item of the GM's choosing is forced upon the target.

Each of these effects can be removed via a ritual of purification. If a character doesn't undergo a ritual of purification, these alterations are reversed after 1d4 days. If this affliction is removed due to time passing, roll 1d10. On a roll of a 1, the creature remains a reindeer beastfolk.

If the target of this ability is deemed as pure, it gains the Boon of the Winter Warden. Once gained, as a one-handed action, this boon may be spent to provide the user with the following benefits for one minute:

-Each of your combat stats increase by +2.
-You gain resistance to Ice, Dark, and Psychic Damage.
-Your movement increase by +1
-Spectral Antlers appear on your head, adorned with golden ornamentation, granting you the ability to use the Winter Warden's Spectral Antlers attack.

Once this boon is lost, it cannot be used again until it is granted by a Winter Warden. A Winter Warden can only grant a given creature this boon once every 30 days.


Reindeer Beastfolk

A somewhat uncommon subspecies of Beastfolk, Reindeer Beastfolk are easily noted by their deer ears and sizable horns, the latter of which sometimes get them mistaken for Lahareth when seen at a distance. These Beastfolk are known to live in more frigid climates, though these people are also known to have settlements within Hendrea and even the Midnight Grove.

Speed +2

Evasion +1

Move: 6

Antlers: All Reindeer Beastfolk gain the following action:

Action: Two-Handed

Range: 1

Accuracy Dice: 1d10 + Finesse

Damage: 2d6 + Strength

Damage Type: Physical

Additional: If you used all of your movement this turn before making this attack, add 1d4 to its hit and damage rolls.


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