Naitik (Blight Apostle)
D&D 3e (3.0/3.5) Rules
by Heine Stick
Winner of the 2005 Dragonlance Nexus Creature Competition!
A grotesque creature stands before you. It is humanoid in shape with dark-colored, slighty transparent skin. Inside the skin you can vaguely make what appear to be intestines floating around in some sort of fluid. As the creature turns its head to look at you, you notice that it has no face. In its place is a huge maw, resembling that of a huge worm, with razor sharp teeth lining the maw. The creature has no eyes but it seems to know you're there. Suddenly it whips its long scorpionlike tail at you, the barb at the end gleaming with venom.
Naitiks are servants of Morgion. They have one purpose in life and that is to spread the teachings of the god of pestilence. In the aftermath of the War of Souls, the gods returned to a world they had thought lost. With the death of Takhisis, the gods of evil now seek to seize the throne vacated by the Dark Queen. In order to quickly gain a foothold, Morgion breathed life into the naitik, until then nothing but a breed of small worms living off carcasses in the Icereach. The naitik were given extraordinary powers that would help them further his cause, the power to bring disease and decay to the masses. Satisfied with his creation, Morgion bade them venture into the world, into the civilized lands, preaching his word. From the shadows of course.
The naitiks (or blight apostles as they are also called) are six foot tall, lean creatures. Their rather transparent skin has an oily composition, and the intestines floating within are horrible to behold. Their toothy maw and scorpion tail further enhance their terrible appearance. Naitiks prefer not to wear any clothes, but when operating in urban areas they wear voluminous robes so as to better disguise their true nature. The only ones who get to see their true form are the cultists whom they recruit. A swarm of insects swarm around a naitik; however the blight apostle can make it "disappear" if it so wishes. A constant stench of disease and decay fills the air wherever a naitik is present. This is mainly due to the fluids floating inside the foul creature.
Blight apostles cannot communicate verbally. Instead they create a telepathic bond with their cultists. This happens during the recruitment stage. Naitiks cannot communicate verbally nor telepathically with anyone else.
Naitiks are not fighters. They were put on Krynn for a purpose and they will do anything in their power to make sure they remain there. To achieve this, naitiks usually litter their lair with various devious traps, almost every one of which involves some sort of poison or disease. In addition to traps, blight apostles always keep some of their cultists nearby, more than willing to sacrifice the petty creatures to ensure their own survival. While enemies are distracted by the blight apostle's thralls, the servant of Morgion utilizes its spells, usually casting bane, darkness, divine favor, doom, and obscuring mist in preparation for any unfortunate contact with the enemy.
If melee is inevitable, they attack with ferocity, seeking the opponent whom they deem to be weakest. By doing this they hope to create an opening for them to escape through. They will use all their attacks on the same person, wearing their opponents down one at a time.
Blindsense (Ex): A blight apostle is extremely sensitive to its surroundings and can locate creatures within 60 ft. by the vibrations they make.
Cloud of Decay (Su): Three times per day a blight apostle can release a cloud of spores from its body. This cloud spreads to a radius of 20 ft. from the blight apostle. Any creature caught in the cloud must make a Fortitude save (DC 20). If the creature fails its save, it has swallowed a small portion of the cloud of spores, and they start to eat away at the creature from within, dealing 2d6 points of damage each round for five rounds, at which point the spores simply die. Furthermore the victim can only make partial actions during those five rounds due to the immense pain. At the end of the fifth round the victim must make yet another Fortitude save. Failure means that the victim has contracted the mummy rot disease (as described in Chapter 8 of the Dungeon Master's Guide); while a successful save indicates that the victim's body has successfully fought off the dead spores.
Disease (Ex): Filth Fever - bite, Fortitude DC 18, incubation period 1d3 days, damage 1d3 Dex, 1d3 Con.
Poison (Ex): Injury, Fortitude DC 17, initial damage 1d6 Str, secondary damage 1d6 Str.
Spells: Naitiks can cast divine spells as 8th-level clerics of Morgion. A blight apostle has access to two of the following domains: Destruction, Evil, Pestilence. The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/5/4/4/2; DC 13 + spell level): 0 - detect magic, detect poison, guidance, inflict minor wounds, read magic, resistance; 1st-level - bane, divine favor, doom, inflict light wounds, obscuring mist; 2nd-level - darkness, death knell, desecrate, inflict moderate wounds; 3rd-level - contagion, dispel magic, inflict serious wounds, remove disease; 4th-level - giant vermin, inflict critical wounds.
Blight apostles have no society but the one they create through their cult. They usually place the cult headquarters in sewers, catacombs, or similar sites underneath cities where prey and prospective future cultists. Naitiks prefer to work behind the scenes. Other than recruiting cultists for their master, they don't really do much dirty work. They issue orders for their subjects to follow, orders which the subjects will gladly follow. The different cults work independently of each other, seeking to improve Morgion's powerbase in their local area. They do not even know of each other's existence. However it is whispered amongst the cultists (with a fair amount of excitement) that something big is approaching. Perhaps the day when their lord will manifest on Krynn.
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