Rogue Hero

A once-revered hero spirit, forgotten or recast as a villain by its people, now a furious thing that never quits a fight and hungers for lost worship.

Setting: Core Rules

Overview

These hero spirits were forgotten by their people or retold as villains under a dominant faith, and that slander, or the offerings of a few shamans, keeps them alive as warped echoes of their former selves. They lurk at ruined shrines built in their honor or roam their ancestral lands, sometimes lashing out at mortals unprovoked.

Combat

Having nothing to lose, a rogue hero fights until it or its foe is destroyed. It wields whatever weapons its legends give it, gains +3 on attack and damage from sheer fury, curses in the first round, and uses cause disease the round after an enemy first hits it.

Shamanic Service

It accepts shamans of any alignment, desperate to regain its old glory. It demands 500 gp of sacrifice per year or an effort to spread its fame and found a cult, and it punishes shirkers. It can sponsor any spiritualist spell, 2nd-level tribal shaman spells, and Necromantic sphere priest spells up to 3rd level.

More: Monsters starting with R · Core Rules monsters · All monsters A-Z

Statistics

Climate/TerrainAny/ruins
FrequencyVery Rare
Activity CycleAny
DietSacrifices
Intelligence14
AlignmentAny chaotic
No. Appearing1
Armor Class4
Movement9
Hit Dice6
THAC015
No. of Attacks1
Damage/AttackBy traditional weapon
Special AttacksCause disease and curse twice each per day
Special Defenses+2 or better to hit
Magic ResistanceNil
SizeM
MoraleFearless (20)
XP Value2,000