Venger

A wronged soul's corpse driven by pure rage, the venger tramples past the innocent on its way to the one who wronged it, and nothing short of that confrontation can lay it to rest.

Setting: Dark Sun · Sources: City by the Silt Sea

Appearance

A venger is born when a strong-willed person dies because of a deliberate wrong done by an intelligent being who outlives them. Rage and frustration lock the victim's mind inside its own body, and 2d6 days after death the corpse gets up again.

At first its looks barely change, but it never stops decaying: skin grays and chills, clothes rot, and its belongings fall apart. It never takes up weapons or magic items and never uses the gear it died with, hauling it along until straps snap and bags wear through. After years on the road some are reduced to a head, arms and torso, dragging themselves forward by their fingers.

Vengers can still speak, but fury usually reduces them to agonized noise that sounds like mindless howling. Anyone who hears that wailing must save vs. petrification or run in terror for 1d6 rounds.

Combat

The venger cares about one creature only. It will walk right past an innocent bystander, but anyone who blocks its path, attacks it or throws obstacles in its way becomes a target until the way is clear again. Its bare hands are fueled by hate, striking twice per round for 1d10 damage each.

Against its true enemy it has a far worse weapon, the vengeful grasp. Once it seizes its tormentor, the victim must save vs. death magic or die on the spot. A success still costs 1d12 damage, and the venger keeps its grip, forcing a new save every round it holds on. Only its tormentor can be targeted this way; no bystander, not even one standing in its path, ever suffers the grasp. The grip breaks only when the venger drops to 0 hit points, is turned (as a wight), or is held by some magic.

Any of those results drops the venger into a reeking heap, but it rises again in 1d4 days no matter what was done to the remains, even if they were burned and the ashes scattered. A partial, decayed venger beaten down by anyone other than its foe returns whole in 1d4 days and begins rotting all over again.

If the hated one is the one who drives the venger below 0 hit points, with a weapon, spell or other power, the trapped fury bursts out. Bone shards fly 25 feet in every direction, dealing 5d6 damage to everyone in range, and the tormentor must also save vs. death magic or die in the blast.

Permanent destruction requires the venger itself: either it kills its tormentor, or its tormentor destroys it. When the venger finishes its quest, the rage drains away, the body becomes an ordinary corpse, and the spirit departs to wherever the dead go.

Habitat and Society

A venger never rests, sleeps, eats or drinks. It always knows the general direction of its quarry and walks toward it without pause, stopping only to deal with those who interfere. When trapped, or when it meets a barrier it can neither climb nor go around, it simply collapses and wails pitifully until it is released or the obstacle is gone, then goes on.

Should the guilty party die first, the venger's goal shifts: it must now see the old wrong put right, or it will never rest. Most cannot stand that fate, and such a venger often attaches itself to a powerful hero or group, haunting them until they agree to help. Since it can barely communicate, figuring out what it needs takes real cleverness.

Ecology

Vengers fill no niche in nature, yet they are more common on the desert world than anyone would like. Its people are stubborn and its injustices cruel, and every year produces a few more.

More: Monsters starting with V · Dark Sun monsters · All monsters A-Z

Statistics

Climate/TerrainAny
FrequencyVery rare
OrganizationSolitary
Activity CycleAny
DietNone
IntelligenceAverage to high (8-14)
TreasureNil
AlignmentNeutral
No. Appearing1
Armor Class7
Movement6
Hit Dice5
THAC015
No. of Attacks2
Damage/Attack1-10/1-10
Special AttacksVengeful grasp
Special Defenses+2 weapons or better to hit
Magic Resistance15%
SizeM (4-7' tall)
MoraleFanatic (17-18)
XP Value1,000