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Spittle Bone
Spittle bones have an undeniably bizarre appearance. They are constructed of humanoid bones, as with normal animated skeletons, but the articulation bears no resemblance to a natural humanoid. Rather, the spittle bone has a slim, quasi-arachnid appearance, the bones used in its construction having been sharpened and polished into weird shapes. The skull is mounted on a cluster of spindly legs, which enable the creature to skitter along at an astonishingly fast pace. All told, the spittle bone stands only four and half feet tall. The bristling spikes and spurs that jut from the creature's body are stained a dark blackish-green, and they constantly seep a watery ichor. As with normal skeletons, spittle bones are incapable of communication. They ignore those who attempt to parley with them, except, of course, for their creator. The only sound they make is an unnerving creaking and clicking that accompanies their movement. Combat: Spittle bones have no capacity for tactics or strategy. They are magical automatons, their actions being dictated solely by their creator. They are usually deployed as patrolling guards, and assigned a regular area where they remain alert for intruders. Spittle bones have no arms with which to attack or wield a weapon. They attack with their teeth, which are deliberately filed into razor-sharp points by their creator. Each round, a spittle bone can bite for 1d6 damage. Anyone bitten by a spittle bone must save vs. poison or take an additional 1d6 damage from the horrid venom that infuses the creature's bones. Those victims who fail their saving throw must also take an additional 1d6 points of damage every round for 1d4 rounds. Spittle bones may climb perfectly along vertical and upside-down surfaces, no matter how smooth, and frequently lurk on ceilings to observe their prey before striking. They also constantly drip their dark venom when hanging from such high positions. Anyone caught directly under a spittle bone is vulnerable to dripping venom, which inflicts damage as above, save that the die used is 1d4 rather than 1d6. If the victim is unaware that the spittle bone is lurking above, the venom automatically strikes him or her on the first round. Otherwise, any individual who is unable to outrun a spittle bone that is deliberately attempting to drip on him or her must make a save vs. breath weapon every round of be struck by falling venom. In all other respects, spittle bones possess the traits of standard animated skeletons. Spittle bones take only half damage (rounded down) from piercing and slashing weapons. Like all undead, spittle bones are immune to sleep, charm, mind-affecting and life-affecting spells. They are also immune to disease, poison and suffocation. A spittle bone takes 2d4 damage if splashed with a vial of holy water. Because they are mindless automatons, spittle bones need never check morale. Habitat/Society: Spittle bones have no true society to speak of. They are abominations, mindless creatures that exist only to follow their master's orders. They can be found wherever evil wizards dwell, typically guarding areas hiding great wealth or secrets. Often, a group of spittle bones—termed a hive—will be placed in an area where intruders are likely. Although all of these guardians may not be physically necessary, the mere sight of a half a dozen spittle bones is often enough to deter most interlopers. Spittle bones are rumored to be the creation of a Necropolitan necromancer that lived on the edge of the Forest of Shadows, near the village of Corvia. Whether this foul wizard is still alive is unknown, but the knowledge of spittle bone construction has steadily spread across the Core. The creatures are still something of an oddity, but have proven themselves to be capable and intimidating guardians in more than one arcane laboratory. It is rumored that a Borcan necromancer of great power has produced spittle bones with venom so strong that is more akin to corrosive acid than mere poison. Of course, it is said that he had to kill and drain the blood of one of Ivana Boritsi's ermordenung minions to create his spittle bones. The creation of spittle bones is not difficult, but only one of the creatures can be animated at a time, making the creation of an entire hive a laborious process. The wizard must first acquire the bones of a complete humanoid skeleton, as normal. The bones are then sharpened along every edge and point, so they veritably bristle with wicked barbs. The spittle bone must be initially lashed together using human sinew in the proper conformation. The wizard must then cast animate dead on the construct, followed immediately by cloudkill and spider climb. Once the enchantments are complete, the tips of the spittle bone's barbs blacken, and the sinew falls away. Because of the spells required, only a wizard of at least 10th-level can create spittle bones. Ecology: Being undead automatons, spittle bones have little to no impact on their surroundings. Like most undead, they do not require sustenance, sleep, or even breathable air. The only natural enemies they have are those beings that their master commands them to attack.
Castlevania and Symphony of the Night are registered trademarks of Konami Co, Ltd.
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