One
of the most fearsome creatures of the Inner Planes, chardes
always appear as thin cylindrical metal rods, the surface
glittering with microscopic crystalline barbs. They range in
size anywhere between 1 inch long, to a full 70 feet long.
Despite their length they remain a mere 1/4 inch thin.
Combat: In
combat chardes are particularly fierce adversaries. When an
encounter starts they use their natural senses to detect
magic, then they direct their initial attack at a magic
user, or a hand holding an enchanted item. They attack in
three ways.
First and most common is a dive/slash which causes 2d6
damage.
Second and definitely more devastating is their coil
attack. They will wrap themselves around an arm, leg, neck,
tail, or any other section of the body their length allows
them to surround at least twice around. They then begin to
spin at lightning quick speeds, causing 3d10 damage, and
quickly sawing through all non magic material. Enchanted
material at less than +2 requires a saving throw. They can
not destroy +3 or better items. This includes armour,
weapons, body parts, etc. Please use your own judgment for
items such as magical staves, rods, wands, etc. Items save
against disintegration; PCs save versus paralyzation. Those
items failing their rolls are sawn in half, those PCs that
fail lose a limb as per a vorpal sword. Should a charde get
a natural 20 on it's attack roll it automatically cuts
through all armour regardless of it's magical bonus, and
severs the limb.
Lastly they can impale a victim on themselves. By
launching themselves at their target and getting a
successful attack they proceed to bore through armour
(again, nonmagical is destroyed automatically, under +2 a
saving throw, +3 or above deflects the attack). A successful
impalement causes 4d4 damage.
Often when large groups of chardes attack they will
impale a victim many times over, coiling around while still
embedded in flesh, and saw chunks off. Many times a victim
of a charde attack is little less than a pile of powdered
bones and pulp.
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Habitat/Society:
Chardes roam the Quasielemental Plane of Minerals in
packs of 2d10 creatures. They devour precious gem deposits,
and often other inhabitants of their home-plane. They
constantly hunt, and are hunted by, the Tsnng.
Aside from that they have little to no society. No one
has yet to see how, or when they reproduce, but there is
never a shortage of Chardes on this plane.
When a lucky cutter escapes a pack of chardes he'd best
watch his back. 90% of the time chardes will hunt their
wounded prey down. They have an uncanny sense to track the
wounded they have drawn blood from. If the target shifts
planes of existence there is a 70% chance the chardes will
end the pursuit. Otherwise they will actively seek a portal
and hunt them down. While they may not know what plane their
target fled to, they instinctively recognize it if/when they
arrive.
The only end to these stalkings is the death of either
the prey, or the hunter.
Ecology:
Not much is known about chardes. There a few theories
out there I will share with you:
The most widespread belief is that some clueless priest
found his way onto the plain and tried to cast a Blade
Barrier spell. It's effects twisting to create the first
of many chardes.
Another popular belief is they are small bits broken off
of some larger, crystalline porcupine type creature. Neither
story can be confirmed, but what about the planes can?
Regardless of their origins, be wary of them, or you'll find
yourself in boxes and pieces.
Once dead, chardes continue to spin. A careful blood with
a long winded hold spell could conceivably create a magical
blade, more fearsome than any sword of sharpness known. The
is reputed to be one traveler that sells magic items made of
chardes
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