Patron - Avaloth the White Hunter

Developing the northern reaches of my campaign world of Aquerria, I decided I wanted a patron much like the Wendigo of North American mythology, a stalking hunter in the cold and dark, a demon that rural communities consider a patron, not to give them power, but to keep starvation and freezing at bay.

I've got the Invoke Patron chart down, and I'm starting to work on Patron Taint ... although I suspect I won't need it for player characters ...

Got ideas on how to make this better?  Drop me a note at archadethered@gmail.com 

Avaloth

     The White Hunter, The Insatiable Hunger, The Son of Fear, Avaloth stalks the real world, a demon in the uttermost north, hiding in the woods, creeping in the night across the snow-covered fields.  He is depicted in rural rituals and ceremonies held in the middle of the night in many local forms that match fearful legends, but a deer skull is often used to represent him.

     Avaloth wants to feed, to consume mortals.  Acolytes of the White Hunter do not devote their faith or love to Avaloth, they fear him and hope to not draw his attention or physical presence.

 

D20

Invoke Patron Results

1–11

Avaloth Does Not Hunt Tonight: The patron does not answer. The caster hears distant laughter on the wind. He must succeed on a DC 10 Will save or become consumed by hunger, suffering a -1d penalty to all spell checks until they consume meat.  If they consume human flesh, they gain 1 Point of Luck.

12–13

Hunter's Scent: Avaloth lends his acolyte his supernatural ability to track his prey. For the next day, the caster can track a creature if they have some of it’s blood, a lock of hair, or one of their possessions.
They can follow the trail unerringly, even at night through a blizzard. The acolyte also knows the general direction and approximate distance to their quarry.

14–17

Cloak of the White Hunter: A cold aura surrounds the acolyte, and all creatures within 15 feet suffer 1d6 cold damage (Fortitude save vs. Invoke Patron check for half damage). Creatures reduced to 0 hit points appear to have died of cold exposure and frostbite.

18–19

Marked For Death: Avaloth marks one creature chosen by the acolyte as ill-fated prey for an hour. The acolyte always knows the prey's direction, they cannot hide, and gains +1d to all attack rolls, spell checks, and skill checks against the marked victim.

20–23

Winter’s Hunger: One targeted creature within 100' must make a Will save against the Invoke Patron check, or a terrible hunger enters their soul, and for the next 1d12 rounds the victim suffers 1d4 non-lethal damage on their action.  While suffering damage from hunger, they have a -1d penalty to all checks.  If reduced to 0 hit points, they do not die but are rendered feeble and incoherent from hunger, fading in and out of consciousness. They can only recover lost hit points by consuming blood from a living or freshly killed creature.

24–27

Call of Avaloth: A howling wind is summoned if the acolyte is outside, affecting every creature within 100;, and the storm lasts 1d6+CL turns. Mundane fires are extinguished, and unprotected creatures suffer 1d3 cold damage per turn.  Missile attacks, spell checks, or any skill checks attempted in the storm by any creature who do not have Avaloth as a patron suffer a -2d penalty.

28–29

Summon The Hunters: 1d3 hunter demons manifest and immediately pursues the chosen quarry of the acolyte, before returning to the Lower Hells 1d6 turns later, or after their prey is slain.

     Hunter Demons (Type I Demon): Init +3; Atk bite +4 melee (1d6+3), or talons +3 melee (1d6+1 and choking hold); AC 14; HD 2d8+4 (hp 13); MV 30’; Act 1d20; SP darkness (+4 check), demon traits, choking hold (DC 13 Strength check to break free or 1d6 damage automatically suffered in subsequent rounds), immune to cold; SV Fort +7, Ref +12, Will +3; AL C.

30–31

Feast On Cold Corpses: Avaloth offers up the life-force of the fallen, and every living creature killed in the next turn within 30’ of the acolyte grants them +1d4 hit points of healing, and if the acolyte is at maximum hit points, the remaining hit points transfer to temporary hit points beyond their maximum total and lasting up to an hour.  If the acolyte consumes the flesh of the fallen victims, the temporary hit points last until the next nightfall.

32–33

It Walks Amongst Us: The spirit of Avaloth partially manifests, a ghostly shadow reaching for enemies of the acolyte.  For 1d8 rounds, Avaloth gains two 1d20 attack on the acolyte’s action, with an attack bonus equal to the acolyte’s level, and if it strikes reaches into their victim’s soul, draining 1d6 points of Stamina.

34+

The Cold And The Dark: Avaloth himself answers the acolyte, and it grows dark as night and the temperature drops, frost covers everything within 100’.  All creatures within this area who do not hae Avaloth as a patron suffer 3d6 damage (a successful Fortitude save against the Invoke Patron check halves the damage).  Any creatures slain rise as tundra zombies.

     Tundra Zombie: Init -2; Atk bite +4 melee (1d4+1); AC 9; HD 3d6 (11 hp); MV 20’; Act 1d20; SP un-dead, uncaring flesh (ignore 1 hp of damage from each non-magical attack), frozen bite (DC 5 Fortitude save or suffer -1d to all checks for 1 turn); SV Fort +5, Ref -2, Will +2; AL C.