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. |
|
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. |