Avarice Shade

The Avarice Shades are not born of natural death, but rather forged from the insatiable hunger for wealth that consumes certain mortals in life. These tormented spirits are bound to Pluto's realm, their forms twisted reflections of their earthly obsessions. In life, they were merchants, nobles, or even commoners, each driven by an unrelenting desire for riches. Their greed, however, transcended the boundaries of mortality, clinging to their souls even as they passed into the underworld. Before Pluto's fall, these Shades served as silent guardians and collectors within his domain. They patrolled the shadowed pathways of the underworld, ensuring that no soul escaped Pluto's grasp and that the treasures of the earth remained undisturbed. Their whispers echoed through the halls of the dead, tempting the newly arrived with promises of wealth and power, drawing them deeper into Pluto's clutches.

They were also occasionally dispatched to the mortal realm, acting as Pluto's agents in matters of wealth and death. They might haunt the dreams of a miser, whispering temptations of hidden fortunes, or stalk the footsteps of a wealthy merchant, ensuring their eventual demise and the transfer of their riches to Pluto's coffers.

With Pluto's demise, the Avarice Shade has become untethered, their purpose lost. They now roam the Dawn Lands, driven by their eternal hunger, seeking to accumulate wealth and power in their master's absence. They are drawn to places of wealth and conflict, their presence a chilling reminder of the dangers of unchecked greed. They might be found haunting ancient ruins, guarding forgotten treasures, or manipulating the living with promises of riches, all in a desperate attempt to fill the void left by their fallen god. They are now free to take what they want, and to hoard as much as they can. They are a danger to the living, and a reminder of the price of greed.

Whispers slither through the shadowed corners of taverns and marketplaces, tales of a chilling gamble offered by the spectral Avarice Shade. They say the creature, born of insatiable greed and bound to Pluto's fallen domain, presents a twisted game of chance, a "Soul's Bargain" as the desperate call it. Greedy adventurers, their eyes gleaming with avarice, and townsfolk, their hearts pounding with the thrill of risk, are drawn to the Shade's offer, lured by the promise of doubled fortunes. But the price is steep, for should they lose, not only do their worldly possessions crumble to dust, but a dark stain taints their very souls, leaving them forever marked by the Shade's corrupting influence.

Stats

Culture: Undead (Ghost)
Class: NPC
APR: 1 (due to quickness and magic)
Hit Points: 10
Attack: by weapons, arms, abilities.
Weapon Use: swords, clubs, sticks, natural attacks    

Abilities

Shadowstep: Can vanish into shadows and reappear in another shadowy area within a short distance. In game terms this means that an Avarice Shade cannot be attacked while in shadows and can move freely, without being attacked, from one shadow to another. While traveling from shadow to shadow the Avarice Shade cannot attack, but can speak with other players, NPCs, or monsters. This has unlimited uses.

Rotting Grip: Their touch drains warmth and vitality, causing a chilling sensation and minor damage. This is done with a weapon or empty hand attack. This must be called out, If the attack is successful the target player loses the use of one their off hand arm and hand (or non-favored arm and hand). If a 2nd successful strike lands then the target loses the use of that side leg (and foot), a 3rd strike is the weapon arm and hand (or favored), a 4th successful strike means that the target is entirely paralyzed. This can be healed by a healer or at a place of ability renewal. This ability can be used 3 times per day (3x day) and renews between encounters. Not all of the successful attacks need be landed by a single Avarice Shade.

Drain Treasure: The Avarice Shade possesses a chilling ability known as Treasure Drain, a manifestation of its insatiable hunger for wealth and the decay it leaves in its wake. This is not a mere touch of cold, but a corrupting influence that seeps into the very essence of material possessions, twisting them into worthless husks. When the Avarice Shade makes contact with a weapon or armor, whether forged of iron or carved from wood, the Treasure Drain begins its insidious work. The weapon's (or armors) integrity falters, its edges dull, its structure weakened. The metal corrodes, flaking away like ancient rust, while wood splinters and rots, becoming brittle and useless. Similarly, if the Shade touches coins, the precious metals tarnish and crumble, their value vanishing like mist. The coins become mere dust, their worth negated by the Shade's corrupting presence.

To use this ability the Avarice Shade calls this out but specifies if it is against the target's armor, weapon (and which one must be specified), or their coin. For each successful strike it removes one (1) point of damage from the target weapon or one (1) of APR from a target's armor. The weapons and armor can be repaired by the local smith. Coins are destroyed at five (5 coins) for each successful attack. After the encounter is over each player that has lost coins must immediately find an administrator or Loremaster and give the “destroyed” coins to them.

The Soul's Bargain: The Avarice Shade, in a twisted mockery of fortune, presents the target with a seemingly enticing proposition: a game of chance. The Shade may produce a set of dice, a deck of cards, or even a simple coin toss. The rules are simple: win, and your wealth doubles. Lose, and all your material possessions are forfeit, becoming dust and ash under the Shade's chilling touch.

Whispers of Despair: Can project whispers into the minds of their targets, causing feelings of fear and hopelessness. In game terms this means that at the beginning of an encounter each player in the adventuring party automatically loses 1 HP unless they are immune to fear. This ability works outside of combat and even in safe zones (such as towns are taverns), but in which case it effects any player (townsfolk or adventurer), NPC, Monster, or Ghost* within 2 paces. This ability has unlimited uses and is constantly on but in combat it can only be used once per target player.

Undead: Immune to charm abilities and negative energy bolt. Holy blast does additional damage. Healing spells and abilities do damage.

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