Harrowed

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THIS TEMPLATE IS NOT MEANT TO BE ENCOUNTERED IN NORMAL GAME PLAY. THESE MONSTROUS ENTITIES ARE A POTENTIAL WORLD ENDING THREAT THAT LURKS BEHIND THE MOST POWERFUL MAGICS EVER EVOKED. GAME MASTERS ARE ENCOURAGED TO USE THIS TEMPLATE AND ENCOUNTERS WITH THE HARROWED AS A TEASE FOR THE WARDS FAILING WHERE THE PLAYERS MUST RETURN THE POTENCY OF THE WARDS OR RELEASE THE HOARDS OF HARROWED ISOLATED ON THEIR ISLAND.

Harrowed are uncaring, unfeeling, emotionless beings whose life is below that of the beasts. They can speak, eat, walk, and go through the motions of life, but they are no longer “alive” in the sense of being a part of the world around them. Harrowed can recognize people and places but have no feeling or emotions for them. Cannibalism is something routinely practiced by the Harrowed. The overwhelming motivation of the Harrowed appears to be simply to destroy.

While they sometimes travel in packs, there is no loyalty between pack members, nor will they generally even work together. Pack members often fight between themselves for a scrap of food or clothes taken from a victim. To those with spirit sight or those who can detect souls Harrowed appear as blank, soulless creatures. Harrowed however are not undead, and therefore cannot be turned or controlled.

Harrowed do not mine for ores or smith metals so any weapons or tools used are primitive in nature. Wood, stone, and bone are the main weapon materials used by the Harrowed. Although there is some who wear makeshift clothing made of natural materials, many Harrowed go around covered in mud, ash, or simply naked. Different "tribes" can be found who wear similar styles of clothes or use similar weapons (if any). Some few magical items and armor survived with the Harrowed who were locked away. Most have deteriorated over the eons but a few have survived. Those few often are status symbols used by the strongest in a group and sought after as trophies for those who go against them.

A Harrowed appears much like any other human who has devolved to a bestial existence. As they do not wash or groom themselves, their clothing and appearance is usually indicative of this. Additionally a Harrowed speaks their own language and can learn other language if someone takes special care to teach it to them. The rules below outline the effects of having the Harrowed Template added. This template cannot be added to undead creatures.

Creating a Harrowed

“Harrowed” is an acquired template that can be added to any living corporeal creature.

Race: Harrowed always appear as humans. There is a possibility that other races have the Hallowed template but they are so rare as to be unseen. Hit Dice: Increase to d10

Speed: Same as the base character

AC: Harrowed gain an AC bonus of +3 due to their ability to shrug off glancing blows and the pain associated with it.

Special Attacks

A Harrowed retains all the character’s special attacks and also gains those listed below.

Enrage: If a Harrowed is brought to 1/4 of their total hit points the creature becomes enraged. When enraged a Harrowed gains a +4 morale bonus to Strength and Constitution, as well as a +2 morale bonus to Will Saves. In addition, the Harrowed takes a -2 penalty to AC. The increase to Constitution grants the Harrowed 2 hit points per Hit Dice. A Harrowed cannot end its rage of its own free will. The effects of enrage end when the Harrowed is dead or 10 rounds have passed with no combat.

Fear Aura (Ex.): Harrowed are shrouded in an aura of fear. Creatures of less than 5 HD in a 5-foot radius must succeed at a Will save or be affected as though by fear as cast by a sorcerer of the same level as the Harrowed.

Saves: Same as the character.

Abilities: Harrowed gain +2 to Strength, -2 to Intelligence and –4 to Charisma.

Special Qualities

Harrowed cannot be dazed or stunned and will continue to fight until killed, If brought to ¼ of hit points Harrowed become enraged.

Timeless: Although Harrowed mature at roughly the rate of humans, they age at only 1/12th the rate of a human after reaching maturity. Harrowed normally live to beyond 750 years of age and the oldest known lived for approximately 1300 years. This timeless nature allows them to grow experienced in the ways of survival and they develop a deep cunning. Skills: Same as the character.

Feats: Same as the character.

Climate/Terrain: Any land and underground

Organization: Solitary, gang (1d6)

Challenge Rating: Same as the character +2

Treasure: None

Alignment: Always chaotic evil

Advancement: By character class

Society Beyond the Barrier

The above information about Harrowed is true for 90% of those held on the island. The population on the island is unknown but it is believed to be in the tens of thousands. Those who can magically read the wards know that the Harrowed were the losing side of a war where the defeated nation had their souls stripped away and used as engines of war in the conquering nation's new army. The Harrowed became too unruly and impossible to control, soon turning on their conquerors and destroying those who vanquished them and cursed their existence. It took the combined might of several nations with the cooperation of Dragon Lords to create the barriers that have served as their prison. The barriers were meant to hold for all time as the affliction is both incurable and passes from one generation t the next. Harrowed do mate and have children as any mortal race, the children always have the harrowed template applied and are little better than beasts as they age. Since the Harrowed are uncivilized beasts with only a veneer of rational thought, the overall society is primitive in the extreme.

Within the heart of the island however exists Harrowed that are somewhat different. A single tribe of Harrowed descended from nobility have retained a reasonable facade of civilization. Their civilization is held together by a noble court and ruled over by a king. Although no less savage than any other Harrowed, they have managed to stick together in a group that has maintained a motivation beyond that of primal need. This civilization sometimes births Harrowed with occult magical powers. Even without divine spell-casters, their magic wielders are a force to be reckoned with. They often assault the barrier keeping them confined but have yet to be able to affect it.

The goal of this noble Harrowed group is simple, they want to be released upon the world so they can destroy all beings with a soul. This hatred for those with souls stems from their own empty feeling and desire to end their cursed existence. The social structure beyond the barrier is mostly unknown but it is believed this noble group rules over the other Harrowed by simply outnumbering any group they encounter. Since they retain a vestige of their civilization, they work together and can often be found in groups numbering in the dozens. These Harrowed sometimes have crafters and even those who farm and fish among their numbers. If they ever got beyond the barrier it is likely they would be confused with barbarians or berserkers.