Petty God: Somnau

Here is the second of the two gods I designed for Petty Gods. I designed Somnau almost entirely while hanging out at the Fort Sam Houston Chapel while my oldest son attended Boy Scout meetings. As before, the stats are for Labyrinth Lord, as per the terms of the original book. Pathfinder version forthcoming. 

Name: Somnau
Symbol:
An iron rod, partially wrapped in white linen bandages.
Alignment: Neutral
Movement: 90' (30')
Armor Class: 0
Hit Points (Hit Dice): 77 hp (17 HD)
Attacks: 2 (rod and touch)
Damage: 1d6+1 / 1d6
Save: F16
Morale: 10
Hoard Class: XV, XVII
XP: 7,250

Some wounds heal completely and leave no trace of scarring; but not to the eyes of Somnau, petty god of forgotten injuries. Somnau teaches that mortals should be thankful for those wounds that have left no lingering effects and should never forget the lessons of failure. Mortals who don't learn from their mistakes and forget the injuries they suffered in the past risk drawing Somnau's wrath.

Somnau appears as a gaunt old man in a wide-brimmed hat. He is scarecrow-thin and marked with hundreds of small lacerations and bruises. In his left hand, Somnau carries an iron rod, which he wields with deadly effect despite his frail appearance. He can also attack by magically transferring some of his own injuries onto his opponent's body with a touch. Armor is little help against this attack (treat the target as unarmored, although magical armor still adds its “+” bonus). Each successful touch inflicts 1d6 damage to the target and heals an equal amount to Somnau’s hit points. Alternately, Somnau can use his touch to heal others. Up to 4 times a day, he can touch a single target to heal all but 1d4 damage and end all adverse conditions (this functions exactly like a heal spell).

Any damage Somnau inflicts leaves lasting wounds that heal much slower than normal. It takes three full days of rest to restore 1 hp damage caused by Somnau's hand or rod; magical healing is only half as effective as normal.
 

REACTION TABLE (Use Wisdom instead of Charisma for Modifier) 
Friendly: Provides a “healing touch” for up to 1d4 targets.
Indifferent: Lectures targets about forgotten wounds and the importance of not repeating past mistakes.
Neutral: Questions targets about past injuries and the lessons they learned.
Unfriendly: Demands targets accept a damaging touch as a “penance,” reacts with hostility to those who refuse.
Hostile: Attacks to wound but not kill, intending to inflict grievous injuries that serve as lessons to the victims.

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