“What are those?” Koram asked the Scholar of Wexos as the duo spied a group of strange looking bat-women that seemed to be prowling about the altar of a horrific deity that combined the worst bits of bat and snake.
“Something that we don’t want to encounter without the others,” the illusionist replied.
A hiss was uttered behind them, both adventurers turned slowly to see that they had been trailed by one of the creatures.
“It is going to do something, quickly!” the Scholar of Wexos whispered and he threw a quick spell at the monster. A bright flash erupted before its eyes and it screamed loudly.
Koram turned and looked over his shoulder.
“They heard!” he yelled and helped the Scholar of Wexos up. “Run!”
No. Enc.: 1d4 (2d8)
Movement: 90′ (30′)
Armor Class: 5
Hit Dice: 7+4
Attacks: 3 (2 claws and bite or breath weapon)
Damage: 1d4/1d4/1d6 or breath weapon (see below)
Hoard Class: XVIII
Strange creatures that seem to be related to the maybe vampire, harpy or perhaps the succubus, Seethers are an eerily beautiful combination of bat and human female that worship a weird deity that appears as a demonic combination of vampire bat and snake. Often found in areas that have had volcanic activity, seethers enjoy their basalt surroundings, carving odd hieroglyphs into the walls to either warn or entice intruders.
In combat seethers often attack in a group, charging fearlessly at their foes to overwhelm them. These creatures have a breath attack in which they emit a cloud of vapor in a 20′ radius that causes all within this cloud to make a save versus breath weapons or be dazed for 2 rounds. Those dazed stand stupidly for the duration of the effect and are usually cut down by these feral creatures.