Finder’s Archives – Halloween Special Part 4 (of 5)

Hi everyone, and welcome back to the Finder’s Archives.

Today we continue the Halloween Mini-series.

Like last time, we’ll be looking at a non-human villain. Like Amityville House, this is not a living villain. But, it was once a living woman. Please welcome Samara Morgan AKA the girl from The Ring.


Samara Morgan

Samara is an incredibly dangerous opponent. Any that face her are likely to die within a week. In spite of this deadly power, she prefers taking her time, toying with her prey. When pressed she becomes immediately dangerous, however. Samara manifests from any object capable of showing an image (in our world she manifests due to a tape that she was imprinted on; in a fantasy world, she could be trapped within a crystal ball or similar scrying object).

Samara appears as a young human girl with a horribly twisted and bloated face from the manner in which she died (at the bottom of a well, stuck there for a week before succumbing to hypothermia and starvation), but she is in reality the descendant of an evil water entity – one that could well be Father Dagon or Mother Hydra from the Call of Cthulhu mythos. She could also easily be the offspring of any of a number of evil water-trapped deities. (My personal favorite is Sekolah, the Shark god of the Sahuagin – perhaps she’s an exceptionally rare manifestation of the malenti.)

Goals

Samara has a simple goal: Killing and tormenting as many as possible. Secondarily, without getting caught or destroyed.

That’s really too simple a goal for a villain of this strength, so we’ll change it up a bit. Samara still wants to kill and torment as many people as possible, but she’s doing it for a reason. Each of her kills brings her one step closer to bringing through her ancestor, as each kill powers a magical portal that’ll allow the god to come through. Those who are terrified, and killed through the use of her hideous appearance, provide more sustenance for the portal than those she casually slaughters – this leads to her slow methods of killing.

Samara Morgan        Creature 17

[Unique] [CE] [Medium] [Incorporeal] [Spirit] [Undead]
Perception +32; hears heartbeats (imprecise) 60 feet, darkvision
Languages Common, Elven
Skills Acrobatics +31, Intimidation +32, Occultism +25
Str -5, Dex +6, Con +2, Int +0, Wis +7, Cha +7
Object Sense Samara can sense living beings within 60 feet (imprecise) of her object

AC 39; Fort +25, Ref +29, Will +32
HP 250 (negative healing); Immunities disease, paralyzed, poison, precision, unconscious; Resistances all damage 12 (except force, ghost touch, or positive; double resistance vs. non-magical)
Hideous Visage (visual) Creatures that see Samara’s face must succeed at a DC 38 Fortitude saving throw. On a failure, creatures are doomed 2 (or doomed 3 on a critical failure).
Vengeful Spite Reaction (evocation, occult); Trigger A foe critically hits Samara, or the banshee critically fails their save against a foe’s damaging effect. Effect Samara lashes back at their tormentor, dealing 4d10+14 mental damage (DC 38 basic Will save) and applying the effects of terrifying touch based on the results of the same Will save.

Speed fly 60 feet
Melee Single Action hand +32 [+27/+22] (finesse, magical), Damage 4d10+14 negative plus terrifying touch
Object Merge [one action] Samara can merge with any inanimate object as if using meld into stone.
Terrifying Touch (emotion, enchantment, fear, occult) A creature damaged by Samara’s touch that isn’t already frightened must attempt a DC 38 Will save (DC 43 if the attack was a critical hit). If the creature fails its save, it’s frightened 2; on a critical failure, the creature also cowers with fear and is stunned 4. If the creature is protected against fear by a spell or magic item, samara’s touch first attempts to counteract the protection effect, with the effect of a 9th-level dispel magic spell.

Unveil Two Actions (visual, concentrate, death, necromancy, occult) Samara pulls back her hair and reveals her face, resulting in a soul-chilling effect.
Each living enemy in the area takes 8d10 negative damage and must attempt a DC 38 Will save.

Critical Success The target is unaffected.
Success The target takes full damage.
Failure The target takes full damage and is drained 1d4.
Critical Failure The target takes double damage and is drained 4.

 

Next week we’ll be finishing up the series, and I’ve got something special planned. I hope you’ve watched Hellraiser.

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Kim Frandsen

40 years old, and a gamer since I was 13. These days I freelance as a writer for various companies (currently Fat Goblin Games, Flaming Crab Games, Outland Entertainment, Paizo, Raging Swan Games, Rusted Iron Games, and Zenith Games), I've dipped my hands into all sorts of games, but my current "go-to" games are Pathfinder 2, Dungeon Crawl Classics and SLA Industries. Unfortunately, while wargaming used to be a big hobby, with wife, dog and daughter came less time.

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