
This is the seventeenth 4E Anatomy of a Horror, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.
Everything contained here is the work of a fan and not associated with FASA Games.
This post looks at updating a classic Named Horror, Duaga, found in Mists of Betrayal from 1E and 3ER.
Being completely honest, Duaga is weird. There's a warning in the text "Note that Duaga is a deadly horror; only characters of sufficient power should expect to survive a confrontation with Duaga." Which is true, though not necessarily a lot of help when gauging what exactly that means. Through a modern lens, this opponent is all over the place. There's some decently high Attack and Damage Steps, mostly reasonable Defenses, and — OH MY GOD, PHYSICAL ARMOR 25! Granted, this was the era of Armor-Defeating Hits, but this encounter basically became about fishing for those hits. The good news is it didn't take many because Duaga's Unconsciousness Rating is 48. Even generously, this makes little sense against a Toughness Step of 11.
Unfortunately, this is also a case where the description and the art don't match. The former indicates a humanoid with tendrils for hands, while the art is a snake person with claws. When we get there, I tried to square the circle and make this work with both.
The Duaga presented in the 3ER version of Mists of Betrayal is more reasonable, with higher everything, except armor, which is much lower at 7 for both. For something listed as a Tenth Circle (Group) challenge, this feels pretty underwhelming. However, it's still pretty true to the original.
I feel much less need to hew so close to the original.
The description is sparse, but I'm going to use mostly the 1E version as my basis. Nothing about this Named Horror says they're Warden tier, so I'm moving them to Journeyman. They're just not interesting enough to occupy that area. I'm keeping the attribute Steps the same and using the proportions of the original Defenses to align them for an appropriate Eighth Circle opponent. The big disparity between Physical and Mystic Armor gets the same treatment, as do the Attack and Damage Steps.
I'm bringing forward the original powers, but cutting spells. They don't feel like a good fit here and articificially push it to Tenth Circle. If someone wants Duaga to be a Nethermancer, it can still be a Nethermancer. However, I'm also adding some more powers based on the description and to fill it out. This is a Named Horror after all.
3ER added Burning Aura, which I think is a good fit. The original Combustible Touch power is awkward. Instead, I'm replacing it with Cinderskin, Ignition, and Feast of Suffering. These largely accomplish the same purpose, but I don't have to adapt anything (I already wrote them for Fire Wraith) and they're more interesting. Combustible Touch was too much like Skin Shift, which it also has. But Cinderskin also offers Wounds with a side of dread and Feast of Suffering combines well to take things to the next level.
Next are the immunity and vulnerability, which are simple and obvious. Adding Fearless helps without making it absolutely immune to fear effects. A suite of standard 4E Horror powers also gets included, along with a ranged attack and giving the tendrils some additional range to make the Horror more threatening to opponents who might otherwise feel "safe." Addining various grappling options increases that danger and gives some strong control options to round it out and provide a variety of different threats.
The last piece is applying the Legendary Mask and including Conflagration as a big mid-fight threat. Applying Cinderskin to everyone isn't likely to be fun and definitely get more use out of Feast of Suffering.
Duaga
During the Scourge, the Horror Duaga took up residence near Blood Wood, terrorizing and butchering those unlucky travelers who passed through its domain. Since the return of Parlainth, mercantile traffic, adventuring groups and the occasional blood elf patrol, keep the Horror amused. Otherwise, it spends most of its time sleeping in its lair.
The Horror has a humanoid upper body and the long tail of a snake. It’s roughly eight-feet tall, twenty-feet long, and with sore-dotted, leathery skin so hot it smolders. Duaga attacks its prey with its two arms, each of which ends in slender, flexible tendrils ending in claws it can stretch from its hands.
Challenge: Journeyman (Legendary Eighth Circle)DEX: 10 Initiative: 15 Unconsciousness: 445
STR: 12 Physical Defense: 17 Death Rating: 540
TOU: 11 Mystic Defense: 19 Wound Threshold: 21
PER: 12 Social Defense: 13 Knockdown: NA
WIL: 12 Physical Armor: 15 Recovery Tests: 4
CHA: 7 Mystic Armor: 8 Karma: 10 (40)
Movement: 16
Actions: 2; Bite: 17 (24), Burning Lance (60 yards): 24 (18), Tendrils ×2 (8 yards): 22 (22)
Powers:
Awareness (20, Simple): As the talent, Player’s Guide, p. 129.
Burning Aura (12): Duaga gives off intense heat. All creatures within 6 yards suffer Step 12/Physical fire damage. Clothing, paper, and other easily flammable objects usually burst into flame when exposed to this power.
Burning Lance: This attack is made against the target’s Mystic Defense and reduced by Mystic Armor.
Cinderskin (8): Duaga causes the target’s skin to glow and burn, potentially igniting. The victim suffers Step 8 damage, ignoring armor. If this damage results in a bonus die, the target’s skin catches fire and causes a Wound. This is in addition to a potential Wound caused by damage exceeding the target’s Wound Threshold.
Conflagration (Free): This is triggered the first time one of the following happens: Duaga has 5 Wounds or Duaga's current damage is over 222. Duaga's burning aura explodes in a physical and astral conflagration, damaging all patterns in the area. Everything within 60 yards suffers from Cinderskin twice each until the end of the next round; Cinderskin doesn't normally stack.
Constrict (15): Grappled opponents take Step 15/Physical Damage each round as long as the grapple is held.
Fearless (10): Duaga gains +10 to its Defenses against fear-based effects.
Feast of Suffering: Duaga gains +1 to Attack and Damage tests for each Wound the target has.
Forge Construct (20, Sustained): Duaga prefers to create jehuthras.
Fury (4)
Harvest Energy (15, Free): If the harvested emotion is pain, Duaga gains an additional Karma Point, and gains a point even if the test fails.
Horror Mark (20, Standard)
Horror Power (22, Skin Shift, Simple)
Immune to Fire: Duaga suffers no damage from mundane fire attacks and gains +20 Physical and Mystic Armor against magical and elemental fire.
Indomitable: The absolute value of Action test and Defense penalties applied to Duaga are halved (e.g, half of -3 is -2 since the absolute value of -3 is 3 and half of 3 is 1.5, which rounds to 2). This includes penalties from Harried and explicitly does not include bonuses applied against Duaga.
Invincible (Simple): Duaga recovers from one Wound.
Reach Out and Touch You: Duaga can extend its tendrils up to 8 yards. Opponents affected by its Grab and Bite special maneuver are dragged back to Duaga on its following turn as a Simple action if they haven’t escaped.
Skin Shift (22)
Terror (22, Standard)
Unconquerable (Simple): Duaga ends an ongoing effect that functionally prevents them from taking actions. These effects include grappling, spells like Crushing Hand of Earth, Spell Cage, talents like Spirit Hold, etc. This power can also be used when Duaga takes a bonus action, but they must make a test as normal. Unflinching applies to this test.
Unflinching (2): Duaga gains a +10 bonus to any test to resist ongoing effects.
Unrelenting (1): After a character opposing Duaga takes their turn, Duaga may take a Standard and Movement action (at half movement rate) against that character. These cannot be continuations of actions taken on the legendary opponent’s turn (e.g., continuing to weave threads for a spell) and must include the character as a target (though the action can affect multiple targets). If Duaga cannot reach or affect the character, it may target a different character.
Vulnerable to Water: Attacks with the water or cold keyword against Duaga ignore any protection provided by armor.
Special Maneuvers:
Enrage (Opponent)
Grab and Bite (Duaga, Tendrils)
Ignition (Duaga, Close Combat): Duaga can spend additional successes on an Attack test to inflict Cinderskin on the target. Cinderskin lasts for one round per success spent in this fashion.
Provoke (Opponent, Close Combat)
Pry Loose (Opponent)