Headhunter
| Statistic | — | Illusionist | Priest |
|---|---|---|---|
| Climate/Terrain | Any | Any | Any |
| Frequency | Rare | Very Rare | Very Rare |
| Organization | Group | Group | Group |
| Activity Cycle | Any | Any | Any |
| Diet | Brains | Brains | Brains |
| Intelligence | High (13-14) | Genius (17-18) | High (13-14) |
| Treasure | nil | nil | nil |
| Alignment | NE | NE | NE |
| No. Appearing | 1-6 | 1 | 1 |
| Armor Class | 5 | 8 | 4 |
| Movement | 12 | 12 | 15 |
| Hit Dice | 6 | 4 | 6 |
| THAC0 | 12 | 16 | 10 |
| No. of Attacks | 1 | 1 | 1 |
| Damage/Attack | by weapon | by weapon | 1-6 |
| Special Attacks | Psionics, HP Drain | Illusions | Life Drain, Spells, Terror |
| Special Defenses | Psionics, Cannot be contacted | Illusions | Prot. from Good, only hit by magical weapons |
| Magic Resistance | 30% | 40% | 60% |
| Size | S (3 ft) | S (3 ft) | S (3 ft) |
| Morale | Elite (13-14) | Steady (11-12) | Fanatic (17-18) |
| XP Value | 1400 | 2000 | 4000 |
Description
Headhunters are undead halflings, who are the enemies of all sentient life, which they seek to eliminate completely, leaving the planet exclusively for plants and non-intelligent lifeforms (or undead). Their name comes from the fact that they cut off their victims head, and ritualistically devour the brain. No one really knows how these dreadful creatures first came into existence, but there are theories about an ancient curse placed on a group of halflings by a powerful defiler, just before he (she?) went into their cooking pots.
In order to achieve their objective of ridding the world of all sentient life, they will not only cooperate with other undead and non-sentient lifeforms, but they have actually been known to work with the very creatures they are trying to destroy, as long as such action brings them closer to their ultimate goal. Eventually the headhunters will of course turn on their allies. Notice that headhunters may disguise themselves, magically or otherwise, in order to infiltrate and spy on the enemy (or send in assassins).
Combat
Headhunters will almost always attack in well coordinated groups, under the leadership of a fighter or psionicist, the only exception to that rule are assassins and scouts, but even they will usually work with a larger group. Headhunters will usually observe and study their enemies before they attack, especially in the case of more powerful parties. If possible, they will even study the opponents combat tactics, by having their agents (usually scouts or fighters) observe the party during encounters with other creatures (note that they will sometimes aid these other creatures from the back-lines, especially if sentient life gets destroyed in the process). When the actual attack occurs, it will be swift, well planned and coordinated, exploiting any of the enemies known weaknesses. Sometimes, the headhunters will send one of their agents (suitably disguised) to join the opponents party, and work from within. Many large, and well armed caravans, have been destroyed that way. It is also important to note that a group of headhunters will always have a number of contingency plans, which will allow them to turn the tide, or escape, should they find themselves hard pressed.
Habitat/Society
Headhunters are organized in groups ranging anywhere from 3 to 20 or more individuals, with a strict military hierarchy. While two or more groups will occasionally work together, there is no overall social structure for the headhunters, and the groups act more or less independent of each other. At times, a group of headhunters, will feel the need to increase their numbers. This can be done in two ways:
- They may pick up survivors from other groups, which have largely been wiped out.
- They can create new headhunters. In order to do this they must capture a suitable halfling (i.e. one with the desired skills), and in a ceremony at the time of an equinox, inject him/her with a specially created (and cursed) poison.
The halfling dies immediately and is transformed into a headhunter of the kind most closely approximating his/her skills in life. The transformation is reversible only by a wish spell (or similarly potent magic) cast BEFORE the newly created headhunter devours his/her first brain.
Fighters
Headhunter fighters are highly trained in the art of warfare, and just like regular (DARK SUN) fighters, they are experts in combat tactics and military strategies. This makes them a natural leaders and very formidable opponents. Headhunter fighters can be proficient in any weapon and may specialize in one of them (this, and their other combat bonuses, are reflected in their THACO and damage above). They usually wear thick hide armor (since they are undead they do not have to worry about heat exhaustion) and are very agile (this is reflected in their low AC).
Scouts
Scouts are experts in a specific terrain. They usually act as guides and trackers for larger groups of headhunters, but some have been known to work independently. Their ability to move silently, swiftly, and undetected also make them expert observers and spies. They usually carry light equipment and weapons.
Assassins
In order to kill a larger (well organized) band of opponents, it is often useful to take out certain individuals before attacking (such as spell casters, or leaders). This is the job of the assassin, who is almost undetectable as he (she?) moves in for the kill (thanks to the natural abilities of the halflings which have been enhanced in undeath). If the assassin moves in without being detected, he can backstab an opponent (5X damage). If the opponent dies from this attack, and fails a saving throw vs death, this will occur without any sound whatsoever, and the assassin can get away undetected. Notice that most assassins will have a rather nice store of poison available to them, in order to make their job a bit easier.
Psionicists
Since Headhunters are derived from halflings, they have this races superior aptitude for psionics. Some actually have become masters of way, and its application to killing. The importance of a headhunter psionicist (and the amount of respect they receive from their fellow headhunters) is directly proportional to how well they can use their powers to destroy sentient life. The powers they have access to are chosen accordingly. A headhunter psionicist will have powers and PSP's as a regular psionicist with the following exceptions:
- They do not gain any defense modes, because their minds cannot be contacted by either the contact power (even non hostile contact is not possible), or by psionic combat.
- They can use psionics to drain hit points from opponents. In order to do this they must spend 5 PSP's (no check is necessary), and successfully touch an opponent (i.e. a roll to hit is required). This drains d6 HP from the opponent and uses them to heal the headhunter.
Illusionists
This is the weakest kind of headhunter, but it can also be the most deadly. With their power to cast illusionist spells they can greatly enhance their fellow headhunters combat ability or allow a scout or assassin to easily infiltrate the enemies camp. They can cast the same number of spells as an 5-10th level mage, but are restricted to spell from the school of illusion. It is interesting to notice that all headhunter illusionists encountered so far have been preservers. Whether this is just coincidence, or some deep rooted hatred towards defilers (even more than towards other sentient life), is not known.
Priests
This is probably the most terrifying form of headhunter, but thankfully, they are also the most rare. This rarity is because most priests are well protected from the headhunter transformation (see above) by their magic and granted powers (save vs death to avoid the effect entirely, or otherwise die without transforming). For some however, this protection fails (usually for those who have not been true to their element, and are thus close to loosing their power), and they transform into headhunter priests. These priests draw their power from the negative material plane, which gives them the following abilities and benefits.
- They have minor access to the sphere of cosmos, major access to the sphere of necromancy (even though it does not really exist in DARK SUN for regular clerics), and can cast spells as a 6-12th level priest.
- They are permanently protected from good
- They have the power to drain one level of life with each successful hit.
- They are only hit by magical weapons of +1 or better enchantment.
- They are 60% magic resistant.
- They may use a special terror attack up to 3 times per day, which affects all living creatures within a 300 ft radius.
- Creatures below 2 HD automatically freeze in terror until they are at least 1 mile from the headhunter priest.
- Creatures of 2-4 HD get a saving throw vs death magic to avoid this, but will still run in terror until they are at least one mile from the priest.
- Creatures of 5-8 HD get a save vs death magic, or must run for at least 1 mile. If they save their THAC0 is reduced by 2 for the next d6 rounds.
- Creatures of 9-10 HD must save vs death magic or be at -2 to hit for the next d6 rounds.
- Creatures above 10 HD are not affected.
Note: Priests will usually not attack with weapons, but with their hands (claws) which do 1-6 points of damage.
Notes
PS: I had real trouble deciding what would be a reasonable amount XP's for these creatures, since they deadliness depends greatly on how well the DM decides to make and play them. The resulting XP values were thus quite arbitrary, and I could really use some suggestions on this.
See also: The Good and the Green: An Examination of Halfling Culture