Sevnoir

The Meandering Mastiff

Sevnoir is said to be the vengeful mother of all shadow mastiffs. She grants those whom she deems worthy of being her master the powers of the fabled shadow hounds.

Summoning Rules

Spirit Level: 1st
Constellation: Beast
Binding DC: 16
Totems: You gain a totem bonus on the spirit’s binding check if you meet some or all of these conditions.

  • Sevnoir’s seal is drawn in an area untouched by daylight.
  • An urn with the ashes of a departed family member is placed within the center of the seal. The urn and its ashes are not consumed during the binding process.
  • You are drow, elven, or half-elven or you bring a living dog into the seal during the ceremony. (The dog survives the ceremony.)

Ceremony: You sit cross-legged in the center of the seal, blowing on a whistling reed that has been treated with an ashy powder, calling out to Sevnoir.
Manifestation: Sevnoir’s apparition comes hulking out of your shadow and paces the edge of the seal before sitting in front of you, waiting to begin the pact.

Legend

A popular myth regarding the creation of the shadow mastiff tells of an old elf that lived alone save for his faithful hound. When the elf died, the dog howled for her master continually as soon as the sun set until the next morning. The horrible wail kept the neighbors and their children up late into the night until they could take it no more and the old elf’s home was burned to the ground to silence it. The next night the baying grew louder, filled with rage rather than sorrow. The next morning, all of the men and women who had burned the house to the ground were dead, their throats ripped apart.

Granted Abilities

Major Granted Abilities

  • Baying Howl: You unleash a terrible howl that strikes fear into those who hear it. Creatures within 30 feet that can see and hear you must succeed on a Will save or become shaken for 1d4 rounds. This is a mind-affecting fear effect. After using this ability, it becomes expended for 5 rounds.
  • Capstone Empowerment: Creatures do not become immune to your baying howl after succeeding on their Will save. Creatures that fail their save become shaken for 1 additional round per 3 points by which they failed their saving throw.

Minor Granted Abilities

  • Blood Hunt: You can charge double the normal distance and gain the Run feat. You must show Sevnoir’s sign in order to gain this benefit.
  • Effortless Intimidation: You do not suffer penalties on Intimidate checks based on your size and you can demoralize foes as a move action instead of a standard action (you still gain bonuses on Intimidate checks if you are larger than your foe).
  • Feast on Fear: Whenever you deal damage with a weapon or supernatural attack against a creature that is suffering from a fear effect, you are healed a number of points of hit point damage equal to ½ your binder level. You only gain this healing once per turn.
  • Shadow Blur: As a move action, you grant yourself 20% concealment for a number of rounds equal to your Charisma bonus (minimum 1). This does not stack with concealment gained from other sources and this concealment is nullified in full daylight (both natural and the spell). You must show Sevnoir’s sign in order to gain this benefit.

Signs and Influence

Physical Sign: Your body becomes coated with a short, thick coat of black fur, your teeth sharpen, and you grow a spiked tail as long as your arm. Whenever you activate one of Sevnoir’s granted abilities, your facial expressions become savage and feral.
Personality: You become protective of your friends and loved ones to the point of obsession, making both lethal and non-lethal threats to those who so much as glance at them.
Favored Ally: Humanoid (elves) and Magical Beast (shadow mastiff)
Favored Enemy: Humanoid (halflings and humans)

Vestigial Companion

You gain the service of a dog animal companion for the duration of the pact. Treat your binder level as your druid level to determine your companion’s abilities. This granted ability replaces shadow blur.

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