Ahrachuah
Herein is presented Ahrachuah as an Elemental Patron, with formatting inspired by 2e deity entries. Ahrachuah’s stat block is followed with divisions of specialty priests built using Player’s Option rules, in order to create diverse roles in a self-contained community, each committed to serving the madness of their patron.
Ahrachuah
(Mother Thunder, She Who Weeps from Within the Clouds)
Ahrachuah is believed to be the only Rain paraelemental Patron native to Athas. She makes her home in the southern Forest Ridge, in a region of high plateaus, and is revered by the region’s indigenous halflings. These halflings view her as the source of all abundance, bringing precious rain to the forest and giving life to all things. Ahrachuah in turn welcomes all halflings to partake of her bounty, but demands nothing less than absolute obedience from those who would accept her blessings. Her followers claim that she controls the growth of all plant life across Athas, and directs the winds to send her blessed Rain to the worthy, so they might cultivate life from the parched Earth. However, they also believe that, should Mother Thunder’s rage rise up, her Rain would quickly change from a blessing to a destructive curse.
Roleplaying Notes: Ahrachuah oscillates between rage and sorrow over the current state of the Athasian rain (water) cycle. She is prone to outbursts, but requires icy cold discipline from her followers, especially her priests. Mother Thunder has zero tolerance for defilers or the undead and can recognize such beings on sight, prioritizing them in combat and immediately attacking even if they’re attempting parley.
Statistics: AL - LE; WAL - Any; AoC - Rain; SY - A grimacing, weeping cloud with arrows and spears raining down from it.
Ahrachuah
Alignment: Lawful Evil
Class/Level: Greater Rain Paraelemental/30
Race: Rain Paraelemental, Greater
Strength: 11
Dexterity: 16
Constitution: 19
Intelligence: 16
Wisdom: 19
Charisma: 15
Armor Class: 2
Hit Points: 295 (or 155)
PSP: 485
Thac0: 2
#APR: 3 or 2
Damage: 6d4/6d4/6d4 or 6d6/6d4
Special Attacks: Arc Lightning, Flash Flood, Trip Attack, Waterspout
Greater Rain Paraelemental Abilities:
- Arc Lightning (Metal wearing/wielding opponents within 30 feet take 1d8 electrical damage every round),
- Flash Flood (Once per turn, Ahrachuah can cause 18-foot tall walls of water to erupt from her body, surging forth from her in a 60 degree cone as far as 90 feet. All objects and creatures not literally fused to the ground will be washed along with the floodwaters, taking 6d6+24 points of bludgeoning damage and having a percentage chance of being knocked unconscious equal to the amount of damage sustained),
- Fluid Combatant (+1 to hit and +4 to damage when in battle with flying or swimming opponents),
- Movement (Fl 36 (A), Sw 18),
- Trip Attack (Any one successful martial arts attack per round triggers an opposed roll for a trip attempt),
- Waterspout (This attack lasts 21 rounds and must be completed once begun, during which Ahrachuah takes the form of a spinning column of water reaching 90 feet into the air, 30 feet wide at the bottom and 90 feet wide at the top. Creatures within 90 feet of the column take damage every round from freezing winds and hail [half bludgeoning damage and half cold]. For the first 10 rounds, damage is equal to half the number of rounds that have passed [minimum of 1 damage]. On the 11th round, everything and everyone within 90 feet must make a Strength check at half (i.e., a character with a Strength of 18 must roll a 9 or less to succeed) or be thrown 6d4x100 feet (1d8 to determine direction). Those that fail must also make a Save vs Death or die; if successful, they are left at 1d4+1 hit points. During rounds 12 through 21, anyone left within 90 feet of Ahrachuah continues to take decreasing bludgeoning and cold damage (damage is equal to half the number of rounds remaining, minimum 1) as the stormwinds lessen in severity. Once begun, Ahrachuah can only concentrate on maintaining this attack until it reaches its end),
- Weapon Immunity (Ahrachuah can only be hit by +3 or better weapons)
Cleric Abilities (170/170): Botanical Enchantment (5), Elemental Power (15), Elemental Transformation (20), Eminence (15), Gate Element (15), Ignore Element (15), Improved Turn Undead (10), Major Access to Sphere (Rain; Free), Minor Access to Sphere (Cosmos; 10), Paraelement (10), Psionic Enchantments (15), Sacrifice (5), Turn Undead (10)
Psionicist Abilities (125/125): Armor Use (5), Bonus Psionic Power (10), Cerebral Resilience (10), Decreased PSP Cost (10), Hit Point Bonus (10), Mental Strength (10), PSP Bonus (15), Psychic Ingenuity (10), Psychic Versatility (10), Range Boost (10), Supreme Will (10), Unarmed Combat Specialization (5), Warrior Constitution Bonus (10)
Disadvantages (15): Fanaticism (8), Greed (for Power; 7)
Traits (15): Empathy (4), Keen Eyesight (5), Lucky (6)
Non-Weapon Proficiencies: (Starting) Administration (17), Bureaucracy (16), Religion (19); (Class Bonus) Direction Sense (20); (Int Bonus) Information Gathering (Special), Law (16), Observation (16), Reading/Writing (17); (Acquired) Crystal Focus (18), Harness Subconscious (18), Investigation (14), Power Manipulation (12), Psionic Lore (17), Rejuvenation (18), Spellcraft (14), Undead Lore (15)
Weapon Proficiencies: (Starting) Spear, Throwing Axe; (Acquired) Crushing Blow, Short Bow, Type A Martial Arts, Type B Martial Arts, Type C Martial Arts Specialization, Type D Martial Arts
Psionic Powers:
Primary Discipline: Psychokinesis
Secondary Disciplines: Clairsentience, Metapsionics, Psychometabolism, Psychoportation, Telepathy
Attack Modes: Ego Whip (19), Id Insinuation (18), Mind Thrust (20), Psionic Blast (17), Psychic Crush (18)
Defense Modes: Intellect Fortress (19), Mental Barrier (20), Mind Blank (15), Thought Shield (19), Tower of Iron Will (20)
Sciences: Appraise (15), Aura Sight (17), Banishment (18), Clairvoyance (18), Create Object (15), Death Field (12), Detection (20), Detonate (17), Domination (18), Empower (10), Energy Containment (18), Hallucination (16), Kinetic Control (16), Mass Domination (16), Megakinesis (18), Mindlink (17), Poison Simulation (18), Precognition (17), Project Force (17), Regenerate (16), Suppress Magic (16), Subjective Reality (17), Summon Planar Creature (15), Summon Planar Energies (19), Telekinesis (19), Telekinetic Barrier (17), Telekinetic Flight (18), Teleport (19), True Sight (18), Ultrablast (12)
Devotions: Accelerate (18), All-Round Vision (19), Awe (13), Ballistic Attack (18), Beast Mastery (19), Blink (20), Cause Decay (18), Cause Sleep (20), Cell Adjustment (17), Chemical Simulation (16), Cognitive Trance (19), Combat Mind (15), Conceal Thoughts (22), Contact (22), Control Body (18), Control Wind (16), Cryokinesis (22), Danger Sense (19), Deflect (19), Dimension Walk (18), Dimensional Blade (19), Displacement (17), Duo-Dimension (18), Environment (17), Expansion (18), False Sensory Input (16), Fighting Trance (21), Gird (16), Hear Light (19), Heightened Senses (20), Identity Penetration (19), Impossible Task (21), Incarnation Awareness (18), Inertial Barrier (17), Invincible Foes (19), Know Course (17), Lend Health (18), Levitation (19), Life Detection (17), Magnetize (18), Magnify (17), Martial Trance (19), Mass Manipulation (16), Mind Bar (17), Molecular Agitation (22), Molecular Bonding (18), Momentum Theft (17), Opposite Reaction (19), Phase (21), Phase Object (19), Pheromone Discharge (19), Phobia Amplification (20), Photosynthesis (21), Pocket Dimension (22), Probability Manipulation (15), Psionic Inflation (17), Psionic Vampirism (19), Psychic Drain (16), Repugnance (17), Safe Path (18), See Ethereal (17), See Magic (19), See Sound (19), Sensitivity to Observation (22), Spatial Distortion (15), Static Discharge (13/14/15/16), Suppress Fear (23), Teleport Lock (20), Teleport Trigger (20), Time/Space Anchor (19), Time Shift (19), Trail of Destruction (20)
Meditative Enhancements Achieved (15/15): +3 to Intelligence and Wisdom for psionic purposes only, +1 to Constitution for psionic purposes only, Deflect becomes a triggered response to incoming missile fire like Sensitivity to Observation is to scrying, Empower Static Discharge to 5d4+5, Increase Power Score (+3) for Static Discharge, 50% Decrease in PSP costs for Static Discharge (x2; 5->(2 || 3)->(1 || 2))
Psionic Enchantments:
Mother Thunder’s Tears
Type: Conjure
Range: 0
Duration: Permanent
Difficulty: 160
Final Difficulty: 35
Preparation Time: 1 Month
Casting Time: 1 Hour
Area of Effect: Ahrachuah
Saving Throw: NA
Material Components: Ahrachuah’s Sorrow (Psionic Component - Exotic), 35 PSP (Psionic Component - Common), Cast from within a Cloud (Exotic Condition)
Ahrachuah used this psionic enchantment to conjure up a permanent, spherical, 1,450-foot radius cloud of water vapor to surround herself. At her choice, Ahrachuah may freely move around within the cloud while it remains stationary, moving up to 1,500 feet from its center without it reasserting its position with her at its center. The overall effect of this is that Ahrachuah can always recharge her spells since she is never more than 25 feet from a cloud. Additionally, she has the potential for mobile concealment, having the ability to make the cloud as opaque or transparent as she chooses.
Embody the Storm
Type: Quintuple Reveal, Triple Transform
Range: 0
Duration: Instantaneous
Difficulty: 215
Final Difficulty: 77
Preparation Time: 2 Months
Casting Time: 1 Day
Area of Effect: Mother Thunder’s Tears
Saving Throw: None
Material Components: Clairvoyance (Psionic Component - Rare), Mother Thunder’s Tears (Material Component - Exotic), 77 PSP (Psionic Component - Common), Telekinesis (Psionic Component - Rare)
This psionic enchantment made Mother Thunder’s Tears a metaphysical extension of Ahrachuah’s physical form; if a target is within the cloud of Mother Thunder’s Tears, Ahrachuah counts as touching it for any powers that require physical contact. Within the cloud of Mother Thunder’s Tears, Ahrachuah is omniscient in regards to hearing, scent, sight, taste or touch, and functions as if under the effects of True Seeing. Ahrachuah may physically attack anything or anyone from any direction within the cloud of Mother Thunder’s Tears by using the storm as an extension of her limbs. She receives no more attacks than usual if there are several targets available, but her attacks need not be directed at adjacent targets and she will generally strike targets from behind for an additional +2 to hit. Ahrachuah may initiate psionic powers, special attacks, or spells on targets from anywhere within Mother Thunder’s Tears as if they were emanating directly from her body. Attacking the cloud doesn’t damage Ahrachuah, she must have her actual physical form targeted despite her being able to use the cloud to target others.
The Witness of Mother Thunder’s Fury
Type: Charm, Compel, Imbue, Tap
Range: Line of Sight
Duration: Permanent
Difficulty: 355
Final Difficulty: 152
Preparation Time: 1 Year
Casting Time: 1 Week
Area of Effect: Province
Saving Throw: Vs Spell @ -8 to Negate
Material Components: Mother Thunder’s Tears (Material Component - Exotic), 152 PSP (Psionic Component - Common), Subjective Reality (Psionic Component - Rare)
This psionic enchantment imbues Mother Thunder’s Tears with an emotional effect that triggers whenever a creature takes electrical damage or sees another creature take electrical damage.
Against creatures hostile to Ahrachuah, every trigger requires a Saving Throw vs Spell with a -8 penalty, with success on the Saving Throw only negating that trigger, without protecting from further triggers. If a hostile creature fails such a Saving Throw, they are overwhelmed by fear and will feel compelled to flee until Mother Thunder’s Tears can no longer be seen or heard. Additionally, they will receive “Severe Phobia: Stormclouds”.
Creatures allied to Ahrachuah will instead be encouraged, receiving +1 to hit, +3 to damage, and temporary hit points equal to the damage they would’ve otherwise taken from the electrical source (5 if only witnesses). The bonuses to hit and damage remain as long as the temporary hit points do: until lost in combat or when Mother Thunder’s Tears can no longer be felt, seen or heard. Allied creatures can accumulate temporary hit points by experiencing or witnessing several electrical discharges but cannot have more temporary hit points than their normal maximum hit points.
Ahrachuah was born at the end of the Green Age, possessed of a strong Will and choosing to celebrate Air above all other elements. She traveled Athas far and wide, wandering and bringing the word of freedom and liberation to all for decades. She stood against every tyrant she found, and when the Cleansing Wars began she struck out against the Champions’ forces. Early in the conflict, the very first community that Ahrachuah had founded was enslaved and obliterated by the soldiers of Gallard. Seeking revenge, Ahrachuah and the few remaining survivors tracked down the perpetrators and confronted their ringleader, one Ssem-Nakru. Ssem-Nakru was a formidable warrior and quite deadly with a spear, but she was wholly unprepared for Ahrachuah’s ferocity. As they faced each other, Ssem-Nakru quickly realized she would die that day, but resolved to not spend her life without exacting a dear price: both Ahrachuah’s mentee and her sanity were lost to her that day. Afterwards, Ahrachuah renounced her vows sworn to breath and liberation, and consecrated herself then and there to using the winds to drown everyone that had empowered the tyrant lying dead at her feet. Her song carried by the winds, no longer one of freedom, but of rage and vengeance.
But fate was cruel: no matter how Ahrachuah struck out against the Champions (primarily Daskinor, Gallard, and Kalak), her actions always seemed to help them, rather than hinder their efforts. As they depleted the groundcover with their defiling, Ahrachuah brought storms in retaliation, but killed thousands more with floods and tumbling debris; as Daskinor and Kalak’s men hunted goblins and ogres down in the mountains, Ahrachuah’s rains sent mudslides to wipe out the soldiers, but ultimately killed more humanoids than human soldiers; Ahrachuah’s fury even drowned many of her druid friends when they tried to reason with her and end her torrential downpours. And the more this destruction continued, the more she gave herself over to it. By the time the Champions had turned on Rajaat and imprisoned him, she had completed her transformation into a full-fledged Greater Rain Paraelemental and was set to hunt them down, but Borys’ century-long frenzy drove her into the secluded valley she now calls home.
Ahrachuah is still tended to by the descendants of her faithful. She remembers what she once was - an elemental force for liberation - but the memory of all that she’s done in pursuit of vengeance drives her to cycle between anger and despair. This cycle of emotion is also what locks the descendants of her loyal followers into the brutal hierarchy that oppresses them.
Timeline of Events:
- Year of Guthay’s Vengeance (143.65/FY -3579): Ahrachuah is born in a small community in what will someday be the Scorpion Plains of the Barrier Wastes. Her early life is spent in a largely happy family under a mostly tolerable regime.
- Year of Guthay’s Agitation (143.76/FY -3568): A local regime change occurs. The reasonable and relaxed collection of taxes is replaced by unjust tolls levied daily. Ahrachuah’s father balks at the demands and is killed as a public example for his choices. With that senseless act of violence, Ahrachuah and her surviving family (mother, younger sister, and 8 brothers) become the foundation of an insurgency.
- Year of Desert’s Vengeance (144.2/FY -3565): Ahrachuah and her sole surviving sibling (the youngest of her older brothers, Medi) manage to flee the devastation that the local regime has perpetrated in order to eradicate her family and their resistance movement. The community is left ruined beyond repair and abandoned in the aftermath.
- Year of Priest’s Slumber (144.3/FY -3564): Ahrachuah and Medi help to break ground on the community of Millcliffs. Located south of present-day Urik, it is a small community of survivors from Ahrachuah’s home community who’ve found one another and banded together to build a fortified mesatop village. Ahrachuah survives a fall from a great height and conscrates her life to pursuing liberation for the oppressed in the name of Air, taking an active role in the local Air temple and channeling her latent fury into psychokinesis.
- Year of Wind’s Defiance (144.4/FY -3563): Ahrachuah takes the first formal steps into her career as an absolute menace in the eyes of authoritarians across Athas. She comes into conflict with the authorities in both Bodach and Tyr, and eventually must flee the lawgivers of Bodach, crossing the Sunrise Sea to Annattan in the east.
- Year of Dragon’s Reverence (144.5/FY -3562): Ahrachuah spends the next few years traveling across the face of Athas, promoting the cause of freedom and fomenting rebellion wherever she goes.
- Year of Wind’s Contemplation (144.15/FY -3552): Ahrachuah reaches Uran from the west, encountering the Kreen Empire before returning to the lands of her childhood with a vengeance. While there, she destroys the leaders of the local regime - those that oversaw the murder of her family and destroyed her childhood home. Medi is delighted by this news on her return to Millcliffs. Millcliffs has grown to a small town and Ahrachuah ‘comes home’ to Medi’s house and family. Medi convinces Ahrachuah to remain “home” and help those in the area.
- Year of Dragon’s Vengeance (144.16/FY -3551): Ahrachuah grows agitated when Tyrian wizards become troublesome for the trade partners of Millcliffs, stepping in to educate the trade partners in best practices for operating under oppressive regimes. This results in the development of a network of freedom fighting smugglers across the Tablelands. Ahrachuah participates with them sometimes and is definitely a respected peer in the eyes of most members of the network, but she is by no means their leader.
- Year of Wind’s Reverence (144.26/FY -3541): Ahrachuah is working with the network of freedom fighters along the southeast coast of Uran when she witnesses the death of a young boy’s parents despite her best efforts to stop it. The boy is named Eyra and is just 11 years old, the same age that Ahrachuah had been when she watched her father die. Ahrachuah takes Eyra in, and watches proudly as he survives his fall that year, taking oaths to elemental Air afterwards. Despite his youth, Eyra is more reflective and less impulsive than Ahrachuah will ever be, and is on track to grow into as much a proponent of liberty as his mentor.
- Year of Wind’s Vengeance (144.37/FY -3530): Ssem-Nakru, a minor warlord serving under Gallard, dominates the entire population of Millcliffs as laborers and claims the community’s structures as material for war preparations. The very location of Millcliffs is soon lost to memory, as the mentally dominated population carries away all evidence of the community and the entire mesa is obliterated. When Ahrachuah discovers the fate of Millcliffs, she immediately sets out to seek revenge. She finds Ssem-Nakru and her army with the assistance of Eyra, and together they harry the forces of Gallard’s minion for days, winnowing her forces down until only Ssem-Nakru herself remains. As she watched the two Air priests tear her troops apart for days on end, Ssem-Nakru knew they would soon come for her, and contemplated her strengths and weaknesses; eventually, she devised a way to make the pair pay dearly if they were to take her life. When Ahrachuah and Eyra at last come for her, Ssem-Nakru uses her unprecedented skills with telepathy to poison both their minds. Utilizing psychic surgery, she forces Ahrachuah to believe she watched as Eyra was run through with a spear and then disintegrated, permanently removing her ability to perceive him. Ssem-Nakru uses the same power to convince Eyra that Ahrachuah deeply needs his help but is simply ignoring him out of a lack of respect. In her grief over Eyra’s supposed death, Ahrachuah breaks Ssem-Nakru’s body in a whirlwind. Eyra spends the next several millennia vainly trying to assist his former mentor and win back her approval.