Dark Seducer

Daedra; Major; White Soul (1000)

Stats

CharacteristicValueAttributeValueSkillValue
Strength50Hit Points25Combat100
Endurance50Wound Thr.16Magic90
Agility60Magicka100Evade100
Intelligence50Stamina5Observe75
Willpower60Initiative+16Stealth100
Perception55Action Pts.4Knowledge70
Personality50Speed17mSocial80
Morale90SizeStd.Physical75

Weapons & Armor

  • Has one of:
  • • Dark Longsword: 1d8(1d10)+4; Slashing, Magic; Reach
  • 2m, 1.5H
  • • Dark Shortblade: 1d6+4; Slashing, Exploit Weakness,
  • Magic; Reach 1m, 1H
  • • Dark Mace: 1d8+4; Crushing, Unwieldy, Magic;Reach 2m,
  • 1H
  • • Dark War Axe: 1d8+4; Splitting, Unwieldy, Magic; Reach
  • 2m, 1H
  • Also has:
  • • Dark Armor: AR 6 / Type 6; Magic; Light, Partial
  • May also have:
  • • Dark Shield: BR 10 / MR 7; Magic; Medium

Special Abilities

  • • Blessing of the Madgod (1 AP + 1 SP): As a Reaction to
  • an attack, the Mazken can spend a Stamina Point to gain
  • the Sanctuary 5 effect for one round.
  • • Seducing Touch (1 AP + 2 SP): As an attack, the Mazken
  • can reach out and touch a target in melee. The target takes
  • an additional 1d4 Magic damage that ignores armor. Then,
  • the target takes 1d4 Magic damage that ignores armor at
  • the end of each round until they pass a +0 Willpower test,
  • which can be taken once per round as a free Action at the
  • start of the character’s turn. Each time this effect does dam-
  • age the Mazken heals for the damage dealt.
  • • Refresh Spells (1 SP): The Daedra can spend a Stamina
  • Point to either regain magicka points up to half their MP
  • max or refresh their used spellcasts used with the Spellcaster
  • trait.
  • Encountering Dark Seducers
  • Mazken are the spawn of the Daedric prince of madness, and
  • can be found in Shivering isles guarding Dementia. These Daedra
  • are known for their cruelty and malice towards mortals, and
  • can sometimes be found with large retractable bat-like wings.
  • Their society, like the Golden Saints, is matriarchal and it is a
  • rare occurrence to see a male Mazken. Unlike the Golden Saints,
  • though, the Mazken are lot less loyal, and tend to be very fond
  • of betrayal. Many Mazken can be seen across Oblivion serving
  • many Daedric Princes.
  • In battle these Daedra are very much like their counterparts the
  • Golden Saints, except their weapons and armor are far more
  • dark and menacing. These daedra use very vampiric magicks
  • that siphon the life out of their foes, healing them in the process.
  • The Mazken are also very adept at preying on mortals by wearing
  • very revealing outfits and seducing them into their death (as
  • their nickname implies).
  • Ogrim
  • Ogrim are enormous Daedra with very little intellect, but which
  • are chiefly sent into the mortal world to menace living things for
  • the amusement of Daedra Princes. Ogrim are associated with Mala-
  • cath. They are known for their unnatural toughness.

Encountering Dark Seducer

• From Beyond Innate Magic: Can cast spells even if hands are occupied. • Resistance (Normal Weapons, 5) • Weakness (Frost, 5) • Spell Absorption (3) Spells Has one of the following Spell Lists: List One • Burden 6: 22 MP; Upkeep, Direct; Target within 50m must pass a -30 Str test or raise their encumbrance level by one for one round. • Heal 5: 11 MP; Caster regains 10 HP • Frost Bite 4: 9 MP; 1d10 Frost; Attack, Overload (+WpB to Damage), Melee (1m) • Fire Bolt 3: 8 MP; 1d8 Fire; Attack, Overload (+WpB to Damage), Ranged (100m) List Two • Shock Shield 6: 6 MP; Upkeep, Defensive Overload; Target character within 50m gains a magical barrier with 3 HP for Shock damage for 1 round. (See original spell for details). • Ward 5: 11 MP; Defensive Overload; Does not provoke Attack of Opportunity. Generate shield with 10 Magical and Physical BR. Cannot Power Block. • Shock Bolt 4: 10 MP; 1d10 Shock; Attack, Overload (+WpB to Damage), Ranged (100m) • Fire Bite 3: 7 MP; 1d8 Frost; Attack, Overload (+WpB to Damage), Melee (1m) List Three • Shield 6: 15 MP; Upkeep, Defensive Overload; Target character within 50m gains a magical barrier with 6 HP for physical damage for 1 round. (See original spell for details). • Heal 5: 11 MP; Caster regains 10 HP • Fire Bolt 4: 10 MP; 1d10 Fire; Attack, Overload (+WpB to Damage), Ranged (100m) • Shock Ball 3: 12 MP; 1d8 Shock; Attack, Overload (+WpB to Damage), Aoe (2m, Sphere) List Four • Shield 6: 15 MP; Upkeep, Defensive Overload; Target character within 50m gains a magical barrier with 6 HP for physical damage for 1 round. (See original spell for details). • Fire Armor 5: 21 MP; Upkeep, Defensive Overload; Caster gains 5 Magic AR for 1 minute • Frost Ball 4: 14 MP; 1d10 Shock; Attack, Overload (+WpB to Damage), Aoe (2m, Sphere) • Fire Cone 3: 13 MP; 1d8 Fire; Attack, Overload (+WpB to Damage), AoE (5m, Cone) 0 These lumbering, nipple-pierced Daedra can be found in the service of Malacath mostly, but is sometimes affiliated with other Daedric princes such as Molag Bal. They are very known to harass mortals, and are very hard to kill because of their natural resistance to non-magical weapons. Slow-witted, slow- bodied, and ponderous creatures, they are nonetheless deadly

Loot

  • If slain while permanently bound to Mundus, a Dark Se-
  • ducer’s weapons and armor will be recoverable, otherwise
  • the Seducer’s body and equipment vanish back to Oblivion.
  • Dark Seducer arms and armor have the same enchant values
  • and weight as Malachite.
  • Additionally, if slain while permanently bound to Mundus,
  • a character can make a -40 Alchemy test to salvage the
  • Daedra’s Heart, which is a Legendary Restoration ingredient.
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