Scion of Leng

"My ancestor’s spirit says I am a monarch and should kill you for your insolence. Shall I do as the ghost demands? Shall I wear your bones as a crown and your blood as my raiment?"

Prerequisite: Minotaur

When you trace the path of your ancestry, it inevitably leads to one place: the Labyrinth City of Leng. That mighty dominion of minotaur power destroyed itself centuries ago, becoming a tangled ruin haunted by demons, bestial minotaurs, and the mad spirits of those who slaughtered one another during the city’s final convulsions.
    All the evidence you’ve discovered leads to one inescapable truth: You are heir to the Iron Crown of Leng. Your ancestor was the last to sit upon the Blood Throne. You live today because someone of your clan fled the fall of that terrible city.
    That thought alone would be a heavy burden to bear, but you hide another secret. One of your ancestors is with you—in spirit at least. You hear his gruff voice goading you to conquer and to let your enemies’ blood fall to the ground. The ancestor also incessantly demands that you seek out the lost Iron Crown. Sometimes you see his furious eyes glaring from beneath his horned brow.
    You think you have only one way to be rid of him: You must find the crown, work your way to the heart of the Labyrinth City, and enthrone yourself as Lord of Leng. But maybe no spirit exists. Maybe the ghost is a symptom of a madness you inherited from the rulers of the past. Perhaps, like the Labyrinth City, you are doomed to demented savagery, haunted by dreams of the past.

SCION OF LENG PATH FEATURES

    Ancestor's Warning (11th level): You gain a +2 bonus to initiative, Insight, and Perception checks.
    Madness of Leng (11th level): When you spend an action point to take an extra action, enemies within 2 squares of you make a melee basic attack as a free action against one of their allies, chosen randomly.
    Relentless Bloodlust (16th level): When a bloodied enemy adjacent to you shifts, you can shift into the square the enemy left as an immediate reaction.

Scion of Leng Attack 11Blood Fugue

As the ghost of your ancestor enters your body, a crimson veil falls before your vision. Your actions become those of the beast within you.

Encounter  
Standard Action      Melee 1

Effect: You shift your speed.

Target: Each enemy you move adjacent to while shifting

Attack: Strength + 6 vs. AC, Constitution + 6 vs. AC, or Dexterity + 6 vs. AC.
Level 21: Strength + 8 vs. AC, Constitution + 8 vs. AC, or Dexterity + 8 vs. AC.

Hit: 1d6 + Strength modifier, Constitution modifier, or Dexterity modifier damage, and you knock the target prone.

Effect: After shifting and making this power’s attacks, you are stunned until the start of your next turn.


Scion of Leng Utility 12Enthroned in Blood

The mingled blood that runs down your body gives you strength to continue the slaughter.

Daily        Stance
Minor Action      Personal

Effect: Until the stance ends, you gain a +2 power bonus to attack bloodied targets, and if an enemy becomes bloodied while adjacent to you, you can spend a healing surge as a free action.


Scion of Leng Attack 20Lost in the Labyrinth City

You stamp a cloven hoof and mysterious pathways open in the universe, drawing your foe to distant and terrible Leng.

Daily        Fear, Psychic, Teleportation
Standard Action      Ranged 10

Target: One creature

Attack: Strength +6 vs. Will, Constitution + 6 vs. Will, or Dexterity + 6 vs. Will.
Level 21: Strength + 8 vs. Will, Constitution + 8 vs. Will, or Dexterity + 8 vs. Will.

Hit: The target is banished to the Labyrinth City of Leng and takes ongoing 15 psychic damage (save ends both). While banished, the target disappears, cannot take actions, and cannot be targeted. On a save, the target reappears in the space it last occupied. If that space is occupied, the target returns to the nearest unoccupied space of its choice. You can expel the target from Leng as a free action, in which case it appears as described above.

  Aftereffect: The target is dazed until the end of its next turn.

Miss: 2d10 + Strength modifier, Constitution modifier, or Dexterity modifier psychic damage, and you slide the target 3 squares.


Published in Dragon Magazine 389.