Posts Tagged ‘ undead ’

Marshlight for C&C

The 1989 Warhammer Fantasy Roleplay (WHF) has few undead not already part of Castles and Crusades. Last post, I converted the Carrion. This post? The Marshlight.

Marshlight
Size: Small to Medium
HD: 1 (d8)
AC: 12
Saves: M, P
Move: Fly 40 ft.
Attacks: None
Special: Darkvision 60 ft., Incorporeal, Mesmerism, Undead Instability
INT: None
Alignment: Neutral Evil
Type: Undead
Treasure: 1
XP: 15 + 1/hp

From WHF 252: “Marshlights are ethereal creatures which take the form of glowing lights; they can appear to be lanterns, vaguely humanoid figures or other crude shapes. …. They are dangerous not because of any physical damage they cause, but because of the compelling hypnotic effect, by which they lead mesmerised characters to their deaths. It is thought they feed in some vampiric way upon the ebbing life forces of their victims.”

Combat: A living creature with greater than animal intelligence must make a successful charisma save upon seeing a Marshlight that is within 300 feet. Elves and half-elves apply their resistance to charms to his save. If the save is successful, the creature is immune to that Marshlight’s mesmerism for 24 hours. Mesmerised victims walk toward the Marshlight, taking the most direct route available. Mesmerised victims takes no actions other than to defend themselves and move toward the Marshlight. A mesmerised victim who takes damage or who loses line-of-sight to the Marshlight is freed from that Marshlight’s enchantment.

Incorporeal: Marshlights exist only partially within the mortal realms; most of their essence resides in the ethereal. A creature in the mortal realms cannot attack a Marshlight except with magical weapons of +1 or better. Marshlights are immune to cold- and fire-based attacks.

October 9th, 2023  in RPG No Comments »

Carrion for C&C

Let’s take some undead monsters from the 1989 Warhammer Fantasy Roleplay (WHF) and adapt them to Castles and Crusades, to include WHF’s idea that undead are subject to instability.

Undead Instability: Undead do not belong on the Material Plane. Some of whatever gives unlife to what should be a dead thing comes from another plane of existence. Undead might be subject to instability. This is common with uncontrolled undead who venture outside of desecrated or unholy places. Undead directly controlled by a necromancer or similarly powerful master may also avoid instability. Otherwise, check for instability by rolling 1d8 when an undead creature:

  • Is reduced to half or fewer hit points.
  • Fails a saving throw versus a magical effect.
  • Is affected by a turn undead attempt.
  • Enters a consecrated or holy region.

1-2: The source of the undead’s power and the Material Plane separate. The undead becomes incorporeal and can longer use any of its physical attacks. Each round, there is a 50% chance the undead becomes unable to act at all. The undead may be harmed by magical attacks (including magic weapons) as normal. This effect is permanent; don’t check for instability again.
3-4: The source of the undead’s power and the Material Plane separate. The undead becomes incorporeal and can no longer use any of its physical attacks. The undead is reduced to 1 hit point per hit die (if lower than its current hit point total). The undead may be harmed by magical attacks (including magic weapons) as normal.
5: The source of the undead’s power and the Material Plane flux. The undead’s move is halved, and it suffers a -2 penalty to attack rolls and saving throws for 1d6 rounds. If normally struck only by magic weapons, the undead can be harmed by normal weapons during this time.
6: The flow of negative energy from the source of the undead’s power to the Material Plane reverses. Roll the undead’s hit dice, reading the result as damage. Intelligent undead suffer half damage from this effect.
7: The flow of negative energy from the source of the undead’s power increases. For 1d6 rounds, the undead’s move is doubled, and it enjoys a +2 bonus to attack rolls and saving throws. If normally struck only by magic weapons, the undead takes half damage from such weapons during this period. If normally struck by normal weapons, the undead takes half damage from such weapons during this period.
8: The flow of negative energy from the source of the undead’s power increases. For 1d6 rounds, the undead benefits from number 7 above. Furthermore, the undead regenerates 1d4 hit points per round during the same period.

Carrion
Size: Large (7 ft. tall, 20 ft. wingspan)
HD: 6 (d8)
AC: 14
Saves: P
Move: 20 ft., fly 90 ft.
Attacks: 2 Claws (1d6), 1 Bite (1d8)
Special: Darkvision 60 ft., Dive, Fear, Twilight Vision, Undead Instability
INT: Inferior
Alignment: Neutral Evil
Type: Undead (Extraordinary)
Treasure: 2
XP: 300 + 6/hp

From WHF 248: “Carrion were once great birds of prey inhabiting the northern fringes of the Worlds Edge Mountains. Now are scarcely recognizable, having been captured and warped by Chaos into the present form. These great, Undead birds now serve the forces of Chaos as aerial scouts and fighters. Occassionally, they will carry a rider – typically a small Chaos Goblin mutant armed with a lance and a bow. They cannot carry heavier riders.”

“Carrion are skeletal flying beasts, mostly birdlike but with membranous wings and tails, reminiscent of bats or pterodactyls.”

Combat: “In combat, Carrion attack with two claws and one bite per round.” In melee combat, Carrion cause fear (PH 175-176) in a 10-foot radius; a creature that makes its charisma check against this effect is immune to that Carrion’s fear for 24 hours. A Carrion’s rider is immune to this fear. A Carrion bearing a rider is not subject to undead instability.

Dive: A Carrion can dive at a foe, gaining a +4 attack roll bonus, but it must move at least 45 feet in one round to do so. A successful attack means the target takes damage from both claws. Furthermore, the target must succeed at a dexterity check to avoid being grasped in the Carrion’s talons. If the check fails, and the target weighs no more than 100 pounds, the Carrion picks up the target and carries into the air. If the victim manages to stab or otherwise harm the Carrion, it immediately drops the victim. A Carrion cannot carry off a target and carry a mount at the same time.

October 6th, 2023  in RPG No Comments »

The Arrach

Welcome to 2021, and Merry Christmas!

Let’s kick off the New Year with another For Gold & Glory monster. This is inspired by Jack Badashski’s Reaper.

Arrach

Climate/Terrain: Any
Frequency: Rare
Number Appearing: 1d8+2
Organization: Squad
Activity Cycle: Night
Intelligence: 13-14
Treasure: C (magic items are armor or weapons only)
Alignment: Lawful evil

Armor Class: 3
Movement: 12, fly 24 (MC 2)
Hit Dice: 6+6 (33 hp)
THACO: 15
Attack: 2 by weapon
Saving Throws: Fighter 7
Special Traits: Dancing weapons, magical weapons needed to hit, snares, spell immunities
Magic Resistance: None
Size: Man-sized (about 6′ tall)
Morale: 15
Experience: 3,000

The arrach are semi-corporeal undead, shadowy figures of bone, tattered robes, and blood-stained weapons, held together by malice and bloodlust. By day, the arrach wait impatiently in sunless places. After the sun sets, the arrach rush from hiding, seeking victims in a vain attempt to sate their hunger to inflict pain and death.

Arrach hunt in squads that operate with martial discipline. They fight intelligently and ruthlessly, not hesitating to retreat in order to survive long enough to fight again.

Arrach speak whatever languages they knew in life. Most arrach were evil soldiers of some sort who died violently.

Combat: Arrach attack with weapons, favoring swords, scythes, and spears. Each arrach carries 1d4+2 weapons and 1d3 bear traps. These weapons and traps are carried by folds of tattered cloth, skeletal limbs, et cetera. The round after an arrach’s weapon inflicts damage against a living foe, the weapon animates, flying up to 30 feet per round but never moving more than 30 feet from its owner. An animated weapon attacks once per round for four rounds, using the arrach’s THAC0. After four rounds, an animated weapon returns to its owner. The arrach’s dancing weapon attacks are in addition to its normal attacks.

The arrach’s bear traps pose a more subtle threat. Each trap functions much like a snare spell cast by a 6th-level priest, except that the arrach cannot use a tree, and the beartrap inflicts 1d6+1 points of damage. Each beartrap can be used once per night, and the arrach must spend three rounds setting the trap for it to function.

Arrach are immune to normal weapons and cold-based attacks. Nonmagical silver weapons inflict only half damage to them. As undead creatures, they cannot be affected by charm, hold person, and sleep spells. Poison and paralysis are likewise powerless against them. Holy water inflicts 2d4 points of damage per vial to an arrach, and sunlight renders this monster powerless and vulnerable to mundane weapons.

January 1st, 2021  in RPG 3 Comments »

The Githyanki Doorkeeper

The warlike servants of Vlaakith, the lich-queen, strike fear into the hearts of most creatures. Githyanki knights who distinguish themselves in Vlaakith’s service may be chosen for a horrifying honor. Through a sinister ritual that reportedly no mortal creature can witness and remain sane, the lich-queen transforms the knight into a githyanki doorkeeper, a twisted undead monster that towers above the tallest human. Gaunt, even withered, its flesh hardened and torn, the githyanki doorkeeper’s fingers end in keys that serve to focus its psionic abilities.

Githyanki Doorkeeper
Large undead, lawful evil

Armor Class 16 (natural armor)
Hit Points 97 (13d10+26)
Speed 30 ft.
Ability Scores STR 21 (+5), DEX 14 (+2), CON 15 (+2), INT 18 (+4), WIS 19 (+4), CHA 17 (+3)

Saving Throws Con +6, Int +8, Wis +8
Skills Arcana +8, Intimidation +7, Investigation +8, Perception +8
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 90 ft., passive Perception 18
Languages Gith
Challenge 12 (8,400 XP)

Incorporeal Form. At the beginning of its turn as a bonus action, the githyanki doorkeeper and its necrotic greatsword can become incorporeal. It remains incorporeal until the beginning of its next turn. While incorporeal, the githyanki doorkeeper can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. While incorporeal, some of its characteristics change, as shown below:

* Armor Class 12
* Speed 0 ft., fly 40 ft. (hover)
* Ability Scores STR 1 (-5), DEX 14 (+2), CON 15 (+2), INT 18 (+4), WIS 19 (+4), CHA 17 (+3)
* Damage Resistances acid, cold, fire, lightning, thunder
* Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
* Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Innate Spellcasting (Psionics). The githyanki doorkeeper’s innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells requiring no components:

* At will: mage hand (the hand is invisible)
* 5/day: knock (touch range only), plane shift (self only)
* 3/day each: invisibility (self only), jump, misty step, nondetection (self only), tongues
* 1/day each: plane shift, telekinesis

Actions

Multiattack. The githyanki doorkeeper makes two attacks, using its necrotic greatsword and/or its withering blast if corporeal, or its withering touch and/or its withering blast if incorporeal.

Necrotic Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) slashing damage plus 7 (2d6) necrotic damage.

Withering Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (4d6+2) necrotic damage plus 7 (2d6) cold damage.

Withering Blast. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 15 (3d6+4) necrotic damage plus 7 (2d6) cold damage.

January 7th, 2018  in RPG No Comments »

Willkommen!

One of the roads leading away from Galgenbaum travels for about two miles and ends in Galgenwälder, a rugged draw. Instead of trees, Galgenwälder is crowded by gibbets from which hang those condemned by Galgenbaum’s zealous magistracy. Not only are those hanged in Galgenwälder condemned to death, but ancient and carefully worded contracts between the magistracy and several minor death gods also condemn the hanged to undeath. Any of Galgenbaum’s Mayor-Justices can call and command the hanged dead of Galgenwälder. The nature of the undead called depends on how much time has passed since the criminal’s death.

For the first 1d3 days after death, those hanged serve Galgenbaum’s as zombies. After this, for the next 1d3 days, the criminal’s body starts to bloat. Bloody foam leaks from its mouth and nose. This sort of undead is much like a zombie, but its bite may cause disease. After this stage, for the next 1d4 days, the criminal’s body turns various shades of green to red. Internal organs fill with decomposition gases. These sorts of zombies expel a cloud of debilitating stench when pierced or cut. After ten days, a criminal’s body is too rotted and damaged to call into service as a zombie, but doesn’t mean the danger to those who threaten Galbenbaum’s public order has passed. For another 1d6 days, the criminal’s cursed spirit lingers in Galgenwälder as a shadow.

The Mayor-Justices of Galgenbaum welcome merchants and travelers, encouraging them to enjoy the town’s many fine amenities. The ale-houses along Flusstraße are especially friendly, catering to visitors from throughout the region.

But don’t forget: Galgenwälder waits only two miles away, and the dead are contractually obligated to help enforce the law.

May 16th, 2017  in RPG No Comments »