Posts Tagged ‘ undead ’

More Undead to Dread

Another Shadowdark post with more wonderful art by Fernando Salvaterra. All art is used by permission.

King of Corruption

Tentacles squirm, appear, and disappear. Tendrils wriggle in place of its lower jaw. Glowing white eyes shine malevolently. Rich robes and cape shift as if the body beneath has no set form or number of limbs.

AC 16, HP 57, ATK 1d4 tendrils +5 (1d6 plus disease), MV near, S +1, D +4, C +3, I +2, W +3, Ch +2, AL C, LV 10

Command Undead. Skeletons and zombies obey its commands.

Disease. DC 16 CON or infected. DC 16 CON each day or lose 2d4 HP (can’t heal naturally). Ends on success.

Disintegrate into Swarm. Collapses into a writhing mass of biting tendrils. Moves and attacks as a rat swarm (Shadowdark 245). Regenerates 1d8 HP on its turn unless wounds are cauterized with holy water.

Greater Undead. Immune to morale checks. Only damaged by silver or magical sources.

Reaper, Skeletal

Mottled bones almost devoid of tissue. Pinpoints of light for eyes. Ragged clothing and cloak. A blood-stained scythe ready to strike!

AC 14, HP 15, ATK 1 scythe +3 (1d10), MV near, S +3, D +0, C +2, I +0, W +2, Ch +2, AL C, LV 3

Greater Undead. Immune to morale checks. Only damaged by silver or magical sources.

Lasting Wounds. Damage from its scythe can be healed only by nonmagical means.

October 15th, 2024  in RPG No Comments »

Three Unique Skeletons

If you’re wondering, no, I’ve not forgotten about the goblin spider lair. I just have to remember to find the maps that I was working on.

And, so, onto today’s post.

Patreon artist Fernando Salvaterra recently posted this fun illustration of three skeletons about to teach a group of tomb trespassers a lesson about property rights. Nota Bene: If you click on the pic, it embiggens.

Each skeleton has a magic item it uses in combat. These magic items detect as evil. Each has the same deleterious effect when used by non-evil creatures, namely that the creature suffers a -1 penalty to saving throws against fear effects per item used.

The Archer
Number: 1
Size: Medium
HD: 2 (d12) (13)
AC: 13
Saves: P
Move: 30 ft.
Attacks: 2 with Short Bow (1d6 plus magical effect) or 1 with Short Sword (1d6)
Special: +1 or Better Weapon to Hit, Magic Quiver, Regeneration 1, Undead
Int: Average
Alignment: Neutral Evil
Type: Undead (Unique)
Treasure: 4
XP: 56

Combat: The Archer prefers ranged combat, firing two arrows per round from its shortbow. If forced into melee, it pulls the short sword from its skull. The Archer cannot be harmed by nonmagical weapons, and even magical slashing or piercing weapons inflict but half damage to it.

Magic Quiver: The Archer’s magic quiver holds a dozen arrows. Each day at sundown, the magic quiver refills with a dozen arrows. When an arrow is pulled from the magic quiver, roll 1d6 to determine that arrow’s magical effect:

1-4 = +1 to hit and damage
5 = +2 to hit and damage
6 = +3 to hit and +1d6 damage against a living creature

Regeneration: The Archer regenerates 1 hit point per round until reduced to 0 hit points, at which time it regenerates 1 hit point per hour. The Archer cannot regenerate damage from holy water.

Undead: The Archer is immune to poison, sleep effects, paralysis, stunning, disease, death effects, and all mind-affecting spells (charms, compulsions, et cetera).

The Spearman
Number: 1
Size: Medium
HD: 3 (d12) (20)
AC: 13
Saves: P
Move: 30 ft.
Attacks: 2 with Magic Spear (1d6+1)
Special: +1 or Better Weapon to Hit, Magic Spear, Regeneration 1, Undead
Int: Average
Alignment: Neutral Evil
Type: Undead (Unique)
Treasure: 4
XP: 120

Combat: The Spearman prefers melee combat, attacking twice per round with its magic spear. The Spearman cannot be harmed by nonmagical weapons, and even magical slashing or piercing weapons inflict but half damage to it.

Magic Spear: The Spearman’s magic spear is a +1 weapon. If thrown, it splits into two spears that may target any two creatures within 10 feet of each other (or both may target a single creature within spear range). The thrown magic spears disappear at the end of the round, reappearing in the Spearman’s hand as a single spear.

Regeneration: The Spearman regenerates 1 hit point per round until reduced to 0 hit points, at which time it regenerates 1 hit point per hour. The Archer cannot regenerate damage from holy water.

Undead: The Spearman is immune to poison, sleep effects, paralysis, stunning, disease, death effects, and all mind-affecting spells (charms, compulsions, et cetera).

The Captain
Number: 1
Size: Medium
HD: 4 (d12) (26)
AC: 18
Saves: P
Move: 30 ft.
Attacks: 2 with Magic Sword (1d8+1)
Special: +1 or Better Weapon to Hit, Magic Sword, Regeneration 1, Undead
Int: Average
Alignment: Neutral Evil
Type: Undead (Unique)
Treasure: 4
XP: 224

Combat: The Captain prefers melee combat, attacking twice per round with its magic sword. The Captain cannot be harmed by nonmagical weapons, and even magical slashing or piercing weapons inflict but half damage to it.

Magic Sword: The Captain’s magic longsword is a +1 weapon. Against lawful good creatures, the sword inflicts an addition 1d6 points of damage with a successful hit.

Regeneration: The Captain regenerates 1 hit point per round until reduced to 0 hit points, at which time it regenerates 1 hit point per hour. The Archer cannot regenerate damage from holy water.

Undead: The Captain is immune to poison, sleep effects, paralysis, stunning, disease, death effects, and all mind-affecting spells (charms, compulsions, et cetera).

July 23rd, 2024  in RPG No Comments »

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 »