Posts Tagged ‘ undead ’

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 »

Have No Fear!

The Lord is my light and my salvation, whom shall I fear? The Lord is the protector of my life: of whom shall I be afraid? (Psalm 26:1, Douay-Rheims)

Last Sunday, I wrote about using turn undead as a way of transforming the Cleric into a melee master against affected undead. This seems especially appropriate for Clerics who follow deities devoted to battle, undead smashing, et cetera. Not all Clerics, however, fit that mold, so this Sunday I want to turn my attention to Clerics who seek to encourage their allies in conflict with the soul-rending terrors of the undead. Such a Cleric’s player rolls 2d10 and refers to the table for turning the undead as normal, but the results of success differ as follows:

* If the number on the dice is equal to or greater than the number shown on the table, the Cleric’s allies gain for 3d6 rounds a +1 “to-hit” bonus when fighting affected undead. Those allies also gain a +1 saving throw bonus against special attacks from the affected undead.

* If the table indicates “T”, the Cleric’s allies gain for 3d6 rounds +1 bonuses both “to-hit” and to damage. The saving throw bonus increases to +2. Furthermore, any ally who fails or who has failed a saving throw against a special attack from the affected undead immediately gains a reroll on that saving throw with that +2 bonus.

* If the table indicates “D”, the Cleric’s allies gain for 3d6 rounds a +2 “to-hit” and +2 damage bonus against the affected undead. Furthermore, the allies become immune to the special attacks of the affected undead.

January 22nd, 2017  in RPG No Comments »

Smite Those Undead!

…I am glorified in the eyes of the Lord, and my God is made my strength. (Isaiah 49:5)

Certain Lawful Clerics do not “turn” undead monsters. Instead, these Clerics call for divine assistance in direct combat with the undead. Such a Cleric’s player rolls 2d10 and refers to the table for turning the undead as normal, but the results of success differ as follows:

* If the number on the dice is equal to or greater than the number shown on the table, the Cleric gains for 3d6 rounds a +1 “to-hit” bonus and a damage bonus equal to the half Cleric’s level (round up) when fighting affected undead.

* If the table indicates “T”, the Cleric gains for 3d6 rounds a +1 “to hit” bonus and a damage bonus equal to the Cleric’s level when fighting the affected undead. Furthermore, the Cleric makes one attack per level each round against the affected undead.

* If the table indicates “D”, the Cleric gains for 3d6 rounds a +1 “to hit” against the affected undead. Any hit automatically destroys the undead monster, reducing it to dust. Furthermore, the Cleric makes one attack per level each round against the affected undead.

January 15th, 2017  in RPG No Comments »

Death Shuffles on Two Feet

One of the great things about Swords & Wizardry (and the original fantasy RPGs that inspire it) is the lack of pages and pages of detailed rules about how monsters function and are built. S&W embraces my favorite paradigm, which is that the rules for the players and their characters are not the same rules for Referees and their characters.

This paradigm facilitates introducing new monsters and variations of old monsters to adventures. The players probably know the stats for, say, a zombie. They’re right there in the book and are available on-line. What the players don’t know, however, is that this time the zombies their characters face should be handled with a little bit more care.

The Walking Dead

Zombies are mindless creatures. Their origins are uncertain. Some blame evil magic commanded by necromancers. Others hold a disease responsible. Another theory posits that Hell is full, and the souls of the damned are being released to make room. Whatever the truth, zombies pose a serious threat to any community.

A zombie attacks by grabbing, twisting, and tearing at flesh. If both hands hit a single victim, the zombie grabs hold and attempts to bite, requiring an attack roll with a +2 bonus and inflicting 1d4+1 points of damage if successful. Anyone bit by a zombie must make a saving throw to avoid suffering 2d4 points of damage per round until dead as flesh begins to corrupt, starting at the wound and spreading out from there. One who dies from a zombie’s bite rises as a new zombie 1d6 rounds later.

Zombies are most often unarmored, but they are typically encountered wearing whatever they wore at the moment of death.

Zombie: HD 2; AC 9 [10]; Atk 2 strikes (1d4); Move 6; Save 16; AL N; CL/XP 3/60; Special: deadly bite, grab (open doors check to break grapple), undead.

August 15th, 2015  in RPG No Comments »