Showing posts with label undead. Show all posts
Showing posts with label undead. Show all posts

10/12/15

Vampire Spawn (Undead)--Montporte Dungeon Campaign Critter

VAMPIRE SPAWN

Vampire spawn are hideous undead creatures, created by vampire lords and ladies. Vampire spawn remain under the control of their vampire lord or lady until they are released and become full vampires in their own right. Vampire spawn are often sent on missions by their vampire masters.

LESSER VAMPIRE SPAWN
Armor Class: 5 [14]
Hit Dice: 4
Attacks: Bite (1d6)
Saving Throw: 13
Special: Regeneration; Slow; Zombie Control
Move: 12/18 (Flying)
Challenge Level/XP: 6/400

Lesser vampire spawn are created by vampires to be servants until such time that they become full vampires. Despite the fact that lesser vampire spawn are weaker than their greater vampire spawn kin in many respects, they are not harmed by running water and sunlight. However, they are repelled by garlic and are turned by clerics as if they were shadows.

COMBAT: Lesser vampire spawn are not subject to fear and their behavior in combat is determined by their vampire masters.

REGENERATION: Lesser vampire spawn regenerate at 1 point per round. When the lesser vampire spawn reaches zero hit points or below, it is no longer able to regenerate.

SLOW: When a lesser vampire spawn successfully bites an opponent or victim, the opponent must make a saving thrown. If the saving throw is failed, the opponent is slowed. The opponent then moves and attacks at half speed for 2d4 rounds.

ZOMBIE CONTROL: A lesser vampire spawn can control up to 4 zombies at a time.

GREATER VAMPIRE SPAWN
Armor Class: 4 [15]
Hit Dice: 6
Attacks: Bite (1d8)
Saving Throw: 11
Special: Regeneration; Level Drain; Zombie Creation & Control
Move: 12/18 (Flying)
Challenge Level/XP: 8/800

Greater vampire spawn are created by vampires to be servants until such time that they become full vampires. Greater vampire spawn turn into a gaseous form and return to their vampire master. Greater vampire spawn can only be killed in the same manner as a vampire: By sunlight, by running water, or by a wooden stake driven into its heart. They are repelled by garlic and are turned by clerics as if they were wraiths.

COMBAT: Greater vampire spawn are not subject to fear and their behavior in combat is determined by their vampire masters.

REGENERATION: Greater vampire spawn regenerate at 2 points per round. When the greater vampire spawn reaches zero hit points or below, it is no longer able to regenerate. It becomes gaseous and returns to its master, where it regains its body after a time of rest.

LEVEL DRAIN: When a great vampire spawn successfully bites an opponent, the opponent must make a saving throw. If the saving throw is failed, the bitten opponent loses one experience level.

ZOMBIE CREATION & CONTROL: An opponent that dies by the bite of a greater vampire spawn becomes a zombie under the control of the greater vampire spawn, one round after death. A greater vampire spawn can control up to 10 zombies at a time.

9/8/15

Undead Earth Elemental (Undead, Elemental)--Montporte Dungeon Campaign Critter

UNDEAD EARTH ELEMENTAL
Armor Class: 2 [17]
Hit Dice: 10
Attacks: 2 Slams (2d6 each)
Saving Throw: 5
Special: Level Drain (1 level); Move Through Stone & Earth
Move: 5
Challenge Level/XP: 12/2,000

Undead earth elementals whose life energy has been replaced by negative energy, so that they are a combination of pure elemental earth plus negative energy (see On the Elements and On the Energies).

Undead earth elementals resemble their non-undead relatives, but are looser in form, being made up of gravel, sand, and silt.

COMBAT: Undead earth elementals are unintelligent and will attack any living creature within 30'. It will continue to attack until it is destroyed, its opponents are destroyed, or its opponents retreat 100' in distance from the undead earth elemental.

LEVEL DRAIN: When an undead earth elemental strikes its opponent, it drains one level from its victim. The victim does get a saving throw and a successful save indicates no level drain. The attempted level drain is limited to once per round, so even if an undead earth elemental successfully strikes an opponent twice, only one level drain attempt is made.

MOVE THROUGH STONE & EARTH: An undead earth elemental may pass through solid stone or earth at the rate of 1. The undead earth elemental may not attack when it is fully or partially passing through stone or earth.

1/2/15

Montporte Mini Monster Manual II (Undead Edition)

In a previous post, the Montporte Mini Monster Manual, I neglected to mention the undead. The undead of Montporte are the standard D&D undead. However, the player characters have met several additional undead creatures that were not in their textbooks from Adventurer University.

In addition to the usual cast of skeletons and zombies, Montporte has featured the following undead things (statted for Swords & Wizardry):

Aur-Mornder: Undead dwarves whose life force has been completely replaced by greed.

Earth Elemental-Undead Version: Elementals that combine a negative life force and the power of a pure element make for deadly encounters for adventurers.

Fire Skeleton: Flame-throwing skeletons are dangerous creatures.

Jinome: Undead gnomes that have a fair amount of magical means to create mayhem for adventurers.

Petros Skeleton: Undead skeletons whose bone structure includes a high percentage of elemental earth. They are much tougher and nastier than your average undead skeleton.

3/22/14

Petros Skeleton--Montporte Dungeon Campaign Critter

PETROS SKELETON
Armor Class: 2 [17]
Hit Dice: 5
Attacks: Strike x 2 (1d6)
Saving Throw: 12
Special: Pebble Spray; Constitution Drain; Sleep/Charm Immunity
Move: 11
Challenge Level/XP: 6/400

Petros skeletons are undead human skeletons whose bone structure includes a high proportion of elemental earth. They also accumulate aggregate gravel and pepples, which they are able to use as an attack form. They have the ability to shoot a sheet of flame from their hands. Petros skeletons are treated as wights for the purposes of being turned by clerics.

COMBAT: Petros skeletons are similar to other undead skeleton in combat. They do get two attacks per round, one strike with each hand,
as they are not armed with weapons (weapons interfere with their burning hands ability).

PEBBLE SPRAY: Petros skeletons are able to shoot pebbles in a 20' radius once per day. The pebble spray has an effect akin to canister shot or shrapnel. It does 2d4 in damage to living creatures within the attack radius; half damage if a saving throw is successfully made by each target.

CONSTITUTION DRAIN: Opponents lose one point of constitution when struck by the skeletal hand of the petros skeleton. Lost constitution points are regained at a rate of one point per hour, but an opponent dies if their constitution reaches zero.

SLEEP/CHARM IMMUNITY: Like other forms of undead creatures, petros skeletons are immune to sleep and charm spells.

12/30/13

Jinome (Montporte Dungeon Campaign Critter)

JINOME
Armor Class: 7 [12]
Hit Dice: 1
Attacks: Small spears or clubs (1d4)
Saving Throw: 16
Special: Laughter; Music; Spells
Move: 7
Challenge Level/XP: 2/30

Jinomes are undead gnomes. They live in forests in or near lands that are tainted or deeply evil. Jinomes travel in small bands and appear in forests at night to hunt their prey. Despite their undead state, jinomes still possess the intelligence, cleverness, and prankster characteristics found among the gnomes, only in this case it has been twisted by long-term contact with evil.

Jinomes are turned as zombies by clerics.

COMBAT:  Jinomes feed on the fear and confusion of their victims so they prefer to use their specialized attacks from a distance rather than engage in melee combat. If forced into combat, they will attempt to attack any gnomes in the opposing party.

LAUGHTER: Groups of three or more jinomes are able to unleash hideous cackling laughter that causes confusion to those within 40’ for those creatures failing their saving throw. The jinomes may use this ability once per day.

MUSIC: Groups of six or more jinomes are able to create lively but disturbing music that causes nausea for those within 40’ who fail their saving throw. Nauseated opponents have a -1 penalty to their attack rolls. Jinomes can play this music but once per day but they can continue playing until they are physically attacked. The nausea will last 1-6 turns after the music stops.

SPELLS:  Each jinome can cast Darkness, 15 ft Radius and Mirror Image once per day.

Note: The jinome appeared in The Manor #4. Special thanks to Tim (Gothridge Manor) for giving me the thumbs up to share it on my blog (I did create it but he was gracious enough to include it in his zine).

12/28/13

Aur-Mornder (Montporte Dungeon Campaign Critter)

AUR-MORNDER
Armor Class: 5 [14]
Hit Dice: 3
Attacks: Pickaxe (1d6) or by weapon type
Saving Throw: 14
Special: Dexterity Drain; Move Silently; Deepvision
Move: 30
Challenge Level/XP: 3/60

Aur-mornder are Dwarven undead. They are created when dwarves become filled with gold lust to such an extent that it has replaced their life force. They live on as undead, inhabiting mines and other remote areas, searching for and mining phantom gold deposits.

Aur-mornder appear as dwarfs, but their flesh is gray and flaky and their eyes are black and without pupils. Their skin is very cold to the touch and they speak with thin, raspy voices.

Aur-mornder have a hatred of the living, particularly of dwarves. They will attack them on sight, assuming that other dwarves have come to jump their claim and steal their gold.

Aur-mornder can be turned by clerics. They are turned as ghouls.

COMBAT: Aur-mornder are aggressive, yet crafty, in combat. While they ignore unintelligent beasts and vermin, they generally assume that intelligent creatures, particularly dwarfs, are out to steal their mining area and gold. They will use their move silently ability to ambush their opponents whenever possible.

DEXTERITY DRAIN: Upon a successful strike with their weapon, an aur-mornder will drain 2 points of dexterity from its opponent, unless the opponent makes a constitution saving throw. The dexterity points lost are regained at 1 point per hour.
MOVE SILENTLY: An aur-mornder is able to move silently as a third level thief.

DEEPVISION: Aur-mornder can see in complete darkness (excluding magical darkness) up to 120’.