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Skeleton: medium-size skeleton/undead; CR 1/3; HD 1d12 (6hp); Init +5 (+1 Dex, +4 Improved Init); Spd 30ft; AC 13 (+1 Dex, +2 natural); Atk 2 claws +0 melee (claw 1d4); F/R 5x5/5; SQ undead, immunities; SV Fort +0, Ref +1, Will +2; Str 10, Dex 12, Con -, Int -, Wis 10, Cha 11. Feats: Improved Initiative. Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Ghoul: medium-size undead; CR 1; HD 2d12 (13hp); Init +2 (Dex); Spd 30ft; AC 14 (+2 Dex, +2 natural); Atk bite +3 melee (bite 1d6+1 and paralysis) or 2 claws +0 melee (claw 1d3 and paralysis); F/R 5x5/5; SA paralysis, create spawn; SQ undead, +2 turn resistance; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 16. Skills and Feats: climb +6, escape artist +7, hide +7, intuit direction +3, jump +6, listen +7, move silently +7, search +6, spot +7, Multiattack, Weapon Finesse (bite). Paralysis (Ex): Those hit by a ghoul's bite or claw attack must succeed at a Fortitude save (DC14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis. Create Spawn (Su): In most cases, ghouls devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell, to rise a ghouls themselves in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. (The statistics above are for human ghouls and ghasts. Ghouls and ghasts may vary depending on their original race or kind.) Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. AL CE. Allip: medium-size undead (incorporeal); CR 3; HD 4d12 (26hp); Init +5 (+1 Dex, +4 Improved Init); Spd Fly 30ft (perfect); AC 15 (+1 Dex, +4 deflection); Atk incorporeal touch +3 melee (incorporeal touch, 1d4 permanent Wisdom drain); F/R 5x5/5; SA Babble, Wisdom drain, madness; SQ Undead, incorporeal, +2 turn resistance; SV Fort +1, Ref +2, Will +4; Str -, Dex 12, Con -, Int 11, Wis 11, Cha 18. Skills and Feats: hide +8, intimidate +11, intuit direction +4, listen +7, search +7, spot +7, Improved Initiative. Babble (Su): An allip constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60ft of the allip must succeed at a Will save (DC16) or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic, mind-affecting compulsion. Opponents who successfully save cannot be affected by the same allip's babble for one day. Wisdom Drain (Su): Those whose Wisdom is reduced to 0 by the allip become helpless until at least 1 point of Wisdom is restored. Madness (Su): Anyone targeting the allip with a mind-control or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of temporary Wisdom damage. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Incorporeal: Can be harmed only by other incorpreal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. AL NE. Ghast: medium-size undead; CR 3; HD 4d12 (26hp); Init +2 (Dex); Spd 30ft; AC 16 (+2 Dex, +4 natural); Atk bite +4 melee (bite 1d8+1 and paralysis) or 2 claws +1 melee (claw 1d4 and paralysis); F/R 5x5/5; SA stench, paralysis, create spawn; SQ undead, +2 turn resistance; SV Fort +1, Ref +3, Will +6; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 16. Skills and Feats: climb +6, escape artist +8, hide +8, intuit direction +3, jump +6, listen +8, move silently +7, search +6, spot +8, Multiattack, Weapon Finesse (bite). Stench (Ex): The stink of death and corruption surrounding these creatures is sickening. Those within 10ft musc succeed at a Fortitude save (DC15) or be wracked with nausea, suffering a -2 circumstance penalty to all attacks, saves, and skill checks for 1d6+4 minutes. Paralysis (Ex): Those hit by a ghast's bite or claw attack must succeed at a Fortitude save (DC15) or be paralyzed for 1d6+4 minutes. Even elves are vulnerable to this paralysis. Create Spawn (Su): In most cases, ghasts devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell, to rise a ghasts themselves in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. (The statistics above are for human ghouls and ghasts. Ghouls and ghasts may vary depending on their original race or kind.) Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. AL CE. Mummy: medium-size undead; CR3; HD 6d12+3 (42hp); Init -1 (Dex); Spd 20ft; AC 17 (-1 Dex, +8 natural), Atk slam +6 melee (slam 1d6+4 and mummy rot); F/R 5x5/5; SA despair, mummy rot; SQ undead, resistant to blows, damage reduction 5/+1, fire vulnerability; SV Fort +2, Ref +1, Will +7; Str 17, Dex 8, Con -, Int 6, Wis 14, Cha 15. Skills and Feats: hide +8, listen +9, move silently +8, spot +9, Alertness, Toughness. Despair (Su): At the mere sight of a mummy, the viewer must succeed at a Will save (DC 15) or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that mummy's despair ability for one day. Mummy Rot (Su): Supernatural diesease -- slam, Fortitude save (DC 20), incubation period 1 day; damage 1d6 etemporary Constitution. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or smilar magice (see Desease, page 74 in the DMG). An afflicted creatures that dies shrivels away into sand and dust that blow away into nothing at the first wind unless a remove disease and raise dead are cast on the remains within 6 rounds. Resistant to Blows (Ex): Physical attacks deal only half damage to mummies. Apply this effect before damage reduction. Fire Vulnerability (Ex): A mummy takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. AL LE. Shadow: medium-size undead (incorporeal); CR 3; HD 3d12 (19hp); Init +2 (Dex); Spd 30ft, fly 40ft (good); AC 13 (+2 Dex, +1 deflection); Atk incorporeal touch +3 melee (incorporeal touch 1d6 temporary Strength); F/R 5x5/5; SA Strength damage, create spawn; SQ undead, incorporeal, +2 turn resistance; SV Fort +1, Ref +3, Will +4; STR -, Dex 14, Con -, Int 6, Wis 12, Cha 13. Skills and Feats: hide +8, intuit direction +5, listen +7, spot +7, Dodge. Strength Damage (SU): The touch of a shadow deals 1d6 points of temporary Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Incorporeal: Can be harmed only by other incorpreal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. AL CE. Spectre: medium-size undead (incorporeal); CR 7; HD 7d12 (45hp); Init +7 (+3 Dex, +4 Improved Init); Spd 40ft, fly 80ft (good); AC 15 (+3 Dex, +2 deflection); Atk Incorpreal touch +6 melee (incorporeal touch 1d8 and energy drain); F/R 5x5/5; SA Energy drain, create spawn; SQ Undead, incorporeal, +2 turn resistance, unnatural aura, sunlight powerlessness; SV Fort +2, Ref +5, Will +7; Str -, Dex 15, Con -, Int 14, Wis 14, Cha 15. Skills and Feats: hide +13, intimidate +12, intuit direction +10, listen +13, search +10, spot +13, Alertness, Blind=Fight, Combat Reflexes, Improved Initiative. Energy Dragin (Su): Living creatures hit by a spectre's incorporeal touch attack receive two negative levels. the Fortitude save to remove a negative level has a DC of 15. Create Spawn (Su): Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. Spawn are under the command of the spectre that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of a spectre at a distance of 30ft. They do not willingly aproach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. Sunlight Powerlessness (Ex): Spectres are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and can take only partial actions. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Incorporeal: Can be harmed only by other incorpreal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. AL LE. Bodak: medium-size undead; CR 8; HD 9d12 (58hp); Init +6 (+2 Dex, +4 Improved Init); Spd 20ft; AC 15 (+2 Dex, +3 nat); Atk slam +6 melee (slam 1d8+1); F/R 5x5/5ft; SA Death gaze; SQ damage reduction 15/silver, fire and acid resistance 20, electrical immunnity, sunlight vulnerability, flashbacks; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con -, Int 6, Wis 12, Cha 12. Skills and Feats: listen +11, move silently +14, spot +13, Dodge, Improved Init, Weapon Focus (slam). Death Gaze (Su): Death, range 30ft, Fortitude negates DC 15. Humanoids who die from this attack are transformed into bodaks in one day. Sunlight Vulnerability (Ex): Bodaks loathe sunlight, for its merest touch burns their impure flesh. Each round of exposure to the direct rays of the sun deals 1 point of damage to the creature. Flashbacks (Ex): From time to time, a bodak sees something that reminds it of its almost-forgotten life. At the start of every encounter, there is a 5% chance that it ntoices something about an opponent (randomly determined, if more than one opponent is present) that causes it to recall its life. If this happens, the bodak takes no action for 1 round and thereafter suffers a -2 morale penalty to all attacks directed at that opponent. AL CE. |
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