The first half of a group of undead conversions.
COFFER CORPSE
NO. ENCOUNTERED: 1
SIZE: Medium
HD: 2 (d12)
MOVE: 15 ft.
AC: 12
ATTACKS: Claw (1d6) or by weapon
SPECIAL: Rise again, choke
SAVES: P
INT: Low
ALIGNMENT: Chaotic Evil
TYPE: Undead (Extraordinary)
TREASURE: 4
XP: 25+2
These foul creatures are found in stranded funeral barges or in any other situation in which a corpse has failed to return to its maker.
Combat: A coffer corpse strikes with its bare hands or with any weapon. A coffer corpse can only be hurt by +1 or better weapons.
Rise Again: While normal weapons appear to harm the coffer corpse, they in fact do not. If a coffer corpse is hit for 6 points or more of damage in a single round, it will fall to the ground. One round later it will rise up to fight again, at which time all enemies within 30 feet that can see it must make a Charisma save against fear or flee in terror.
Choke: If a coffer corpse hits with its claw attack, it automatically locks its hands around its opponents throat. Each round the coffer corpse will automatically deal 1d6 damage to the victim until the victim is freed or the coffer corpse is destroyed.
DEATH KNIGHT
NO. ENCOUNTERED: 1
SIZE: Medium
HD: 9 (d12)
MOVE: 30 ft.
AC: 20
ATTACKS: by weapon (+4 damage)
SPECIAL: Immunity to turn/control undead, control undead, spell reflection, unholy mount, fear aura, gate, spell-like abilities, SR 15
SAVES: M, P
INT: Average - Genius
ALIGNMENT: Chaotic Evil
TYPE: Undead (Unique)
TREASURE: Nil
XP: 4100+9
A death knight is to the paladin what the lich is to the wizard. It is thought that a demon prince raises these foul creatures up from the corpses of fallen paladins.
Combat: A death knight attacks with whatever weapons it carries. The Castle Keeper should equip the death knight with at least one weapon of +2 or greater power. A death knight is extremely strong (19-20) and adds +4 on rolls to hit and damage with weapons.
Control Undead: A death knight can turn or control undead as a 6th level cleric with Wisdom as a prime ability.
Spell Reflection: Any time an opponent fails to overcome the death knight's spell resistance and the unmodified roll is a 1 or 2 the enemy's spell is reflected back at them.
Unholy Mount: A death knight may summon a nightmare (Monsters & Treasure p.62) to serve it once every ten years. The beast will serve as a divine mount serves a paladin. Some death knights have been known to recruit mounts other than nightmares.
Fear Aura: A death knight continually generates an aura of fear, as the spell, in a 5' radius.
Gate: Twice per day a death knight may attempt to gate in a demon with a 75% chance of success. If successful, roll on the following table:
01-20 Type I
21-45 Type II
46-75 Type III
76-95 Type IV
96-00 Type V
Spell-Like Abilities: Once/day: any one power word spell, symbol (pain or fear only), fireball. Twice/day: dispel magic. At will: detect magic, detect invisibility (as detect illusion), wall of ice. All spell-like abilities are treated as if cast by a 20th-level wizard.
EYE OF FEAR AND FLAME
NO. ENCOUNTERED: 1
SIZE: Medium
HD: 12 (d12)
MOVE: 20 ft.
AC: 18
ATTACKS: None
SPECIAL: Gems of fear and flame, spell reflection, plane shift
SAVES: M, P
INT: High
ALIGNMENT: Chaotic Evil
TYPE: Undead (Unique)
TREASURE: Nil
XP: 2325+12
This creature stalks the underworld seeking lawful creatures to torment. It appears as a dark indistinct shape shrouded in black robes, and attempts to goad, cajole or threaten lawful creatures into committing evil acts. If ignored long enough, or if attacked, it throws back its hood to reveal a skull with gems for eyes, one black and one red - the eyes of fear and flame.
Gems of Fear and Flame: Once this creature's hood is thrown back, the black gem continually radiates an aura as a fear spell. The red gem unleashes a fireball once every three rounds. Both effects are treated as if cast by a 12th-level wizard. If the gems are removed from the creature they lose all magical power. They are worth 1d2x1,000gp each.
Spell Reflection: Any spells that affect eyesight targeted on the Eye of Fear and Flame are automatically reflected back at the caster.
Plane Shift: The Eye of Fear and Flame may cast plane shift at will. This takes two rounds, affects only the Eye of Fear and Flame, and the ethereal plane is the only possible destination.
HUECUVA
NO. ENCOUNTERED: 1-10
SIZE: Medium
HD: 2 (d12)
MOVE: 20 ft.
AC: 17
ATTACKS: Touch (1d8 + disease)
SPECIAL: Disease, polymorph self
SAVES: M
INT: Inferior
ALIGNMENT: Chaotic Evil
TYPE: Undead (Extraordinary)
TREASURE: 3
XP: 29+2
A huecuva appears as a rotten corpse or skeleton dressed in tattered robes.
Combat: A huecuva will attempt to assume an innocent shape, then move into crowds to spread disease. A huecuva may only be hurt by silver or magic weapons.
Disease: The touch of this creature causes disease. The victim must make a Constitution save against disease or contract an acute renal disease that will be fatal in 1d12 days.
Polymorph Self: A huecuva may change its shape three times per day, as the spell polymorph self cast by a 7th-level wizard.
It's late... I only got through half of the undead I wanted to do, so I'll be back another time with the revenent, skeleton (animal), son of Ky-something, and at least two types of zombie.
edit: changed the save against the coffer corpse's fear effect from Wisdom to Charisma. I promise these will get better by the time I'm finished reading the core books!
Huecuva lot of undead
-
Dangersaurus
- Ungern
- Posts: 99
- Joined: Mon Jun 11, 2007 7:00 am
- Jyrdan Fairblade
- Unkbartig
- Posts: 947
- Joined: Thu May 11, 2006 7:00 am