The worms crawl in...

Open Discussion on all things C&C from new product to general questions to the rules, the laws, and the chaos.
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Dangersaurus
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Joined: Mon Jun 11, 2007 7:00 am

The worms crawl in...

Post by Dangersaurus »

Five more undead for your pleasure, including the (ahem) "Cursed Son"

REVENANT

NO. ENCOUNTERED: 1

SIZE: Medium

HD: 8 (d12)

MOVE: 20 ft.

AC: 10

ATTACKS: 2 claws (1d8)

SPECIAL: Memory, regenerate 3, strangle, paralyze, immunity (full): acid, holy water, poison, turn/control undead, weapons

SAVES: M, P

INT: varies

ALIGNMENT: Neutral

TYPE: Undead (Unique)

TREASURE: Nil

XP: 1550+8 + special

Some deaths are so wicked or so violent that they result in the creation of a revenant. A revenant is the spirit of a victim of violent murder come back to enact vengeance. The spirit may inhabit its own body or, in cases where the body has been destroyed, any convenient corpse. The revenant's murderer will always 'see' the revenant's original form, regardless of the body it inhabits.

A revenant has 1d4+2 months to complete its mission by killing all involved in its death. Once this time runs out or the task is fulfilled it falls to dust, resting forever in peace or torment as the case may be.

A revenant always knows the shortest route to his murder, wherever that may be.

Combat: A revenant is immune to all weapons, magical or otherwise. It will only attack its murderer, doing so with single-minded determination and ruthless efficiency. If the revenant is capable of casting spells it will only cast spells that affect its quarry. A revenant will never attack anyone other than its target except in self defense.

Memory: A revenant retains all class abilities it had before death. It retains the ability to speak and understand any language it previously knew, although speech is difficult and halting; it will usually only speak to accuse its murderer or cast spells.

Regenerate: A revenant regenerates 3 hit points each round. It may not regenerate damage caused by fire. A revenent's limbs continue to function even if separated from the body, eventually slithering back to rebuild the whole. Even if a revenant is completely annihilated (except by fire) it will reform its body or inhabit another corpse to continue its mission.

Strangle: A revenant that hits its target with both claws in a single round automatically latches on and begins strangling the victim. It will automatically cause 2d8 damage each round until the victim is freed or the revenant is destroyed.

Paralyze: If the revenant's murderer looks into its eyes or hears its accusation, the quarry must make a Wisdom save against gaze attacks or be paralyzed for 2d4 rounds.

Note: The experience listed is for a base revenant with no class abilities or spellcasting ability. Make sure to adjust for these capabilities.

SKELETON, ANIMAL

NO. ENCOUNTERED: 2-20

SIZE: Small to Medium

HD: 1 (d6)

MOVE: 15 ft.

AC: 12

ATTACKS: Claw or bite (1d4)

SPECIAL: Immunity (half): slashing and piercing weapons

SAVES: P

INT: None

ALIGNMENT: Neutral

TYPE: Undead (Common)

TREASURE: Nil

XP: 10+1

Animal skeletons are created from the remains of small vertebrates, much the same as the way humanoid skeletons are (animate dead, etc.). Any such method will yield 50% more of these creatures than the normal number of humanoid skeletons.

CURSED SON

NO. ENCOUNTERED: 1-3

SIZE: Medium

HD: 4 (d12)

MOVE: 30 ft.

AC: 10

ATTACKS: Fist (1d8 + disease)

SPECIAL: Fear aura, regenerate 2, disease, worms

SAVES: P

INT: Low

ALIGNMENT: Chaotic Evil

TYPE: Undead (Extraordinary)

TREASURE: Nil

XP: 140+4

Cursed sons are the worm-ridden ghastly remains of followers devoted to an extremely evil high priest.

Fear: Cursed sons generate an aura of fear in a 30' radius, as the spell.

Regenerate: Cursed sons regenerate 2 hit points each round. They may not regenerate damage from fire, lightning, acid or holy items.

Disease: Anyone hit by a cursed son must make a Constitution save against disease or contract a chronic wasting illness. The victim will lose 2 Charisma permanently each month. Cure wounds spells will no longer affect the victim, and normal healing occurs at 1/10th the normal rate. Death occurs when Charisma is reduced to zero.

Worms: Once per round a worm will jump from the cursed son's body to land on an adjacent victim and begin burrowing into its skin, rolling a normal touch attack to hit. The next round the worm begins tunneling to the victim's brain and killing the victim in 1d4 rounds. During the first round (before the worm completely burrows in), it may be destroyed by the touch of cold steel or a holy item. Once it has burrowed in, only a remove curse, remove disease, neutralize poison or dispel evil will save the victim.

A victim killed in this manner putrifies immediately and rises the next round as a cursed son.

ZOMBIE, JUJU

NO. ENCOUNTERED: 1-4

SIZE: Medium

HD: 3 (d12)

MOVE: 20 ft., 10 ft. (climb), 20 ft. (swim)

AC: 14

ATTACKS: Slam (3d4+3) or by weapon

SPECIAL: Strong, immunity (full): normal weapons, electricity, magic missile, cold; immunity (half): piercing, blunt, fire

SAVES: P

INT: Low

ALIGNMENT: Neutral Evil

TYPE: Undead (Extraordinary)

TREASURE: Nil

XP: 115+3

A juju zombie is created from a corpse that has been magically drained of its life force.

Strong: Juju zombies are extremely strong, adding +3 to their chance to hit and to damage.

ZOMBIE, MONSTER

NO. ENCOUNTERED: 1-6

SIZE: Large

HD: 6 (d12)

MOVE: 20 ft.

AC: 14

ATTACKS: Slam (4d4)

SPECIAL: Slow, immunity (full): cold; immunity (half): blunt

SAVES: P

INT: None

ALIGNMENT: Neutral

TYPE: Undead (Common)

TREASURE: Nil

XP: 300+6

A monster zombie is the animated corpse of a large monster such as an ogre, troll or giant.

Slow: Monster zombies always lose initiative in combat.

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slimykuotoan
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Joined: Sun Mar 11, 2007 8:00 am
Location: Nine Hells

Post by slimykuotoan »

Man Dangersaurus, are you single?

Where has Troll Lords been hiding you?

Cheers for brightening my roleplaying evenings...
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan

BASH MAN
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Joined: Wed May 03, 2006 7:00 am

Post by BASH MAN »

Oh these are good. I especially like the giant zombies and the Revenant.

The Basic D&D Revenant was cool too. It looked like a zombie, needed +2 or better weapons to harm it, could jump like 30' straight up, could turn gaseous like a vampire, and had poisonous claws that were extremely poisonous.

My halfling in that setting killed one [it was the major fight of that leg of the campaign]. He was an archer, so he cut off its fingers and tipped special arrows with them in a bag of holding, which the GM said would not have them decay in [needless to say, nothing ELSE went into that bag of holding]. I do remember KILLING a giant with one of those arrows!
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serleran
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Post by serleran »

Heh, more evidence that using monsters from previous (non-d20) versions of certain games are easy/simple to deal with. Why not try something a little more difficult? Something like a shadow dragon or archlich? ;)

Tank
Red Cap
Posts: 203
Joined: Thu Apr 26, 2007 7:00 am

Post by Tank »

Mmm. The return of the Juju zombie. I know 4-6 PC's who are in deep trouble...

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Omote
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Post by Omote »

Still, this is a big help to those us us to unskilled or lazy to convert on their own... thx!
.................................................Omote

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