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.
The worms crawl in...
- slimykuotoan
- Greater Lore Drake
- Posts: 3669
- Joined: Sun Mar 11, 2007 8:00 am
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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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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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- Omote
- Battle Stag
- Posts: 11560
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Still, this is a big help to those us us to unskilled or lazy to convert on their own... thx!
.................................................Omote
FPQ
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Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
.................................................Omote
FPQ
_________________
> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
VAE VICTUS!
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