Creatures of Mystara

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BLOOD AXE
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Creatures of Mystara

Post by BLOOD AXE »

I have the old Mystara Monstrous Compendium, so I thought I'd go through it and attempt to convert it to C&T. Many of these creatures are different from what you find in the M&T. So one or two might be good if you're looking for a beast thats a bit out of the ordinary. Chances are that your players won't know about them. Im going to start right at the beginning with letter "A".

Im not perfect, but I'll try my best. I'll simplify, or change things a bit, where I feel its needed. This is just my interpretation. Feel free to change, use, copy ,etc. these entries how you like.
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Actaeon

Post by BLOOD AXE »

ACTAEON

NO. ENCOUNTERED- 1

SIZE- L 9' tall

HD- 11

MOVE- 40

AC- 17

ATTACKS- 2 spear thrusts 2-12/2-12 & 2-16 horns

SPECIAL- woodland skills, summon animals, polymorph breath

SAVES- P

INT- high

ALIGNMENT-Neutral (good tendencies)

TYPE- monstrous humanoid

TREASURE- 6

XP-1875+11/hp

The Actaeon is a protector & hero of the forests and woodland creatures. Some call it the "elk centaur", even though it has only two legs. It appears as a large fur-covered humanoid with cloven hooves, and the head/horns of a great stag. The Actaeonspeaks it own tongue, common,and the "sylvan" tongue. They usualy carry 2 or more spears that they use in combat. They are usually on friendly terms with Rangers & Druids and will not harrass people pasing through the forest and not causing destruction.They are peaceful creatures unless their forests are threatened or animals or woodland creatures are slaughtered needlessly. Then the rage of the Actaeon will be felt. They will summon animal and woodland allies into battle, set ambushes, and kill or drive out the intruders. They are intelligent creatures and will collect some treasure for trading.

The Actaeon has the skills of Ranger of equal level.(11th level-conceal,move silently,survival, track,trapsdelay/neutralize poison) They are extremely quick (Move-40) and can strike three times in combat(2 spear attacks and 1 gore attack with horns). They can pass thru wooded areas without a trace.(Druid- woodland stride) They can summon 20HD of animals and woodland creatures one time per day.Usually boars, bears, wolves,centaurs, treants and the like will arrive, but any nearby creatures will rush to defend the Actaeon and their forest home.(CK decision)

The Actaeons most powerful attack is its breath weapon. Once a day it can breathe out a cloud of green mist(10x10x10) that will polymorph all into a common harmless woodland animal.( squirrel, owl, deer,rabbit,etc.) This mist works as a polymorph other spell(Wizard spell 4) with a -4 save. There are rumors of ancient Actaeons with the power to cast Druidic spells.
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Agarat

Post by BLOOD AXE »

AGARAT

NO. ENCOUNTERED- 1-4

SIZE- M

HD- 4

MOVE- 30

AC- 16

ATTACKS- 2 claws 1-4/1-4 & 1 bite 1-6

SPECIAL- scream, darkvision 60, weapon immunity

SAVES- P

INT- low

ALIGNMENT- Chaotic Evil

TYPE- undead

TREASURE- 3

XP- 100+4/hp

The Agarat resembles a Ghoul. It is a foul undead creature with long claws, sharp teeth and a large gaping mouth. Its feared attack is it blood-curdling scream. All living creatures must save or lose 1 energy level for 1-6 turns. If knocked to level 0, they victim falls unconcious for 1-6 turns. The Agarat can use its scream attack once every turn. These creatures can only be hurt by magic, silver or cold iron weapons.These undead creatures are usually found with Ghouls & Ghasts.

Rarely a "Greater" Agarat is encountered. These creatures share the Agarat's stats except:

HD- 8

AC- 18

INT- average

XP- 825 +8/hp

TREASURE- 5

Their scream drains 2 energy levels. They also have the paralyzing touch and stench attack of Ghasts.
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Ashcrawler

Post by BLOOD AXE »

ASHCRAWLER

NO. ENCOUNTERED- 1-6

SIZE- S (2' long, 4'long tail)

HD- 3

MOVE- 20 ground 20 burrow(ash)

AC-14

ATTACKS- bite 1-2 or tail swipe(stun)

SPECIAL- tail swipe(stun), fire resistance, locking jaws

SAVES- P

INT- animal

ALIGNMENT- Neutral

TYPE- magical beast

TREASURE- 1

XP- 40 +4/hp

This strange creature will be found near a permanent source of fire(volcanoes) or deserts. It will lay buried in ash/sand awaiting an unwary victim. It looks like a large grey hairless rodent with a large snout, and large claws. Its body is relatively small(2') but it has a long (4') prehensile tail. It usually feeds on birds, rodents or other animals, but will attack any creature entering its territory.

The Ash crawler attacks by knocking/tripping its victim with its tail. This tail attack causes no damage, but the victim must make a Dexterity save or fall. Then the Ash crawler will rush from its hidden position underneath the ash and attack with its bite. Once it has secured a bite, the beasts jaws will lock. A Strength save is required to remove the beast, or successfull attack causing at least 5 points of damage. While the beasts jaws are locked on a victim it will automatically cause 1-2 damage per round with its bite and also attempt 2 additional attacks with its claws ( +4 hit and 1-4 damage each)

The beast is immune to normal fire and magical fire will be -2 per dice and it will get a +4 save. The Ash crawler hates water, and will retreat(or release a victim) immediately if splashed. Cold/ice attacks are +2 per dice and it gets a -4 save. The creatures will flee if they take any damage from an ice/cold attack.

The hide of the Ash crawler is prized so it can be turned into fire-resistant leather armor or cloaks.
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.

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Post by slimykuotoan »

awesome
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Post by CharlieRock »

Astounding
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Post by clavis123 »

Thanks for the great conversions! Keep 'em coming.
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Post by serleran »

I think, in time, you'll come to the same conclusions I have: it gets boring doing conversions.
Nice job, though.

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Post by Omote »

Blackball. Umbral Blot. Whatever you call it. Is worthy of conversion.
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Post by BLOOD AXE »

Omote wrote:
Blackball. Umbral Blot. Whatever you call it. Is worthy of conversion.
-O

Im going in alphabeical order. "B" is next. Adventurers might not like encountering a Blackball or Deadly Sphere, as there isnt much they can do to combat it.
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Baldandar

Post by BLOOD AXE »

BALDANDAR

NO. ENCOUNTERED- 1

SIZE- M 6-7'

HD- 6

MOVE- 30

AC- 17

ATTACKS- 3 , 2 claws 1-6/1-6 & 1 bite 1-4(poison)

SPECIAL- spells, illusions, poison bite

SAVES- M

INT- high

ALIGNMENT- Neutral Evil

TYPE- shapechanger

TREASURE- 6

XP- 500 +6/hp

The Baldandar is an evil shapechanger that also has powers of magic & illusion. Their true form is a tall, thin, pale humanoid with a large head and yellow saucer-shaped eyes. They have long, sharp claws and a poisonous bite.(save -4 or sleep 1-4 turns) They speak common and usually several other languages. The Baldandar is carnivore, and uses its extensive powers of magic & illusion to hunt. In the wild, they turn invisible, attack with their poisonous bite, and kill their prey while it sleeps. In civilized areas, they usually pose as a Wizard to gain influence. If a tasty Human stumbles upon its plots, so much the better.

The Baldandar has the following powers at level 15:

invisibility 3xday

fly 3xday

polymorph self 1xday

polymorph other 1xday

confusion 1xday

veil (self only) 3xday

major image 3xday

shadow evocation 3xday
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Post by serleran »

(*scoffs* Technically, that should be "Baldander," since its based on a real-world fictional character... I'd know, I wrote one up for M&T II...)

Fun.

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Bargda

Post by BLOOD AXE »

BARGDA

NO. ENCOUNTERED- 1-4

SIZE- L (9'+ tall hunched)

HD- 12

MOVE- 30

AC- 16

ATTACKS- 2 , club 2-16 & bite 1-10 + disease

SPECIAL- diseased bite, darkvision 60

SAVES- P

INT- Average

ALIGNMENT- Chaotic Evil

TYPE- Giant

TREASURE- 5 (hoard)

XP- 1900 12/hp

The Bargda is a distant relative of the Minotaur. They are larger,stronger, and seem to have been cursed by some horrible, putrefying disease. They are hunched, their horns are twisted (no gore attack), and their bodies are covered with warts and random tufts of fur.

They speak a garbled mix of common & minotaur. Only half of which wil be understood by a person speaking either language. They atack with their clubs and diseased bite. Any one bitten must make a Constitution save or contract a disease.(as Otyugh) Bargdas are greedy creatures and collect treasure when possible. The beasts are smart enough to use its treasure to bargain for its life if needed.They are usually found with Ogres, Hill Giants or Trolls, which they dominate to do its bidding.
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But when life loses its value,
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Post by BLOOD AXE »

serleran wrote:
(*scoffs* Technically, that should be "Baldander," since its based on a real-world fictional character... I'd know, I wrote one up for M&T II...)

Fun.

Are you sure? I have the book open right here in front of me.

B-A-L-D-A-N-D-A-R. Baldandar. Not that speling really matters.
Its just my version anyway. Gives me something to do,til I get bored like you said. Maybe it will be of use to someone, maybe not. I can't wait to get a look at M&T II.
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Post by serleran »

I didn't mean that you messed up... but whoever originally created it. The story it comes from calls it "Baldander." Maybe that's why the name was changed... to avoid "infringement?"

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Bhut

Post by BLOOD AXE »

BHUT

NO. ENCOUNTERED- 1-8

SIZE- M

HD- 7

MOVE- 30

AC- 16

ATTACKS- 3, 2 claws 1-4/1-4 1 bite 1-6

SPECIAL- spell immunity, numbing bite, weapon immunity

SAVES- M,P

INT- high

ALIGNMENT- Lawful Evil

TYPE- monstrous humanoid

TREASURE- 7

XP- 450 +7/hp

During the day a Bhut looks like a normal Human. At night their skin turns green and scaly, their fingers become claws, and their teeth turn into large fangs. Some sages think the Bhuts are undead, but they cannot be turned by Clerics and can reproduce with normal humans. Some think they are a form of Lycanthrope, but they do not pass on their condition with a bite.

The Bhut can only be hurt by magic or silver weapons. A blessed or holy weapon will kill a Bhut with one strike. They are immune to poison, paralyzation, gases, sleep, charm & hold spells. Their bite causes a numbing cold for 1-4 rounds, all rolls are at -2. Detect Evil spells will not detect them. Know lignment spells show them to be Lawful Good.

Bhuts usualy dwell on the fringe of human society, preying onlone travellers. They work together and usually pose as harmless Monks or travelling gypsies. Occasionally a Bhut with the skills of a Wizard is encountered.

Legends say the Bhuts came into being long ago when an angry God cursed a town that defiled her temple. Such a supernatural origin might explain the Bhuts strange abilities.
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.

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Post by BLOOD AXE »

serleran wrote:
I didn't mean that you messed up... but whoever originally created it. The story it comes from calls it "Baldander." Maybe that's why the name was changed... to avoid "infringement?"

Hmmm. I never heard of it before. Seems like a super-doppleganger with illusion powers.
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But when life loses its value,
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then the Pact is to Avenge.

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Bird, Piranha

Post by BLOOD AXE »

BIRD, GIANT PIRANHA

NO. ENCOUNTERED- 8-18 (2d6+6)

SIZE- S 3'

HD- 2

MOVE- 5/60 fly

AC- 14

ATTACKS- 1-6 bite

SPECIAL- blood frenzy, infravision 30

SAVE- P

INT- animal

TYPE- magical beast

ALIGNMENT- Neutral

TREASURE- 0

XP- 20 +2/hp

The Giant Piranha Bird gathers in small flocks that viciously tear apart their prey just like the fish they were named after. These birdsare covered with beautiful brightly colored feathers. Every color of the rainbow can be found in a flock. Instead of beaks they have mouths full of wicked teeth. Once blood is drawn these birds go into a blood frenzy gaining +2 hit. They dislike bright sunlike, but live in warm climates. They dwell in dense forests and sometimes caves. They hunt at night or on overcast days.
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.

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Bird, Sprackle

Post by BLOOD AXE »

BIRD, SPRACKLE

NO. ENCOUNTERED- 2-12

SIZE-S 4'

HD- 2

MOVE- 5/60 fly

AC- 14

ATTACKS- beak 1-6 +shock

SPECIAL- electric field, infravsion 60

SAVES- P

INT- animal

ALIGNMENT- Neutral

TYPE- magical beast

TREASURE- 0

XP- 32 +2/hp

The Sprackle got its name from spark(for its powers) and grackle(for a bird it resembles). They are very territorial birds and will fearlessly attack creatures many times larger then themselves. They constantle shed little sparks as they fly about. They are covered in an electric field. This gives them several benefits. The Sprackle gets a +2 hit targets in metal armor. When they attack with their sharp beaks the victim takes an extra 1-4 electric damage from the shock. If the Sprackle is struck by a metal weapon(like a sword) the attacker also takes this shock damage.
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.

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Blackball

Post by BLOOD AXE »

BLACKBALL

NO. ENCOUNTERED- 1

SIZE- 5' diameter sphere

HD- N/A

MOVE- 10

AC- 10

ATTACKS- disintegration

SPECIAL- invulnerable

SAVES- N/A

INT- ?

ALIGNMENT- N/A

TYPE- extraplanar

TREASURE- 0

XP- CK decision

The Blackball or Deadly sphere is a mysterious and extremely dangerous opponent. No one really knows where this creature came from, or if its even alive. It appears as a smooth, featureless black globe 5' in diameter that slowly flies or levitates in a seemingly random pattern.

Any solid or liquid the Blackball touches simply disintegrates( no save), not even dust remains. The Blackball will slowly and relentlessly move towards the nearest intelligent creature, switching targets if a different, closer creature crosses its path. The Deadly sphere detects creatures in 3 dimensions, so adventurers underground might be surprised from it appearing through a wall or ceiling. Luckily the Blackball is slow, so the best course of action is to run.

It is immune to all attacks and spells with few exceptions. Even magic weapons striking it will disintegrate. A Wish spell will banish it. A Rod of Cancellation will stop it from moving for 1 round, but still disintegrate. If a Gate spell or opening to another dimension is opened, the Blackball will move towards it to plague another plane of existence. If it touches a Sphere of Annihilation a huge explosion (200' radius) occurs, destroying everything. Artifacts touching the Blackball yield unpredictable results. (CK decision) Gods have been known to command.control a Blackball, but is beyond mortals.
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.

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Post by Lurker »

Pay no attention to Serl (the curmudgeon in the corner) He just gets cranky so you have to poke him with a stick.

Just buy his books when they come out. They ARE chuck full of gooooodies!
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Brain Collector

Post by BLOOD AXE »

BRAIN COLLECTOR

NO. ENCOUNTERED- 1

SIZE- L 10' long

HD- 10

MOVE- 30

AC- 18

ATTACKS- 2-12 bite or 1 spell

SPECIAL- spells

INT- high

SAVES- P,M

ALIGNMENT- Chaotic Neutral

TYPE- extraplanar

TREASURE- 3

XP- 1,000 +10/hp

The Brain Collector is a creature that travels to this dimension to collect brains of intelligent humanoids before returning to its own. It must colect 12 brains before it can open a gate and return to its own world. It looks like a hideous crab or spider. The skin is a sickly yellow or orange, it has 4 yellow eyes, many small, weak tentacles(dozens) it uses as hands/arms and 6 legs. The head has 12 sacks, which it stores the brains it collects.(by swallowing them whole)

It attacks with its powerful jaws and its spells, always being careful not to damage the victims head/brain. The creatures will have 2d6-1 brains(1-11) when encountered. For each brain the creature gains a single Wizard spell of levels 1-4. (determine randomly) It can cast this spell one time a day, needing no components, at the 10th level of ability. These creatures are totally alien. Any treasure is totally incidental and holds no interest for the Brain Collector.
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.

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Post by BLOOD AXE »

Lurker wrote:
Pay no attention to Serl (the curmudgeon in the corner) He just gets cranky so you have to poke him with a stick.

Just buy his books when they come out. They ARE chuck full of gooooodies!

Its all in good fun.(I think) I certainly will but the M&T II when its released, along with the CK guide. Im still waiting for my copy of Engineering Dungeons from my local game store.
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.

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Post by Nelzie »

Do the Lightning Zombie before you get bored...
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Post by slimykuotoan »

The Bhut from temple of death, the brain collector?!?!

This' way cool.

Thanks a plenty BLOOD AXE!
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Post by pactmaster »

I agree with the underli.., I mean slimykuotoan, thank you.
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Post by slimykuotoan »

grrrrr...

I mean: "squishy, slish, thwap!"
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Post by Sticky Lizard »

Definitely impressed, BLOOD AXE.

I too, agree with my minion, Mr. Squishy.
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Post by BLOOD AXE »

slimykuotoan wrote:
The Bhut from temple of death, the brain collector?!?!

This' way cool.

Thanks a plenty BLOOD AXE!

Thank you Mr. Slimy, Sticky & Pact. ( I hope I can call you by your first names.)
I'll do Lightning Zombie next just for you.

Is that where the Bhut & Brain Collector were from?? Temple of Death?? I remembered seeing them somewhere. I remember the Bhuts were posing as Priests or Monks.
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.

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Lightning Zombie

Post by BLOOD AXE »

LIGHTNING ZOMBIE

NO. ENCOUNTERED- 2-12

SIZE- M

HD- 2

MOVE- 30

AC- 12

ATTACKS- 1-3/1-3 2 fists or 1 weapon or jolt 1-6/round

SPECIAL- jolt attack, spell immunity, infravision 60, resist turning

SAVES- P

INT- high

ALIGNMENT- Neutral

TYPE- Undead

TREASURE- 2

XP- 25+ 2/hp

Lightning Zombies are unusual Undead creatures that are created when the bodies of dead humans, humanoids or demi-humans are bathed in exceptionally strong magical energy. They look just as they did in life except for bluish-grey skin. They can speak normally & seem hyperactive in their mannerisms. In darkness they glow slightly. Lightining Zombies prefer to dress dramatically, often wearing flashy clthing & lots of jewelry.They vaguely remeber a previous life, and then "waking up". They yearn for adventure & heroic deeds.

Lightning Zombies are immune to sleep ,hold, charm,death magic, poison and all electric attacks/spells. If they are "turned" by a Cleric, they are not destroyed, controlled or flee, they are only obligated to move at least 10 feet away from the Cleric for 1 turn. If the Cleric voluntarily moves closer then 10 feet, then the effect ends immediately.

Lightning Zombies do not rot, the magic energy preserves their bodies. They also have infravision 60. They are not slow like normal Zombies. Holy water causes them to take 2-8 damage per vial.

They attack with their fists or with a weapon. Lightning Zombies prefer to grab/grapple their enemies,this causes no damage, but then they can unleash their "jolt" attack. They hold on to the victim, and cause 1-6 electric damage per round.

GREATER LIGHTNING ZOMBIE

NO. ENCOUNTERED- 1

SIZE- M

HD- 4

MOVE- 40

AC- 14

ATTACKS- 1-6/1-6 2 fists,or 1 weapon(+2 damage), or jolt 2-12/round

SPECIAL- jolt attack, spell immunity, infravision 60, resist turning

SAVES- P

INT- high

ALIGNMENT- Chaotic Evil

TYPE- Undead

TREASURE- 4

XP- 100+ 4/hp

Unlike lesser Lightning Zombies a Greater Lightning Zombie is evil. They are created when a powerful leader or character dies & is exposed to strong magical energy. He can command lesser Lightning Zombies, and will have 2-12 as subordinates. They have a thirst for power and try to extend their dominion over everything they can. They attack with their fists and attempt to grab their enemies and deliver a "jolt". This jolt is powerful and causes 2-12 damage per round. Otherwise they are the same as lesser Lighning Zombies in characteristics and appearance.
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.

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