House of Stone Dungeon Level 9
Rooms: - 1, 2, 3, 4, 5,
6 , 7, 8,
9 , 10, 11,
12 , 13, 14,
15 , 16, 17, 18 , 19,
20, 21 , 22, 23,
24 , 25, 26, 27 , 28, 29,
30, 31, 32
, 33, 34, 35 , 36, 37,
38 , 39, 40, 41 , 42,
43, 44 , 45, 46,
47 , 48, 49, 50 , 51, 52,
53 , 54
View Dungeon
Map
Ruled by a Lich - Reatk
Rolmph - The Recrient
Assisted by a Necromancer - Baskeidor
Spells of Demi-Lich:
1st Level - Cantrip - x2 - Detect Undead - x2 - Wall of Fog - x2
2nd Level - Displace Self - Glitterdust - Locate Object - Maximilian's
Earthen Grasp - Sense Shifting - Spectral Hand -
3rd Level - Alternate Reality - Blink - Explosive Runes - Hold Undead -
Lightning Bolt - Vampiric Touch -
4th Level - Contagion - Enervation - Fire Shield - Ice Storm - Mask of
Death - Wizard Eye -
5th Level - Animate Dead - Bigby's Interposing Hand - Cone of Cold -
Conjure Air Elemental - Magic Jar - Summon Shadow -
6th Level - Bigby's Forceful Hand - Death Fog - Death Spell - Otiluke's
Freezing Sphere - Repulsion -
7th Level - Create Crypt Thing, Finger of Death - Control Undead -
Create Undead -
8th Level - Abi-Dalzim's Horrid Wilting - Permanency - Screen - Symbol
-
9th Level - Energy Drain - Gate - Wildfire -
Cantrips Used:
- Bluelight
- Bug
- Candle
- Change
- Color
- Colored
- Lights
- Creak
- Dim
- Footfall
- Giggle
- Groan
- Haze
- Mirth
- Moan
- Noise
- Rattle
- Ray of Light
- Scratch
- Smokepuff
- Sneeze
- Sparks
- Tap
- Twitch
- Whistle
- Yawn
|
Notes on Use:
Effects that affect people require a failed ST vs Spell or have no
effect. Refs roll!
The numbers in red on the level map indicate which of the effects to
the left should be described.
The letters in red show where traps and other special stuff are.
A. Zombie Closet - The area
contains 2d4+2 zombies per 10x10' square area.
B. Trap! A large block of stone
weighing 3500lbs descends from the ceiling. Room fills with sand at the
rate of 10 cubic feet per turn. Lifting the stone requires a Bend bars
roll /2.
C. On either side of the passage
there is a groove at 5' with gear-like notches. at the top of the
stairs, a rod fits the grooves, and will roll out of it's hidden spot
in the S. wall when the PCs step on the trigger at the "t". The rod
spins because of the gear notches. It has 8 protruding blades that are
5' long and will hit a PC with a THAC0 of 8 due to the speed it travels
down the passage (moves at 24). How
many think to put something in the groove to stop it?
D. Fiery or Watery Death? This room
has a single door. In the middle of the E. wall there is a nice
fountain of
a marble womans face spitting water into a small basin. After the party
enters the room will be locked by steel bars falling across the outside
of the room. As soon as the door slams shut, the marble face of the
fountain will fall away revealing Reatics face with the mouth open
twice as wide as possible (like the mummies in The Mummy). The water
from the fountain will turn into a torrent and the water level will
rise at the rate of 1' per min. Nothing will open the door! When the
water has reached 4', (the level of the spitting fountain face) the
water stops and 6" of oil will be spilled onto the water from above. A
Cantrip Contingency then performs a "Fire Finger" which creates a jet
of flame (ever seen burning oil at sea?). Any sensible player will take
a deep breath and dive. Very clever! After 2 minutes, many small holes
will
be opened on floor level and water level will begin to go down slowly
(it
takes 1 minute per 6" of water to drain. Now, they have a choice
between drowning,
burning by oil, or being boiled alive!
E. A false door.
F. A balsa door with spikes behind
it
that will due 1d4 of dam. per point rolled under the necessary roll.
I.E.
Krom needs a 12 or less to open a door. He rolls a 4. He takes 8d4 of
dam.
|
This is an entre society that has as its one aim - to keep Lubikan
the Demi-Lich happy. He has caused all of them to become undead and is
absolute master of each and every one. He amuses himself simply by
having the undead do whatever he wants. He stages races, dramas (mime
of course), and combats for himself. His followers who still have minds
left help him with these
entertainments.
There are lots of undead about, but most of them don't communicate
with others. None of the sekletons talk or could tell if the party has
invaded. Only those with some autonomy will react the the presence of
the party (other than to try and kill them of course).
Lower level undead encountered have 20% with Protection against Turning
amulets. They provide a +4 to turning rolls.
In atmosphere, this level is much like the stone house. The litch in
his time as a Rolmph made many "improvements" to the HOS, and this
place has retained
the same flavor. One of his favorite tricks is to cast a cantrip
contingency,
then a cantrip perm. This allows him to use the cantrips to make sounds
and
illusions that increase this atmosphere.
The stone work here is different from either the stone house or from
the higher levels of the dungeon. All of the walls, floors and ceilings
are polished and burnished to a blackly reflective, almost marble like
finish. The original rooms have been enlarged and the process is
continuing. Rooms 54 and 44 have construction underway to widen them
into the shrinking rock
Skeleton Race Way:
Rooms 7, 8 and 15 are given over to skeleton races. The Lich
enjoys having them do
sport for his amusement. He also used to stage battles in this area
until
the body supply dried up. The many doors in this area are opened when
the
races begin.
The Gate
There is a gate in room 34.
The Litch is quartered in the SW area in rooms
2, Guard room, -15 More Guards
,- 35 Sitting Room - 54 Study
Room , -48- Library - 52 Labratory
This level is crawling with undead. Most of them seem to be
wandering
around, but sometimes one will be encountered carrying something. They
are
around because the Lich likes having them. He considers them company
and
talks to them as if they could talk.
The stairway down ends in a corredor leading to 22 and 25. This
level
is 720' underground (about 300' below the previous level).
The stairs of of differeing height and there are more than 300 of them
(319).
Roll an encounter every 3 turns. An encounter is indicated on a 1 on
d6.
Encounter Chart
- Ghost
- Spectre
- Haunt
- Copper Skeleton
- Bronze Skeleton
- Humanoid Skeleton
- Phantom
- Animal Skeleton (beast of burden)
- Monster Skeleton (Firblogs and so on)
- Zombies (mostly skin on bones, little flesh)
- Steel Skeleton
- Humanoid Skeleton
- Haunt
- Red Skull Zombies
- Phantom
- Steel Skeleton
- Mythral Skeleton
- Krosnium Skeleton
- Gold Skeleton (Only Found with
Lich or Wandering)
- Zombie Lords
Dungeon Rooms
Room - 1:
Door (west, 3 from north):wooden, strong, stuck, trapped [trap: pit
trap (100 ft. deep) (CR5) (Find/Disable DC 29)]
Door (east, 2 from north):wooden, simple, stuck
Door (south, 3 from west):wooden, simple, stuck, up-sliding, trapped
[trap: spell (Glyph of Warding) (Find/Disable DC 29)]
Door (north, 3 from west):wooden, strong, locked
Door (north, 1 from west):wooden, good, stuck
Features: wood (scraps), twine, bones (humanoid)
Room - 2:
Door (west, 2 from north):wooden, good, stuck
Features: tools, paint, kiln, balcony, fallen stones, cupboard
Room - 3:
Door (east, 3 from north):iron, free, trapped [trap: spell (Inflict
Critical Wounds) (Find/Disable DC 29)]
Door (west, 1 from north):(concealed) iron, locked, behind tapestry
Door (north, 4 from west):wooden, simple, stuck
Features: clothing, backpack, chains, sack, trash (pile)
Room - 4:
Door (north, 3 from west):wooden, simple, stuck
Empty
Room - 5:
Door (west, 3 from north):(concealed) wooden, simple, free, behind
tapestry
Door (east, 2 from north):wooden, simple, stuck
Door (west, 1 from north):stone, free
Door (south, 5 from west):wooden, simple, free
Door (south, 3 from west):wooden, good, free
Monsters:
A Haunt occupies this room.
Features:
candle - key - tray - divan - kiln
Trap:
air sucked out of room (CR5) (Find/Disable DC 29)
Room - 6:
Door (west, 1 from north):wooden, simple, Trapped
Features: scattered stones, cards (playing cards), chest, mound of
rubble
Hidden Treasure (Search DC 29):
1,000 gold coins (1000 gp)
gemstone - banded eye agate (8 gp)
Trap:
Fiery or Watery Death? This room has a single door. In the middle of
the E. wall there is a nice fountain of a marble womans face spitting
water into a small basin. After the party enters the room will be
locked by steel bars falling across the outside of the room. As soon as
the door slams shut, the marble face of the fountain will fall away
revealing Reatics face with the mouth open twice as wide as possible
(like the mummies in The Mummy). The water from the fountain will turn
into a torrent and the water level will rise at the rate of 1' per min.
Nothing will open the door! When the water has reached 4', (the level
of the spitting fountain face) the water stops and 6" of oil will be
spilled onto the water from above. A Cantrip Contingency then performs
a "Fire Finger" which creates a jet of flame (ever seen burning oil at
sea?). Any sensible player will take a deep breath and dive. Very
clever!
After 2 minutes, many small holes will be opened on floor level and
water
level will begin to go down slowly (it takes 1 minute per 6" of water
to
drain. Now, they have a choice between drowning, burning by oil, or
being boiled alive!
Room - 7:
Door (east, 7 from north):iron, locked
Door (west, 7 from north):(secret) passwall, magic word trigger
Door (east, 5 from north):stone, free, trapped [trap: spell
(Imprisonment) (Find/Disable DC 29)]
Door (west, 5 from north):stone, free
Door (east, 3 from north):(concealed) wooden, good, stuck, behind
rubbish
Door (west, 3 from north):iron, stuck
Door (east, 1 from north):(secret) rotating wall, push-brick trigger
Door (west, 1 from north):(concealed) false wall, stuck
Door (south, 2 from west):wooden, strong, stuck
Guarded by a Ghost.
Hidden Treasure (Search DC 29):
90,000 copper coins (900 gp)
black velvet mask with numerous citrines (80 gp),
scroll (arcane) - erase (25 gp)
potion: vision (150 gp)
wand of magic missile (1st-level caster) (39 charges) (750 gp)
wand of Melf's acid arrow (12 charges) (4500 gp)
Trap:
pit trap (80 ft. deep) (CR4) (Find/Disable DC 29)
Room - 8:
Door (east, 7 from north):wooden, simple, stuck
Door (west, 7 from north):wooden, simple, stuck
Door (east, 5 from north):wooden, good, stuck
Door (west, 5 from north):wooden, simple, free, trapped [trap: spiked
pit trap (100 ft. deep) (CR6) (Find/Disable DC 29)]
Door (east, 3 from north):wooden, simple, free
Door (west, 3 from north):wooden, good, stuck
Door (east, 1 from north):(concealed) wooden, simple, stuck, behind
rubbish
Door (west, 1 from north):wooden, good, stuck
Door (south, 3 from west):stone, stuck, side-sliding
Empty
Room - 9:
Door (east, 6 from north):wooden, strong, free
Door (west, 2 from north):wooden, simple, free
Door (north, 3 from west):iron, locked, trapped [trap: spell (Summon
Monster V) (Find/Disable DC 29)]
Door (south, 2 from west):wooden, simple, stuck
Empty
Room - 10:
Door (east, 3 from north):wooden, simple, locked
Door (west, 3 from north):stone, locked, side-sliding
Door (south, 5 from west):(concealed) false wall, stuck
Door (north, 3 from west):wooden, good, locked
Door (north, 1 from west):wooden, good, locked, trapped [trap: falling
block trap (CR5) (Find/Disable DC 29)]
Features:
books, drum, whetstone, statue
Room - 11:
Door (east, 1 from north):(concealed) iron, locked, behind tapestry
Door (west, 1 from north):wooden, simple, stuck, up-sliding
Features: spices, anvil, spike, ramp, workbench, brazier, relief
Room - 12:
Door (east, 3 from north):wooden, good, free, trapped [trap:
electrified
floor (CR4) (Find/Disable DC 29)]
Door (west, 3 from north):wooden, good, locked
Empty
Room - 13:
Door (west, 2 from north):wooden, good, locked
Door (north, 6 from west):wooden, simple, stuck, up-sliding, trapped
[trap: falling block trap (CR5) (Find/Disable DC 29)]
Trap:
falling block trap (CR5) (Find/Disable DC 29)
Room - 14:
Door (east, 4 from north):wooden, good, stuck, trapped [trap: floor
transforms into acid (CR6) (Find/Disable DC 29)]
Door (west, 4 from north):wooden, strong, free, down-sliding
Door (east, 2 from north):wooden, simple, locked
Door (west, 2 from north):wooden, good, free
Door (north, 1 from west):stone, stuck
Monsters:
A Phantom makes his home here.
Features:
Pipe (smoking pipe), ladder, sconce, rack
Room - 15:
Door (east, 6 from north):wooden, simple, free, side-sliding
Door (west, 6 from north):stone, free, trapped [trap: spell (Confusion)
(Find/Disable DC 29)]
Door (east, 4 from north):wooden, simple, locked
Door (west, 4 from north):wooden, strong, locked
Door (east, 2 from north):wooden, strong, stuck
Door (west, 2 from north):(secret) side-sliding, gesture trigger,
trapped [trap: pit trap (80 ft. deep) (CR4) (Find/Disable DC 29)]
Door (north, 4 from west):wooden, good, free
6 Spectres guard this room.
Hidden Treasure in Invisible Chest (Search DC 29):
1,200 gold coins (1200 gp)
gemstone - carnelian (20 gp)
gemstone - citrine (40 gp)
gemstone - bloodstone (60 gp)
gemstone - jet (110 gp)
wand of shocking grasp (23 charges) (750 gp)
scroll (divine-Meliki)
- shillelagh (Druid)
- barkskin Scroll (Druid) (175 gp)
Room - 16:
Door (east, 2 from north):iron, free, up-sliding, trapped [trap: globe
of cold (CR4) (Find/Disable DC 29)]
Door (west, 1 from north):wooden, simple, stuck
Door (north, 2 from west):(concealed) wooden, good, stuck, behind
rubbish
Monsters:
Treasure:
a peg-leg made of gilded wood and set with three large, cabochon-cut
ovals of amber (400 gp)
Features: mold, skull, pole, gong
Room - 17:
Door (west, 1 from north):wooden, simple, free
Trap:
Zombie Closet
Room - 18:
Door (south, 7 from west):wooden, simple, free
Door (north, 7 from west):wooden, simple, free
Door (south, 5 from west):(secret) up-sliding, pressure-plate trigger
Door (north, 5 from west):wooden, strong, locked
Door (north, 3 from west):stone, free
Door (south, 1 from west):(concealed) wooden, simple, free, behind
tapestry
Monsters:
5 Haunts are always found here .
Treasure:
1,600 gold coins (1600 gp)
gemstone - obsidian (11 gp)
gemstone - black opal (1300 gp)
gemstone - moonstone (50 gp)
gemstone - bloodstone (50 gp)
Room - 19:
Door (west, 4 from north):stone, locked
Door (east, 3 from north):(concealed) illusory wall
Empty
Room - 20:
Door (west, 3 from north):wooden, strong, free
Door (south, 2 from west):(secret) side-sliding, push-brick trigger
Door (north, 2 from west):wooden, strong, locked
Empty
Trapped: A large block of stone weighing 3500lbs descends from the
ceiling. Room fills with sand at the rate of 10 cubic feet per turn.
Lifting the stone requires a Bend bars roll /2.
Room - 21:
Door (east, 1 from north):iron, locked, trapped [trap: spell (Otiluke's
Telekinetic Sphere) (Find/Disable DC 29)]
Door (south, 6 from west):stone, stuck, side-sliding, trapped [trap:
spiked pit trap (80 ft. deep) (CR5) (Find/Disable DC 29)]
Door (north, 6 from west):wooden, good, locked
Door (south, 4 from west):(concealed) false wall, free
Door (north, 4 from west):wooden, good, stuck
Empty
Room is occupied by 8 Copper Skeletons.
Room - 22:
Door (south, 5 from west):iron, locked
Door (north, 2 from west):(concealed) false wall, stuck
Monsters:
Reatic has placed one of his most valuable Krosnium
Skeletons here to guard his treasure.
Treasure:
160 lbs platinum bars (8000 gp)
a single electrum bracer worked in mock scales with four circular
bosses
about it, the center of each boss being a claw holding a small
bloodstone
(150 gp)
silver chalice with lapis lazuli gems (70 gp)
a quill pen case made of gold, held shut by a clasp, carved into the
case is a scene of a scribe sitting on a stool amid stacks of parchment
and writing in a tome (70 gp)
potion: aid blood colored (300 gp)
potion: reduce silvery like quicksilver (at 5th level) (250 gp)
scroll (Mage) - Continual Darkness (l3, cl5) (375 gp)
2 potions: cure moderate wounds deep purple milky(300 gp)
Room - 23:
Door (east, 1 from north):(secret) passwall, gesture trigger
Monsters:
dire lion (4)
Treasure:
36 platinum coins (360 gp)
a ring of carved and beaten gold in curlicue designs, showing a mock
beast claw holding a large spherical aquamarine (900 gp)
gemstone - carnelian (30 gp)
Features:
cobwebs, sound (unexplained), iron bars, altar
Room - 24:
Door (north, 5 from west):wooden, good, locked
Empty
Room - 25:
Door (east, 7 from north):wooden, good, free
Door (west, 5 from north):wooden, simple, stuck
Door (south, 2 from west):wooden, good, stuck
Door (north, 2 from west):wooden, simple, stuck
Empty
Room - 26:
Door (west, 6 from north):wooden, simple, locked, trapped [trap: spiked
pit trap (100 ft. deep) (CR6) (Find/Disable DC 29)]
Monsters:
Treasure:
7,000 silver coins (700 gp)
gemstone - malachite (10 gp)
gemstone - blue sapphire (1000 gp)
gemstone - malachite (7 gp)
gemstone - violet garnet (600 gp)
gemstone - obsidian (11 gp)
gemstone - pink pearl (110 gp)
gemstone - violet garnet (500 gp)
gemstone - fiery yellow corundum (1100 gp)
scroll (divine) - cure light wounds (l1, cl1) - detect chaos (l1, cl1)
(50 gp)
Features: engraving, stuffed beast, tub, throne, bed
Room - 27:
Door (east, 4 from north):wooden, simple, locked
Door (west, 4 from north):iron, locked, side-sliding
Hidden Treasure (Search DC 29):
1,200 gold coins (1200 gp)
Trap:
globe of cold (CR4) (Find/Disable DC 29)
Room - 28:
Door (east, 2 from north):wooden, strong, locked
Monsters:
Treasure:
500 gold coins (500 gp)
gemstone - moss agate (7 gp)
gemstone - carnelian (80 gp)
gemstone - amber (80 gp)
gemstone - white opal (1000 gp)
gemstone - blue quartz (11 gp)
gemstone - violet garnet (500 gp)
gemstone - jasper iolite (60 gp)
Features: ash, corpse (adventurer), chair, fireplace, wardrobe
Room - 29:
Door (west, 5 from north):stone, locked
Door (south, 8 from west):wooden, good, free, trapped [trap: pit trap
(80 ft. deep) (CR4) (Find/Disable DC 29)]
Features:
lantern, door (broken), hole (blasted in N. wall center)
Room - 30:
Door (east, 5 from north):iron, locked, down-sliding
Door (west, 5 from north):wooden, simple, stuck
Monsters:
Treasure:
23,200 gold coins (23200 gp)
gemstone - fire opal (600 gp)
gemstone - alexandrite (300 gp)
gemstone - violet garnet (300 gp)
gemstone - jade (90 gp)
Room - 31:
Door (south, 4 from west):iron, free, trapped [trap: pit trap (80 ft.
deep) (CR4) (Find/Disable DC 29)]
Monsters:
The 18 Steel Skeletons will never let
anyone enter this room. They will swarm after any living thing that
opens the door.
Treasure:
jeweled electrum ring (2000 gp)
gemstone - bloodstone (70 gp)
gemstone - golden yellow topaz (700 gp)
gemstone - red-brown spinel (110 gp)
scroll (arcane) - misdirection (l2, cl3) - Tenser's floating disk (l1,
cl1) (175 gp)
Features: drum, books, stool
Room - 32:
Door (west, 5 from north):wooden, strong, stuck
Door (east, 4 from north):wooden, simple, locked
Door (south, 7 from west):wooden, strong, stuck, magically reinforced
Door (north, 1 from west):stone, stuck
Monsters:
spectre (1)
Treasure:
350 gold coins (350 gp)
gemstone - aquamarine (500 gp)
silver comb with moonstones (500 gp)
potion: spider climb (50 gp)
Features:
backpack, throne
Room - 33:
Door (east, 4 from north):stone, locked, trapped [trap: spiked pit trap
(60 ft. deep) (CR4) (Find/Disable DC 29)]
Monsters:
young adult black dragon
Treasure:
17,600 gold coins (17600 gp)
a jewel coffer of chased silver, depicting wooded scenes with birds in
branches on back and sides, the top is graced by an engraving of a
maiden combing her
hair while looking into a pool at her reflection (80 gp)
silver comb with moonstones (900 gp)
gemstone - peridot (40 gp)
gemstone - tiger eye turquoise (12 gp)
gemstone - sardonyx (30 gp)
gemstone - banded eye agate (11 gp)
Room - 34:
Door (west, 4 from north):wooden, simple, stuck, side-sliding
Door (east, 2 from north):wooden, simple, locked
Door (south, 3 from west):wooden, good, stuck
Door (north, 3 from west):wooden, simple, locked
Door (north, 1 from west):(concealed) iron, locked, behind tapestry
Gate
This gate is the way the Lich has sustained himself for so long. It is
one of the few remaining 2 way gates in the dungeon. It leads to the
Castle of Skulls on the island of Gwennth near the city of Corwell.
The area is guarded by The 2 Zombie Lords that
live here will never allow the gate to be used by intruders. There is
one located on each side of the gate. If anything living enters the
area, they will
throw a skull through the gate to summon the Lord from the other side.
The
Zombie Lords are allowed to maintain some pomp. This side of the gate
is
considered the lesser realm of the two and this is used by the Lich to
keep
the two at each others throats and out of his hair. The will cooperate
fully
under attack no matter how much they hate each other. There are always
at
least a dozen zombies and skeletons here to take orders from the Lords.
(1d3+3d4 skeletons, 1d3+3d4 zombies).
Features: Ivory throne, Purple tapestries all around.
This room is heavily guarded as it is important to the Lich to
provide a place to get the materials he needs (mostly dead bodies).
Room - 35:
Door (south, 1 from west):wooden, good, locked
Monsters:
This room is protected from intruders by 6 Mythral
Skeletons.
Treasure:
10,400 gold coins (10400 gp)
gemstone - golden yellow topaz (400 gp)
gemstone - deep blue spinel (800 gp)
gemstone - white opal (900 gp)
gemstone - obsidian (8 gp)
gemstone - banded eye agate (12 gp)
gemstone - tourmaline (140 gp)
gemstone - red spinel (120 gp)
gold dragon comb with red garnet eye (600 gp)
a peg-leg made of gilded wood and set with three large, cabochon-cut
ovals of amber (500 gp)
gold-plated corkscrew with a bloodstone set into each tip of the handle
a golden ball, dimpled from use but still brightly polished,
3-inch-diameter sphere of solid gold (60 gp)
gold-plated corkscrew with a bloodstone set into each tip of the handle
a golden ball, dimpled from use but still brightly polished,
3-inch-diameter sphere of solid gold (70 gp)
Room - 36:
Door (east, 2 from north):(concealed) wooden, simple, free, behind
tapestry
Monsters:
Treasure:
450 platinum coins (4500 gp)
potion: hiding (150 gp)
Room - 37:
Door (south, 1 from west):stone, stuck, trapped [trap: pit trap (100
ft. deep) (CR5) (Find/Disable DC 29)]
Monsters: Zombie Closet trap!
Treasure:
1,500 gold coins (1500 gp)
a pendant consisting of a fire opal with a gilded, fine, twisted-link
neck chain (1300 gp)
a bracelet made of 46 tiny white pearls strung together on gilded wire,
fastened with a clever hook and loop clasp (2000 gp)
an anklet made of 12 tiny plates of gold linked with gilded wire and
fastened by a hook and eye, from each wire loop save the fastening
depends a wire-mounted gem, 11 in all, as follows: 4 white pearls, 6
violet garnets, 1 deep blue spinel (500 gp)
scroll (Read Magic) - displacement (l3, cl5) (375 gp)
Features: skull, cracks, tapestry
Room - 38:
Door (north, 2 from west):(concealed) wooden, strong, locked, behind
rubbish
Empty
Room - 39:
Door (south, 4 from west):wooden, simple, stuck
Door (north, 3 from west):wooden, strong, locked, trapped [trap: pit
trap (80 ft. deep) (CR4) (Find/Disable DC 29)]
Monsters:
Treasure:
1,600 gold coins (1600 gp) 2300 SP
a coffer, 6' x 1' x 2', with gold hinges and catch, made of carved
ivory worked into a beveled top, with a battle scene covering the sides
and top (100 gp)
a scroll tube, carved in ivory with gold-plated metal end caps
a large bowl made of chased and pierced gold, worked in the design of
leaping dragons and spear-armed warriors (20 gp)
a statuette in solid gold of a flowing-haired maiden riding a rearing
unicorn (60 gp)
a peg-leg made of gilded wood and set with three large, cabochon-cut
ovals of amber (100 gp)
a half-mask of black velvet backed by leather, its lower edge trimmed
with tiny teardrop citrines. There are 16 small citrines and six 6
slightly larger gems (1100 gp)
gemstone - golden yellow topaz (600 gp)
gemstone - rock crystal (40 gp)
gemstone - smoky quartz (80 gp)
gemstone - chysoprase (40 gp)
gemstone - onyx (40 gp)
gemstone - deep blue spinel (300 gp)
gemstone - lapis lazuli (11 gp)
gemstone - peridot (50 gp)
gemstone - black pearl (500 gp)
scroll (arcane) - tongues (l3, cl5) (375 gp)
Room - 40:
Door (south, 2 from west):wooden, simple, stuck
Features: keg, bones (nonhumanoid), rack, throne
Room - 41:
Door (west, 4 from north):(secret) passwall, gesture trigger
Empty
Room - 42:
Door (east, 5 from north):wooden, good, free
Monsters:
Treasure:
800 gold coins (800 gp)
gemstone - black pearl (400 gp)
a ring of red gold, beaten into a long knuckle-coil to resemble a
miniature snake coiling about the wearer's finger, with two tiny rubies
set into its head as eyes (400 gp)
Features:
mysterious stain, tapestry, rack
Room - 43:
Door (south, 1 from west): (secret) down-sliding, gesture trigger
Monsters:
Treasure:
160 gold coins (160 gp)
cloth of gold vestments (130 gp)
gemstone - violet garnet (700 gp)
Room - 44:
Door (west, 2 from north):(concealed) false wall, stuck
Features: lantern, mold, table (large), gong, furniture (broken)
The eastern wall of this room is being widened. A party of 30 skeletons
are the work crew. They use tools created by the Liches "Conjure Item"
spell to hack clumsely at the rock. The pieces are picked up and
stacked along the
west wall to be disintegrated by the Lich. These workers will attack
anyone
living who enters the room!
Room - 45:
Door (south, 5 from west):wooden, strong, stuck
Empty
Room - 46:
Door (east, 2 from north):(concealed) false wall, free
Empty
Room - 47:
Door (west, 5 from north):wooden, strong, stuck
Monsters:
Treasure:
750 gold coins (750 gp)
wand of cure serious wounds (14 charges) (11250 gp)
Features:
twine, crate, wardrobe
Room - 48:
Door (west, 1 from north):(secret) side-sliding, gesture trigger
Lich Library
This is where the lich will normally be. Demi-Lich
- Reatk Rolmph
Reatic has prepared an escape route. In the SE corner there is a
vertical hole. There are handholds in the sides, which one uses to
climb up. Three of these handholds has some poison needles in it. He
knows which handholds are trapped and avoids them. Give each pursuing
PC a 50% chance to set of the trap.
If PCs slow down to check each handhold before putting their hands in
it, the lich will drop a flask flaming oil down the tube.
Room - 49:
Door (south, 3 from west):wooden, good, free
Monsters:
Treasure:
2,600 silver coins (260 gp)
Features:
sack, dishes, trough, mound of rubble, crate
Room - 50:
Door (west, 1 from north):iron, free
Features: pillows, slime, cold spot, belt, catwalk, wardrobe, tripod
Room - 51:
Door (south, 4 from west):wooden, strong, stuck
Features: nest (animal), divan
Room - 52:
Door (east, 1 from north):wooden, strong, locked
Monsters:
This area is full of spell ingredients that have been gathered by the
lich when he travels. It is the place where he does his experiments and
has the apparatus that he used to transform himself into lich form.
The room is guarded by 2 Gold Skeletons.
Treasure:
240 gold coins (240 gp)
gemstone - blue star sapphire (1000 gp)
+1 light-emitting arrows (50) (2350 gp)
Book of Prolific Potions:
Has instructions and spells necessary to create the potions below:
Lt. Wounds
Prot. From Good
Charm Other
Disguise
Levitate
Features: urn, branding iron, cupboard, iron bars, hole (blasted),
spinning wheel
Room - 53:
Door (north, 1 from west):wooden, simple, stuck
Features: sound (unexplained), lantern, bucket, pool, ledge, shrine,
fountain
Room - 54:
Door (south, 1 from west):(concealed) wooden, simple, stuck, behind
tapestry, trapped [trap: floor transforms into acid (CR6) (Find/Disable
DC 29)]
Features: clothing, twine, dust, altar
The eastern wall of this room is being widened. There are 30 skeletons
here breaking rock and piling it in the front of the room to be
disintegrated
by the Lich. They will attak any who enter!
Monsters of 9th Level
Skeleton
|
Skeleton |
Animal |
Monster |
CLIMATE/TERRAIN: |
Any |
Any |
Any |
FREQUENCY: |
Rare |
Very rare |
Very rare |
ORGANIZATION: |
Band |
Band |
Band |
ACTIVITY CYCLE: |
Any |
Any |
Any |
DIET: |
Nil |
Nil |
Nil |
INTELLIGENCE: |
Non- (0) |
Non- (0) |
Non- (0) |
TREASURE: |
Nil |
See below |
Nil |
ALIGNMENT: |
Neutral |
Neutral |
Neutral |
NO. APPEARING: |
3-30 (3d10) |
2-20 (2d10) |
1-6 |
ARMOR CLASS: |
7 |
8 |
6 |
MOVEMENT: |
12 |
6 |
12 |
HIT DICE: |
1 |
1-1 |
6 |
THAC0: |
19 |
20 |
15 |
NO. OF ATTACKS: |
1 |
1 |
1 |
DAMAGE/ATTACK: |
1-6 (weapon) |
1- 4 |
Special |
SPECIAL ATTACKS: |
Nil |
Nil |
Nil |
SPECIAL DEFENSES: |
See below |
See below |
See below |
MAGIC RESISTANCE: |
See below |
See below |
See below |
SIZE: |
M (6' tall) |
S-M (3'- 5') |
L-H (7'-15') |
MORALE: |
Special |
Special |
Special |
XP VALUE: |
65 |
65 |
650 |
All skeletons are
magically animated undead monsters, created as guardians or warriors by
powerful evil wizards and priests.
Skeletons appear to have
no ligaments or musculature which would allow movement. Instead, the
bones are magically joined together during the casting of an animate
dead spell. Skeletons have no eyes or internal organs.
Skeletons can be made from
the bones of humans and demihumans, animals of human size or smaller,
or
giant humanoids like bugbears and giants.
Combat:
Man-sized humanoid skeletons always fight with weapons, usually a rusty
sword or spear. Because of their magical nature, they do not fight as
well
as living beings and inflict only 1-6 points of damage when they hit.
Animal
skeletons almost always bite for 1-4 points of damage, unless they
would
obviously inflict less (i.e., skeletal rats should inflict only 1-2
points,
etc.). Monster skeletons, always constructed from humanoid creatures,
use
giant-sized weapons which inflict the same damage as their living
counterparts
but without any Strength bonuses.
Skeletons are immune to
all
sleep, charm, and hold spells. Because they are
assembled
from bones, cold-based attacks also do skeletons no harm. The fact that
they
are mostly empty means that edged or piercing weapons (like swords,
daggers, and spears) inflict only half damage when employed against
skeletons. Blunt weapons, with larger heads designed to break and crush
bones, cause normal damage against skeletons. Fire also does normal
damage against skeletons. Holy water inflicts 2-8 points of damage per
vial striking the skeleton.
Skeletons are immune to
fear spells and need never check morale, usually being magically
commanded
to fight to the death. When a skeleton dies, it falls to pieces with
loud
clunks and rattles.
Habitat/Society:
Skeletons have no social life or interesting habits. They can be found
anywhere there is a wizard or priest powerful enough to make them. Note
that
some neutral priests of deities of the dead or dying often raise whole
armies of animated followers in times of trouble. Good clerics can make
skeletons only if the dead being has granted permission (either before
or after death) and if the cleric's deity has given express permission
to do so. Otherwise, violating the eternal rest of any being or animal
is something most good deities
disapprove of highly.
Skeletons have almost no
minds whatsoever, and can obey only the simplest one- or two-phrase
orders from their creators. Skeletons fight in unorganized masses and
tend to botch complex orders disastrously. It is not unheard of to find
more than one type of skeleton (monsters with animals, animals with
humans) working together to protect their
master's dungeon or tower.
Ecology:
Unless the skeleton's remains are destroyed or scattered far apart, the
skeleton can be created anew with the application of another animate
dead spell. Rumors of high-level animate dead spells which
create skeletons
capable of reforming themselves to continue fighting after being
destroyed
have not been reliably comfirmed.
Index
Metal Skeletons
These are skeletons that have been magicall altered. The surface of the
bones of these skeleton has been fused with metal. The type of metal
determines the abilities of the creature that results when it is put
back together
again. They are closely tied to the Negative Mat. Plane. They are quite
dangerous as the metal not only makes them harder to hit, have more HP.
The metal also makes them immune to many spells.
They call their level the Eternal Kingdom
|
Copper Skeleton |
Bronze Skeleton |
Steel Skeleton |
Mythral Skeleton |
Krosnium Skeleton |
Gold Skeleton |
CLIMATE/TERRAIN: |
Any |
Any |
Any |
Any |
Any |
Any |
FREQUENCY: |
Very Rare |
Very rare |
Very rare |
Very rare |
Very rare |
Unique |
ORGANIZATION: |
Band |
Band |
Band |
Team |
Team |
None |
ACTIVITY CYCLE: |
Any |
Any |
Any |
Any |
Any |
Any |
DIET: |
Nil |
Nil |
Nil |
Nil |
Nil |
Nil |
INTELLIGENCE: |
Non- (0) |
Non- (0) |
Non- (0) |
Average |
Average |
High |
TREASURE: |
Nil |
See below |
Nil |
Nil |
Nil |
Nil |
ALIGNMENT: |
Neutral |
Neutral |
Neutral |
Neutral |
Neutral |
Evil |
NO. APPEARING: |
3-12 (3d4) |
2-12 (2d6) |
1-6 |
1 |
1-3 |
1-4 |
ARMOR CLASS: |
0 |
-2 |
-4 |
-10 |
-8 |
2 |
MOVEMENT: |
12 |
12 |
12 |
18 |
16 |
12 |
HIT DICE: |
5 |
6 |
8 |
12 |
10 |
6 |
THAC0: |
15 |
14 |
12 |
6 |
8 |
14 |
NO. OF ATTACKS: |
1 |
1 |
2 (L.Sword) |
4 (L.Sword) |
3 (L.Sword) |
1 |
DAMAGE/ATTACK: |
1d8 +1 |
1d8 +2 |
1d8+3 |
1d8+5 |
1d8+4 |
1d8+1 |
SPECIAL ATTACKS: |
|
|
Electric Strike |
Electric Strike |
Electric Strike |
|
SPECIAL DEFENSES: |
See below |
See below |
See below |
See below |
See below |
See below |
MAGIC RESISTANCE: |
See below |
See below |
See below |
See below |
See below |
See below |
SIZE: |
M (6' tall) |
M (6' tall) |
M (6' tall) |
M (6' tall) |
M (6' tall) |
M (6' tall) |
MORALE: |
Special |
Special |
Special |
Special |
Special |
Special |
XP VALUE: |
965 |
1065 |
1650 |
2100 |
3200 |
5000 |
Metal skeletons are the hideous creations of the Lich.They are made
by coating the prepared bones of a cursed victem and coating them weith
metal. This metal coating combined with spells gives the skeletons
their special properties. They also make them more difficult to turn.
Some of them have received the minds of living men making them able to
act with some intellegence. These creatures have no need for the
Turning Protection amulets as the spell has been cast on them.
In most ways, they are like normal skeletons, but they are more
powerful
by far.
The gold version has the ability to direct other undead.
Those with electric strike do 2d6 of damage with each successful hit.
The Krosnium are the most feared as they are preternaturally fast.
Lich
|
Lich |
Demilich |
CLIMATE/TERRAIN: |
Any |
Any |
FREQUENCY: |
Very rare |
Very rare |
ORGANIZATION: |
Solitary |
Solitary |
ACTIVITY CYCLE: |
Night |
See below |
DIET: |
Nil |
Nil |
INTELLIGENCE: |
Supra-genius
(19-20) |
Supra-genius
(19-20) |
TREASURE: |
A |
Z |
ALIGNMENT: |
Any evil |
Any evil |
NO. APPEARING: |
1 |
1 |
ARMOR CLASS: |
0 |
See below |
MOVEMENT: |
6 |
See below |
HIT DICE: |
11+ |
See below |
THAC0: |
9 |
9 |
NO. OF ATTACKS: |
1 |
See below |
DAMAGE/ATTACK: |
1-10 |
See below |
SPECIAL ATTACKS: |
See below |
See below |
SPECIAL DEFENSES: |
+1 or better
magical |
See below |
|
weapon to hit |
|
MAGIC RESISTANCE: |
Nil |
See below |
SIZE: |
M (6' tall) |
M (6' tall) |
MORALE: |
Fanatic (17-18) |
Fanatic (17-18) |
XP VALUE: |
8,000 |
10,000 |
The lich is, perhaps, the
single most powerful form of undead known to exist. They seek to
further
their own power at all costs and have little or no interest in the
affairs
of the living, except where those affairs interfere with their own.
A lich greatly resembles a
wight or mummy, being gaunt and skeletal in form. The creature's eye
sockets
are black and empty save for the fierce pinpoints of light which serve
the
lich as eyes. The lich can see with normal vision in even the darkest
of
environments but is unaffected by even the brightest light. An aura of
cold
and darkness radiates from the lich which makes it an ominous and
fearsome
sight. They were originally wizards of at least 18th level.
Liches are often (75%)
garbed in the rich clothes of nobility. If not so attired, the lich
will be found in the robes of its former profession. In either case,
the clothes will
be tattered and rotting with a 25% chance of being magical in some way.
Combat:
Although a lich will seldom engage in actual melee combat with those it
considers enemies, it is more than capable of holding its own when
forced
into battle.
The aura of magical power
which surrounds a lich is so potent that any creature of fewer than 5
Hit Dice (or
5th level) which sees it must save vs. spell or flee in terror for 5-20
(5d4)
rounds.
Should the lich elect to
touch a living creature, its aura of absolute cold will inflict 1-10
points of damage.
Further, the victim must save vs. paralysis or be utterly unable to
move.
This paralysis lasts until dispelled in some manner.
Liches can themselves be
hit only by weapons of at least +1, by magical spells, or by monsters
with 6 or
more Hit Dice and/or magical properties. The magical nature of the lich
and
its undead state make it utterly immune to charm, sleep,
enfeeblement, polymorph, cold, electricity, insanity, or death
spells. Priests of at least 8th level can attempt to turn a lich, as
can paladins of no
less than 10th level.
A lich is able to employ
spells just as it did in life. It still requires the use of its spell
books, magical components, and similar objects. It is important to note
that most, if not all, liches have had a great deal of time in which to
research and create new magical spells and objects. Thus, adventurers
should be prepared to face magic the likes of which they have never
seen before when stalking a lich. In addition, liches are able to use
any magical objects which they might possess
just as if they were still alive.
Defeating a lich in combat
is difficult indeed, but managing to actually destroy the creature is
harder still. In all cases, a lich will protect itself from
annihilation with the creation of a phylactery in which it stores its
life force. This is similar to a magic jar spell. In order to
ensure the final destruction of a
lich, its body must be wholly annihilated and its phylactery must be
sought out and destroyed in some manner. Since the lich will always
take great care to see to it that its phylactery is well hidden and
protected this can be an undertaking fully as daunting as the defeat of
the lich in its physical form.
Habitat/Society:
Liches are usually solitary creatures. They have cast aside their
places as living beings by choice and now want as little to do with the
world of men as possible. From time to time, however, a lich's interest
in the world at large may be reawakened by some great event of personal
importance.
A lich will make its home
in some ominous fortified area, often a strong keep or vast
subterranean crypt.
When a lich does decide to
become involved with the world beyond its lair, its keen intelligence
makes
it a dangerous adversary. In some cases, a lich will depend on its
magical
powers to accomplish its goals. If this is not sufficient, however, the
lich
is quite capable of animating a force of undead troops to act
on its behalf. If such is the case, the lich's endless patience and
cunning more than make up for the inherent disadvantages of the lesser
forms of undead which it commands.
Although the lich has no
interest in good or evil as we understand it, the creature will do
whatever it must to further its own causes. Since it feels that the
living are of little importance, the lich is often viewed as evil by
those who encounter it. In rare cases, liches of a most unusual nature
can be found which are of any alignment.
The lich can exist for
centuries without change. Its will drives it onward to master new
magics and harness mystical powers not available to it in its previous
life. So obsessed does the monster become with its quest for power that
it often forgets its former existence utterly. Few liches call
themselves by their old names when the years have drained the last
vestiges of their humanity from them. Instead, they often adopt
pseudonyms like “the Black Hand” or “the Forgotten King.” Learning the
true name of a lich is rumored to confer power over the creature.
Ecology:
The lich is not a thing of this world. Although it was once a living
creature, it has entered into an unnatural existence.
In order to become a lich,
the wizard must prepare its phylactery by the use of the enchant an
item, magic jar, permanency and reincarnation spells. The
phylactery, which can be almost any manner of object, must be of the
finest craftsmanship and materials with a value of not less than 1,500
gold pieces per level
of the wizard. Once this object is created, the would-be lich must
craft
a potion of extreme toxicity, which is then enchanted with the
following
spells: wraithform, permanency, cone of cold, feign death, and
animate dead . When next the moon is full, the potion is
imbibed.
Rather
than death, the potion causes the wizard to undergo a transformation
into
its new state. A system shock survival throw is required, with failure
indicating
an error in the creation of the potion which kills the wizard and
renders
him forever dead.
Demilich
The demilich is not, as
the name implies, a weaker form of the lich. Rather, it is the stage
into which a lich will eventually evolve as the power which has
sustained its physical form gradually begins to fail. In most cases,
all that remains of a demilich's body are a skull, some bones, and a
pile of dust.
When it has learned all
that it feels it can in its undead life, the lich will continue its
quest for power
in strange planes unknown to even the wisest of sages. Since it has no
use
for its physical body at this point, the lich leaves it to decay as it
should
have done centuries ago.
If the final resting place
of a demilich's remains are entered, the dust which was once its body
will
rise up and assume a man-like shape. In the case of the oldest
demiliches
(25%), the shape will advance and threaten, but dissipate without
attacking
in 3 rounds unless attacked. Younger demiliches (75%) still retain a
link
to their remains, however, and will form with the powers of a wraith.
This
dust form cannot be turned. In addition, it can store energy from
attacks
and use this power to engage its foes. If the dust form is attacked,
each
point of damage which is delivered to it is converted to an energy
point.
Since the demilich will fall back and seem to suffer injury from each
attack
(though none is actually inflicted), its attackers are likely to press
on
in their attempts to destroy it. Once the demilich has acquired 50
energy
points, it will assume a manifestation which looks much like the lich's
earlier
undead form and has the powers and abilities of a ghost, but which
cannot
be turned.
If anyone touches the
skull
it will rise into the air and turn to face the most powerful of the
intruders (a spell user will be chosen over a non-spell user).
Instantly, it unleashes a howl which acts as a death ray,
affecting all creatures within
a 20' radius of the skull. Those who fail to save vs. death are
permanently dead.
On the next round, the
demilich will employ another manner of attack. In order to attain the
status of a demilich, a lich must have replaced 5-8 (1d4+4) of its
teeth with gems. Each of these gems now serves as a powerful magical
device which can trap the soul of its adversaries. The physical
body of someone hit with the demilich's spell collapses and rots away
in a single round. Once it has drained the life
essence from the most powerful member of the party, the skull sinks
back
to the floor. If it continues to be challenged, the demilich can repeat
this
attack until all of its gems are filled. An amulet of life
protection will prevail over the gem, but the character's body will
perish regardless.
In addition to the attacks
mentioned above, a demilich can also pronounce a powerful curse
on
those who disturb it. These can be so mighty as to include: always
being
hit by one's enemies, never making a saving throw, or the inability to
acquire
new experience points. Demilich curses can be overcome with a remove
curse , but the victim loses one point of charisma permanently when
the curse is removed.
The skull of a demilich is
Armor Class -6 and has 50 hit points. It can be affected by spells in
only
a few ways: a forget spell will cause it to sink down without
attacking (either by howling or draining a soul), a dispel evil
will do 5-8 (1d4+4)
points of damage to it, a shatter spell will inflict 3-18 (3d6)
points
of damage to it, a holy word pronounced against it will deliver
5-30
(5d6) points of damage, and a power word kill spell cast by an
ethereal
or astral wizard will cause the skull to shatter (destroying it).
Most weapons will be
unable
to harm the skull of a demilich, but there are exceptions. A fighter or
ranger with a vorpal sword, sword of sharpness, sword
+5, or vorpal weapon can inflict normal damage on the skull, as can
a paladin with a vorpal or +4 weapon. Further, any character with a +4
or better weapon or
a mace of disruption can inflict 1 point of damage to the skull
each
time he strikes it.
Upon the destruction of
the skull, those who have been trapped inside the gems must make a
saving throw vs. spell. Those who fail are lost forever, having been
consumed by the demilich to power its magical nature. If the character
survives, the gem glows with a faint inner light, and true seeing
will reveal a tiny figure trapped within. If the throw is made the soul
can be freed by simply crushing the gem. A new body must be within 10
yards for the soul to enter or it will be
lost. Such a body might be a clone or simulacrum . (See spells of those
names.)
If the fragments of the
destroyed skull are not destroyed by immersion in holy water and the
casting of a dispel magic the demilich will reform in 1-10
days.
Archlich
From time to time, sages
have heard rumors of liches having alignments other than evil, and even
lawful good liches apparently have existed. There have even been
reports of priests who, in extreme circumstances, have become liches.
These reports have recently been verified, but the archlich is as rare
as Roc's teeth.
Retic Rolmph
The history of this lich would make any adventure novel seem tame. He
has been everywhere (most outer planes and 8 planets), done everything
(dish
washer for 5 years paying for his mage schooling to 35 years as advisor
to
King Borsric on Greld). He realized in his 65th year that he had only a
handfull of years of awareness left to him. "This won't do" he said to
himself and began frantic research into lichdom.
Personal Information
Name: Retic Rolmph |
Player: HOS Level 9
Monster |
Race: Human |
Gender: Ex-Male |
Height: 6'4" |
Age: 16 |
Class: Necromancer |
Level: 20 |
Weight: 109 lbs |
XP: 3,750,000 |
Alignment: Lawful Evil |
Next Level: 4,125,000 |
Kit: Necromancer |
|
|
Ability Scores
Str: |
9 |
Stamina: |
9 |
Weight Allowance: 35 lbs |
Bend Bars/Lift Gates: 1%
|
|
|
Muscle: |
9 |
Attack Adj.: +0 |
Damage Adj.: +0
|
Max. Press: 90 lbs
|
Open Doors: 5
|
Dex: |
11 |
Aim: |
9 |
Missile Adjustment: +0 |
Pick Pockets: -15%
|
Open Locks: -10%
|
|
|
Balance: |
13 |
Reaction Adjustment: +0 |
Armor Class: +0
|
Move Silently: +0%
|
Climb Walls: +0%
|
Con: |
11 |
Health: |
13 |
System Shock: 85% |
Poison Save: +0
|
|
|
Fitness: |
9 |
Hit Point Adjustment: +0 |
Resurrection Chance: 70%
|
Int: |
21 |
Reason: |
20 |
Max. Spell Level: 9th |
Max. Spells Per Level: All
|
Illusion Immunity: 2nd Level
|
|
|
Knowledge: |
22 |
Bonus Proficiencies: 11 |
Chance to Learn New Spell:
98%
|
Wis: |
20 |
Intuition: |
20 |
Bonus Clerical Spells:
3, 3, 2, 2, 0, 0,
0 |
Clerical Spell Failure Chance:
0%
|
|
|
Willpower: |
20 |
Magic Defense
Adjustment: +4 |
Spell Immunity: Class 2
|
Cha: |
9 |
Leadership: |
9 |
Loyalty Base: +0 |
Maximum Number of Henchmen: 4
|
|
|
Appearance: |
9 |
Initial Reaction
Adjustment: +0 |
|
|
Saving Throws
Paralyzation: 5 |
Poison: 5 |
Death Magic: 5 |
Petrification: 2 |
Polymorph: 2 |
Rod: 0 |
Staff: 0 |
Wand: 0 |
Breath Weapon: 4 |
Spell: 1 |
|
|
Combat
Hit Points: |
30
|
Base THAC0: |
14
|
Melee THAC0: |
14
|
Missile THAC0: |
14
|
|
Armor
Natural armor class |
10
|
Full armor, spiked leather +4 |
-3
|
Magic Armor adj. |
-4
|
FINAL: |
3
|
|
|
|
Non-Weapon Proficiencies
Native Languages |
|
|
Human - Regional dialect |
|
|
Weapons
|
THAC0 |
Attacks/ |
Speed |
Damage |
|
|
Range |
(-2) |
(-5) |
Weapon |
Melee |
Missile |
Round |
Factor |
Sm-Med |
Large |
Type |
Size |
Short |
Medium |
Long |
Dagger +2, Longtooth |
12
|
12
|
1
|
2
|
1d6+2
|
1d8+2
|
P
|
S
|
2
|
4
|
6
|
|
|
Class Abilities
Necromancer
Automatic spells - Gains one free spell every time
the mage gains a new level of spells.
Bonus spells - Memorize one free spell for each
spell level. This spell must be chosen from their area of
speciality.
Intense magic - -1 penalty to all saving throws on
spells cast from the chosen school (Necromantic).
Learning bonus - +15% bonus to learning any spell in
the chosen school.
Learning penalty - -15% penalty to learning rolls on
spells outside the chosen school.
Research bonus - When researching spells in the
chosen school, treat the spell as one level lower.
Saving throw bonus - +1 bonus on saves against
spells
in their chosen school.
Schools of Magic - Abjuration, Alteration,
Conjuration/Summoning, Greater Divination, Invocation/Evocation,
Necromancy |
|
Inventory
Disadvantages
Phobia: Death - Each time the character is presented with their phobia,
they must make a Wisdom/Willpower check every 2d6 rounds they are
exposed
to it. If failed, the character must flee the source of the phobia for
1d6
rounds, and must make another check. All checks are made at half
ability
score if the phobia is severe. |
|
Summon Undead - Create Undead - Control Undead - Create Higher Undead -
Undead Servents - Create Ghost - Disintegration - Conjure Item -
Conjure
Ingredient - All Cantrips - Cantrip Perm. - Cantrip Contingency
Trigger.
Movement and Encumbrance
Encumbrance: |
Unencumbered
|
Light
|
Moderate
|
Heavy
|
Severe
|
Weight (lbs): |
0-40
|
41-50
|
51-65
|
66-80
|
81-90
|
Movement: |
12
|
9
|
6
|
3
|
1
|
THAC0: |
|
|
-1
|
-2
|
-4
|
AC: |
|
|
|
+1
|
+3
|
Currently carrying 16.40
pounds (None Encumbrance, 12 Movement) |
|
|
Spells
Class |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
Necromancer |
6
|
6
|
6
|
6
|
6
|
5
|
4
|
4
|
3
|
Cleric Spell Failure
Rate: 0% |
Maximum Wizard Spells
Per Level: All |
Wizard Chance to Learn
New Spell: 98% |
Maximum Wizard Spell
Level: 9th |
|
|
Spells
Memorized
- Necromancer
- 1st Level
- Cantrip
x2
- Detect Undead x2
- Wall of Fog x2
- 2nd Level
- Displace Self
- Glitterdust
- Locate Object
- Maximilian's Earthen Grasp
- Sense Shifting
- Spectral Hand
- 3rd Level
- Alternate Reality
- Blink
- Explosive Runes
- Hold Undead
- Lightning Bolt
- Vampiric Touch
- 4th Level
- Contagion
- Enervation
- Fire Shield
- Ice
Storm
- Mask of Death
- Wizard Eye
|
5th Level
- Animate Dead
- Bigby's Interposing Hand
- Cone of Cold
- Conjure Air Elemental
- Magic Jar
- Summon Shadow
- 6th Level
- Bigby's Forceful Hand
- Death Fog
- Death Spell
- Otiluke's Freezing Sphere
- Repulsion
- 7th Level
- Create Crypt Thing
- Finger of Death
- Control Undead
- Create Undead
- 8th Level
- Abi-Dalzim's Horrid Wilting
- Permanency
- Screen
- Symbol
- 9th Level
- Energy Drain
- Gate
- Wildfire
|
|
Spells Known
Spell |
Time |
Range |
Area of Effect |
Components |
1st Level |
Affect Normal Fires |
1 |
5 yds/lvl |
10 ft radius |
V, S, M |
Armor |
1 rd |
Touch |
1 creature |
V, S, M |
Cantrip |
1 |
10 ft |
Special |
V, S, M |
Chill Touch |
1 |
0 |
The caster |
V, S |
Copy |
1 rnd |
Special |
One object |
|
Detect Phase |
1 |
0 |
10 x 60 ft |
V, S |
Detect Secret Passages and Portals |
1 |
0 |
10 x 10 ft area/lvl |
V, S |
Detect Undead |
1 rd |
0 |
60 ft + 10 ft/lvl |
V, S, M |
Enlarge |
1 |
5 yds/lvl |
1 creature or object |
V, S, M |
Erase |
1 |
30 yds |
1 scroll or 2 pages |
V, S, M |
Gaze Reflection |
1 |
0 |
Special |
V, S |
Hold Portal |
1 |
20 yds/lvl |
20 sq ft/lvl |
V |
Identify |
Special |
0 |
1 item/lvl |
V, S, M |
Metamorphose Liquids |
1 rd |
Touch |
1'-cube/lvl |
V, S, M |
Murdock's Feathery Flyer |
1 |
0 |
The caster |
V, S, M |
Protection from Good |
1 |
Touch |
Creature Touched |
V, S, M |
Protection from Vermin |
1 |
Touch |
Creature touched |
V, S, M |
Ray of Fatigue |
1 |
10 yds + 5 yds/lvl |
1 creature |
V, S |
Read Magic |
1 rd |
0 |
Special |
V, S, M |
Spider Climb |
1 |
Touch |
Creature touched |
V, S, M |
Unseen Servant |
1 |
0 |
30-ft radius |
V, S, M |
Wall of Fog |
1 |
30 yds |
20 ft cube + 10 ft cube/lvl |
V, S, M |
2nd Level |
Displace Self |
2 |
0 |
The caster |
V, M |
ESP |
2 |
0 |
5 yds/lvl (90 yds max) |
V, S, M |
Fool's Gold |
1 rd |
10 yds |
10 cubic inches/lvl |
V, S, M |
Glitterdust |
2 |
10 yds/lvl |
20 ft cube |
V, S, M |
Locate Object |
2 |
0 |
20 yds/lvl |
V, S, M |
Magic Mouth |
2 |
10 yds |
1 object |
V, S, M |
Maximilian's Earthen Grasp |
2 |
10 yds + 10 yds/lvl |
One creature |
V, S, M |
Moon Rune |
2 |
0 |
Up to 1 sq ft |
V, S, M |
Protection From Cantrips |
1 rd |
Touch |
Creature or object touched |
V, S |
Protection From Paralysis |
2 |
Touch |
One creature |
V, S, M |
Sense Shifting |
2 |
0 |
The caster |
V, S, M |
Spectral Hand |
2 |
30 yds + 5 yds/lvl |
1 opponent |
V, S |
Stinking Cloud |
2 |
30 yds |
20-ft cube |
V, S, M |
Strength |
1 turn |
Touch |
Person touched |
V, S, M |
3rd Level |
Alternate Reality |
3 |
0 |
Creature touched |
V, S, M |
Babble |
3 |
0 |
30-ft radius |
V, M |
Blink |
1 |
0 |
The caster |
V, S |
Bone Club |
1 rnd |
0 |
One bone |
V, M |
Clairaudience |
3 |
Unlimited |
60-ft radius |
V, S, M |
Delude |
3 |
0 |
30-ft radius |
V, S |
Explosive Runes |
3 |
Touch |
10-ft radius |
V, S |
Feign Death |
1 |
Touch |
Creature touched |
V, S |
Flame Arrow |
3 |
30 yds + 10 yds/lvl |
Special |
V, S, M |
Hold Undead |
5 |
60 ft |
1d3 undead |
V, S, M |
Leomund's Tiny Hut |
3 |
0 |
15-ft-diameter sphere |
V, S, M |
Lesser Sign of Sealing |
1 turn |
0 |
One Portal |
S, M |
Lightning Bolt |
3 |
40 yds + 10 yds/lvl |
Special |
V, S, M |
Secret Page |
1 turn |
Alteration |
1 page, up to 2 ft sq |
V, S, M |
Spirit Armor |
3 |
0 |
The caster |
V, S |
Squaring the Circle |
2 |
0 |
Special |
V, S, M |
Vampiric Touch |
3 |
0 |
The caster |
V, S |
4th Level |
Contagion |
4 |
30 yds |
1 creature |
V, S |
Dig |
4 |
30 yds |
5-ft cube/lvl |
V, S, M |
Enervation |
4 |
10 yds/lvl |
1 creature |
V, S |
Fire Shield |
4 |
0 |
The caster |
V, S, M |
Ice Storm |
4 |
10 yds/lvl |
20 or 40 ft radius |
V, S, M |
Magic Mirror |
1 hr |
Touch |
Special |
V, S, M |
Mask of Death |
1 rd |
Touch |
One creature |
V, S, M |
Remove Curse |
4 |
Touch |
Special |
V, S |
There/Not There |
1 rd |
30 yds |
10' cube |
V, S, M |
Ultravision |
1 rd |
Touch |
Creature touched |
V, S, M |
Wizard Eye |
1 turn |
0 |
Special |
V, S, M |
5th Level |
Airy Water |
1 turn |
0 |
10-ft radius sphere or 15-ft radius
hemisphere |
V, S, M |
Animal Growth |
5 |
60 yds |
Up to 8 animals in a 20-ft cube/lvl |
V, S, M |
Animate Dead |
5 rds |
10 yds |
Special |
V, S, M |
Bigby's Interposing Hand |
5 |
10 yds/lvl |
Special |
V, S, M |
Cone of Cold |
5 |
0 |
Special |
V, S, M |
Conjure Air Elemental |
1 turn |
60 yds |
Special |
V, S, M |
Improved Blink |
1 |
0 |
The caster |
V, S |
Magic Jar |
1 rd |
10 yds/lvl |
1 creature |
V, S, M |
Teleport |
5 |
Special |
Special |
V |
Summon Shadow |
5 |
10 yds |
10-ft cube |
V, S, M |
6th Level |
Arrow of Bone |
6 |
0 |
1 missile |
V, S, M |
Bigby's Forceful Hand |
6 |
10 yds/lvl |
Special |
V, S, M |
Bloodstone's Spectral Steed |
1 rd |
10 yds |
Special |
V, S, M |
Death Fog |
6 |
30 yds |
Two 10-ft cubes cubes/lvl |
V, S, M |
Death Spell |
6 |
10 yds/lvl |
30-ft cube/lvl |
V, S, M |
Dilation II |
5 |
0 |
Special |
V |
Dimensional Blade |
3 |
0 |
1 object |
V, S |
Ensnarement |
1 turn |
10 yds |
Special |
V, S, M |
Globe of Invulnerability |
1 rd |
0 |
5-ft radius |
V, S, M |
Invisible Stalker |
1 rd |
10 yds |
Special |
V, S, M |
Legend Lore |
Special |
0 |
Special |
V, S, M |
Otiluke's Freezing Sphere |
6 |
Special |
Special |
V, S, M |
Repulsion |
6 |
0 |
10 ft/lvl x 10 ft |
V, S, M |
Transmute Water to Dust |
5 |
60 yds |
10-ft cube/lvl |
V, S, M |
Wildstrike |
6 |
30 yds |
One creature |
V, S, M |
7th Level |
Banishment |
7 |
20 yds |
60-ft radius |
V, S, M |
Bigby's Grasping Hand |
7 |
10 yds/lvl |
Special |
V, S, M |
Bloodstone's Frightful Joining |
7 |
Touch |
One undead creature |
V, S |
Bone to Steel |
7 |
90' |
One Creature or object |
V, S |
Create Crypt Thing |
1 rd |
Touch |
1 corpse |
V, S |
Delayed Blast Fireball |
7 |
100 yds + 10 yds/lvl |
20-ft radius |
V, S, M |
Destroy Crypt Thing |
1 rd |
Touch |
1 corpse |
V, S |
Drawmij's Instant Summons |
1 |
Infinite + special |
1 small object |
V, S, M |
Finger of Death |
5 |
60 yds |
1 creature |
V, S |
Hornung's Surge Selector |
1 rd |
0 |
The caster |
V, S, M |
Intensify Summoning |
6 |
Special |
Special |
V, S, M |
Monster Summoning V |
6 |
Special |
70-yd radius |
V, S, M |
Phase Door |
7 |
Touch |
Special |
V |
Spell Turning |
7 |
0 |
The caster |
V, S, M |
Statue |
7 |
Touch |
Creature touched |
V, S, M |
8th Level |
Abi-Dalzim's Horrid Wilting |
8 |
20 yds/lvl |
30-ft cube |
V, S, M |
Airboat |
1 rd |
1 mile |
Special |
V, S |
Clone |
1 turn |
Touch |
1 clone |
V, S, M |
Heart of Stone |
1 day |
0 |
The caster |
V, S, M |
Homunculus Shield |
3 |
0 |
The caster |
V, S, M |
Hornung's Random Dispatcher |
2 |
30 yds |
One creature |
V |
Iron Body |
8 |
0 |
The caster |
V, S, M |
Mind Blank |
1 |
30 yds |
1 creature |
V, S |
Permanency |
2 rds |
Special |
Special |
V, S |
Power Word, Blind |
1 |
5 yds/lvl |
15-ft radius |
V |
Screen |
1 turn |
0 |
30-ft cube/lvl |
V, S |
Serten's Spell Immunity |
1 rd/recipent |
Touch |
Creature(s) touched |
V, S, M |
Symbol |
8 |
Touch |
Special |
V, S, M |
9th Level |
Astral Spell |
9 |
Touch |
Special |
V, S |
Bigby's Crushing Hand |
9 |
5 yds/lvl |
Special |
V, S, M |
Energy Drain |
3 |
Touch |
1 creature |
V, S, M |
Freedom |
9 |
Touch |
1 creature |
V, S |
Gate |
9 |
30 yds |
Special |
V, S |
Imprisonment |
9 |
Touch |
1 creature |
V, S |
Meteor Swarm |
9 |
40 yds + 10 yds/lvl |
Special |
V, S |
Monster Summoning VII |
9 |
Special |
90-yd radius |
V, S, M |
Prismatic Sphere |
7 |
0 |
10-ft radius |
V |
Shape Change |
9 |
0 |
The caster |
V, S, M |
Sphere of Ultimate Destruction |
9 |
5 yds/lvl |
Creates a sphere |
V, S, M |
Wail of the Banshee |
9 |
0 |
30-ft-radius sphere |
V, S, M |
Wildfire |
1 |
0 |
Variable |
V |
|
|
Baskeidor
This Mage is the assistant of the Lich. He has the same obsession: to
live forever. Although he is repelled by what he sees in the Lich, he
is convinced that he can make the transition without the "side effects"
he sees in Rolmph. He has already learned much in the 13 years since he
moved to the 9th Level to begin his apprenticeship. He spends much time
off at the other end of
the external gate
Personal Information
Name: Baskeidor |
Player: |
Race: Human |
Gender: Male |
Height: 6'5" |
Age: 58 |
Class: Necromancer |
Level: 11 |
Weight: 171 lbs |
XP: 375,000 |
Alignment: Lawful Evil |
Next Level: 750,000 |
Kit: Academician (CRE) |
|
|
Ability Scores
Str: |
11 |
Weight Allowance: 40 lbs |
Bend Bars/Lift Gates: 2% |
|
|
Attack Adj.: +0 |
Damage Adj.: +0 |
Max. Press: 115 lbs |
Open Doors: 6 |
Dex: |
9 |
Missile Adjustment: +0 |
Pick Pockets: -15% |
Open Locks: -10% |
|
|
Reaction Adjustment: +0 |
Armor Class: +0 |
Move Silently: -20% |
Climb Walls: -10% |
Con: |
11 |
System Shock: 75% |
Poison Save: +0 |
|
|
Hit Point Adjustment: +0 |
Resurrection Chance: 80% |
Int: |
17 |
Max. Spell Level: 8th |
Max. Spells Per Level:
14 |
Illusion Immunity: None |
|
|
Bonus Proficiencies: 6 |
Chance to Learn New
Spell: 75% |
Wis: |
18 |
Bonus Clerical Spells:
2, 2, 1, 1, 0, 0,
0 |
Clerical Spell Failure
Chance: 0% |
|
|
Magic Defense
Adjustment: +4 |
Spell Immunity: None |
Cha: |
9 |
Loyalty Base: +0 |
Maximum Number of
Henchmen: 4 |
|
|
Initial Reaction
Adjustment: +0 |
|
|
Saving Throws
Paralyzation: 13 |
Poison: 13 |
Death Magic: 13 |
Petrification: 11 |
Polymorph: 11 |
Rod: 9 |
Staff: 9 |
Wand: 9 |
Breath Weapon: 13 |
Spell: 10 |
|
|
Combat
Hit Points: |
27 |
Base THAC0: |
17 |
Melee THAC0: |
17 |
Missile THAC0: |
17 |
|
Armor
Natural armor class |
10 |
Full armor, spiked leather +2 |
-3 |
Magic Armor adj. |
-2 |
FINAL: |
5 |
|
|
Non-Weapon Proficiencies
Ancient History |
16 |
Artistic Proficiency |
18 |
Astrology |
17 |
Etiquette |
9 |
Heraldry |
17 |
Herbalism |
15 |
Local History |
9 |
Spellcraft |
15 |
Ancient Languages |
17 |
|
Githzerai |
Modern Languages |
17 |
|
Brownie, Common |
Native Languages |
|
|
Human - Regional dialect |
Reading/Writing |
17 |
|
Brownie |
|
|
Weapons
|
THAC0 |
Attacks/ |
Speed |
Damage |
|
|
Range |
(-2) |
(-5) |
Weapon |
Melee |
Missile |
Round |
Factor |
Sm-Med |
Large |
Type |
Size |
Short |
Medium |
Long |
Dagger of venom +2 |
16 |
16 |
1 |
2 |
1d4+1 |
1d3+1 |
P |
S |
2 |
4 |
6 |
Knife, stiletto |
17 |
17 |
1 |
2 |
1d2 |
1d2 |
P/S |
S |
2 |
3 |
4 |
|
|
Class Abilities
Necromancer
Automatic spells - Gains one free spell every time
the mage gains a new level of spells. Elementalists do not recieve one
free spell every level, but may add 1d4 effective levels once a day to
a spell
they cast.
Bonus spells - Memorize one free spell for each
spell level. This spell must be chosen from their area of
speciality.
Intense magic - -1 penalty to all saving throws on
spells cast from the chosen school. Elementalists enjoy a
-2 penalty to all saving throws on spells cast from their chosen
element. Wild mages do not recieve a modifyer to their spells.
Learning bonus - +15% bonus to learning any spell in
the chosen school. Elementalists recieve a +25% bonus to their chosen
element, and +15% to other elemental spells, but are unable to learn
opposing elemental spells. Wild mages recieve a +10% bonus to learning
wild magic spells.
Learning penalty - -15% penalty to learning rolls on
spells outside the chosen school. Elementalists are unable to learn
opposing
elemental spells, and suffer a -25% penalty to learn nonelemental
spells.
Wild mages recieve a -5% penalty to learn standard schools of
magic.
Research bonus - When researching spells in the
chosen school, treat the spell as one level lower.
Saving throw bonus - +1 bonus on saves against
spells
in their chosen school. Elementalists recieve a +2 bonus
to their saving throws versus spells in their chosen element. Wild
mages do not recieve a bonus to their saving throws.
Schools of Magic - Abjuration, Alteration,
Conjuration/Summoning, Greater Divination, Invocation/Evocation,
Necromancy |
|
Inventory
- Items Readied
- Items Stored
Spellbook 1
- Read Magic (6)
- Tenser's Floating Disc (4)
- Murdock's Feathery Flyer (2)
- Unseen Servant (4)
- Detect Magic (1)
- Detect Undead (6)
- Mending (1)
- Spider Climb (1)
- Lasting Breath (4)
- Shield (5)
- Shocking Grasp (1)
- Cat's Grace (4)
- Fool's Gold (2)
- Flaming Sphere (2)
- Past Life (3)
- Sense Shifting (7)
- Stinking Cloud (7)
- Moon Rune (6)
- Spectral Hand (7)
- Item (5)
- Wind Wall (8)
- Secret Page (4)
- Vampiric Touch (3)
- Leomund's Tiny Hut (4)
|
Spellbook 2
- Slow (7)
- Flame Arrow (7)
- Alacrity (4)
- Wall of Water (7)
- Phantom Steed (6)
- Spirit Armor (6)
- Feign Death (6)
- Enervation (4)
- Dimension Door (5)
- Fire Trap (8)
- Divination Enhancement (9)
- Dig (7)
- Wall of Fire (6)
- Summon Lycanthrope (6)
- Turn Pebble to Boulder (5)
- Contagion (4)
|
Spellbook 3
- Conjure Water Elemental (5)
- Mordenkainen's Private Sanctum (10)
- Monster Summoning III (8)
- Invisibility (4)
- Fabricate (10)
- Rusting Grasp (9)
- Shrink Animal (10)
- Von Gasik's Refusal (7)
- Animate Dead (5)
|
- Backpack
- Cursed Scroll
- Flint and steel
- Paper (per sheet)
- Philter of Love
- Rations,standard (1 week)
- Signal whistle
- Torch x3
- Wineskin
- Winter blanket
- Knife, stiletto
- Writing ink (per vial)
|
Spending Money
- * Copper Pieces x9
- * Gold Pieces x2,785
* Silver Pieces x2
|
|
|
|
Movement and Encumbrance
Encumbrance: |
Unencumbered |
Light |
Moderate |
Heavy |
Severe |
Weight (lbs): |
0-40 |
41-58 |
59-76 |
77-96 |
97-110 |
Movement: |
12 |
8 |
6 |
4 |
1 |
THAC0: |
|
|
-1 |
-2 |
-4 |
AC: |
|
|
|
+1 |
+3 |
Currently carrying 32.91
pounds (None Encumbrance, 12 Movement) |
|
|
Spells
Class |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
Necromancer |
5 |
5 |
5 |
4 |
4 |
|
|
|
|
Cleric Spell Failure
Rate: 0% |
Maximum Wizard Spells
Per Level: 14 |
Wizard Chance to Learn
New Spell: 75% |
Maximum Wizard Spell
Level: 8th |
|
|
Spells Known
Spell |
Time |
Range |
Area of Effect |
Components |
1st Level |
Cantrip |
1 |
10 ft |
Special |
V, S, M |
Chill Touch |
1 |
0 |
The caster |
V, S |
Detect Magic |
1 |
0 |
10 x 60 ft |
V, S |
Detect Undead |
1 rd |
0 |
60 ft + 10 ft/lvl |
V, S, M |
Lasting Breath |
1 |
5 yds/lvl |
one creature/lvl |
V, S |
Mending |
1 |
30 yds |
1 object |
V, S, M |
Murdock's Feathery Flyer |
1 |
0 |
The caster |
V, S, M |
Ray of Fatigue |
1 |
10 yds + 5 yds/lvl |
1 creature |
V, S |
Read Magic |
1 rd |
0 |
Special |
V, S, M |
Shield |
1 |
0 |
Special |
V, S, M |
Shocking Grasp |
1 |
Touch |
Creature |
V, S |
Spider Climb |
1 |
Touch |
Creature touched |
V, S, M |
Tenser's Floating Disc |
1 |
20 yds |
Special |
V, S, M |
Unseen Servant |
1 |
0 |
30-ft radius |
V, S, M |
2nd Level |
Cat's Grace |
2 |
Touch |
Creature touched |
V, S, M |
Flaming Sphere |
2 |
10 yds |
3-ft radius |
V, S, M |
Fool's Gold |
1 rd |
10 yds |
10 cubic inches/lvl |
V, S, M |
Invisibility |
Special |
Touch |
Creature touched |
V, S, M |
Moon Rune |
2 |
0 |
Up to 1 sq ft |
V, S, M |
Past Life |
1 rd |
Touch |
One creature |
V, S |
Sense Shifting |
2 |
0 |
The caster |
V, S, M |
Spectral Hand |
2 |
30 yds + 5 yds/lvl |
1 opponent |
V, S |
Stinking Cloud |
2 |
30 yds |
20-ft cube |
V, S, M |
3rd Level |
Alacrity |
1 |
0 |
The caster |
V, S, M |
Feign Death |
1 |
Touch |
Creature touched |
V, S |
Flame Arrow |
3 |
30 yds + 10 yds/lvl |
Special |
V, S, M |
Fly |
3 |
Creature |
Creature |
|
Hold Undead |
5 |
60 ft |
1d3 undead |
V, S, M |
Item |
3 |
Touch |
2 cubic ft/lvl |
V, S, M |
Leomund's Tiny Hut |
3 |
0 |
15-ft-diameter sphere |
V, S, M |
Phantom Steed |
1 turn |
Touch |
Special |
V, S |
Secret Page |
1 turn |
Alteration |
1 page, up to 2 ft sq |
V, S, M |
Slow |
3 |
90 yds + 10 yds/lvl |
40-ft cube, 1 creature/lvl |
V, S, M |
Spirit Armor |
3 |
0 |
The caster |
V, S |
Vampiric Touch |
3 |
0 |
The caster |
V, S |
Wall of Water |
3 |
30 yds |
Special |
V, S, M |
Wind Wall |
3 |
10 yds/lvl |
Wall, 10 x 5 ft/lvl, 2 ft wide |
V, S, M |
4th Level |
Contagion |
4 |
30 yds |
1 creature |
V, S |
Dig |
4 |
30 yds |
5-ft cube/lvl |
V, S, M |
Dimension Door |
1 |
0 |
The caster |
V |
Divination Enhancement |
4 |
0 |
The caster |
V |
Enervation |
4 |
10 yds/lvl |
1 creature |
V, S |
Fire Trap |
1 turn |
Touch |
Object touched |
V, S, M |
Summon Lycanthrope |
1 turn |
Special |
One creature |
V, S, M |
Turn Pebble to Boulder |
4 |
Touch |
Special |
V, S, M |
Wall of Fire |
4 |
60 yds |
Special |
V, S, M |
5th Level |
Animate Dead |
5 rds |
10 yds |
Special |
V, S, M |
Cantrip Permanaency |
1 Hour |
0 |
Object Touched |
V, S |
Conjure Water Elemental |
1 turn |
60 yds |
Special |
V, S, M |
Fabricate |
Special |
5 yds/lvl |
1 cubic yd/lvl |
V, S, M |
Magic Jar |
1 rd |
10 yds/lvl |
1 creature |
V, S, M |
Monster Summoning III |
5 |
Special |
50-yd radius |
V, S, M |
Mordenkainen's Private Sanctum |
2 turns |
0 |
One room |
V, S, M |
Rusting Grasp |
5 |
0 |
The caster |
V, S, M |
Shrink Animal |
5 |
60 yds |
Up to 8 animals in a 20-ft cube/lvl |
V, S, M |
Teleport |
5 |
Person |
Special |
V, S, M |
Von Gasik's Refusal |
5 |
10 yds/lvl |
20-ft-sq/lvl |
V, S, M |
|
|
Spells Memorized
- Necromancer
- 1st Level
- Detect Undead x2
- Mending
- Ray of Fatigue
- Tenser's Floating Disc
- 2nd Level
- Invisibility x2
- Moon Rune
- Sense Shifting
- Spectral Hand
- 3rd Level
- Hold Undead
- Item
- Spirit Armor
- Vampiric Touch
- Wall of Water
- 4th Level
- Contagion
- Dimension Door
- Divination Enhancement
- Enervation
- 5th Level
- Animate Dead
- Magic Jar
- Mordenkainen's Private Sanctum
- Rusting Grasp
|
Non-Weapon Proficiencies
Ancient History |
16 |
Artistic Proficiency |
18 |
Astrology |
17 |
Etiquette |
9 |
Heraldry |
17 |
Herbalism |
15 |
Local History |
9 |
Spellcraft |
15 |
Ancient Languages |
17 |
|
Githzerai |
Modern Languages |
17 |
|
Common |
Native Languages |
|
|
Human - Regional dialect |
Reading/Writing |
17 |
|
Brownie |
|
|
Lord Zombie
CLIMATE/TERRAIN: |
Any |
FREQUENCY: |
V |
ORGANIZATION: |
Solitary |
ACTIVITY CYCLE: |
Night |
DIET: |
Carrion |
INTELLIGENCE: |
Average)(8-10) |
TREASURE TYPE: |
A |
ALIGNMENT: |
Neutral evil |
NO. APPEARING: |
1 |
ARMOR CLASS: |
6 |
MOVEMENT: |
6 |
HIT DICE: |
6 |
THAC0: |
15 |
NO. OF ATTACKS: |
2 |
DAMAGE/ATTACK: |
2-8/2-8 |
SPECIAL ATTACKS: |
See below |
SPECIAL DEFENSES: |
Spell immunity |
MAGIC RESISTANCE: |
Nil |
SIZE: |
M (6') |
MORALE: |
Average (8-10) |
XP VALUE: |
650 |
|
|
Description: Zombie Lord The zombie lord is a living creature that has
taken on the foul powers and abilities of the undead. They are formed
on
rare occasions as the result of a raise dead spell gone awry. Zombie
lords
look as they did in life, save that their skin has turned to the pale
grey
of death, and their flesh is rotting and decaying. The odor of vile
corruption
and rotting meat hangs about them, and carrion feeding insects often
buzz
about them to dine on the bits of flesh and ichor that drop from their
bodies.
The zombie lords can speak those languages they knew in life and they
seem
to have a telepathic or mystical ability to converse freely with the
living
dead. Further, they can speak with dead merely by touching a corpse.
Zombie
lords are turned as vampires. When forced into combat, it relies on the
great
strength of its two crushing fists. The odor of death surrounding the
zombie
lord is so potent it causes horrible effects in those who breathe it.
On
the first round a character comes within 30 yards, he must save vs.
poison
or be affected in some way. The following results are possible:
1d6 Roll Effect
1 Weakness (as the spell).
2 Cause disease (as the spell).
3 -1 point of Constitution.
4 Contagion (as the spell).
5 Character unable to act for 1d4 rounds due to nausea and vomiting.
6 Character dies instantly and becomes a zombie under control of the
zombie lord.
All zombies within sight of the zombie lord are subject to its mental
instructions. Further, the creature can use the senses of any zombie
within a mile of it to learn all that is happening within a very large
area. Once per day, the zombie lord can animate dead to transform dead
creatures into zombies. This works as described in the Player's
Handbook except that it can be used on the living. Any living creature
with fewer Hit Dice than the zombie lord can
be attacked in this manner. A target who fails a saving throw vs. death
is
slain. In 1d4 rounds, the slain creature rises as a zombie under the
zombie lord's command. Zombie lords seek out places of death as lairs.
Often, they live in old graveyards or on the site of a tremendous
battle -- any place there may be bodies to animate and feast upon. The
mind of the zombie lord tends to focus on death and the creation of
more undead. The regions around their lairs are often littered with the
decaying bodies, half eaten, of those who have tried to confront the
foul beast. The zombie lord comes into being by chance, and only under
certain conditions which have been discovered by the Lich in his
experiments. First, an evil human must die at the hand of an undead
creatures. Second, an attempt to raise the character must be made.
Third, the corpse must fail its resurrection survival roll. Fourth and
last, a deity of evil must show "favor" to the deceased, and curse him
or her with the "gift of eternal life." Within one week of the raise
attempt, the corpse awakens as a zombie lord. Zombies are mindless,
animated corpses controlled by their creators, usually evil wizards or
priests. The condition of the corpse
is not changed by the animating spell. If the body was missing a limb,
the
zombie created from it would be missing the same limb.
Steel Skeleton
|
Skeleton |
CLIMATE/TERRAIN: |
Any |
FREQUENCY: |
Rare |
ORGANIZATION: |
Band |
ACTIVITY CYCLE: |
Any |
DIET: |
Nil |
INTELLIGENCE: |
Non- (0) |
TREASURE: |
Nil |
ALIGNMENT: |
Neutral |
NO. APPEARING: |
3-30 (3d10) |
ARMOR CLASS: |
3 |
MOVEMENT: |
12 |
HIT DICE: |
1 |
THAC0: |
19 |
NO. OF ATTACKS: |
1 |
DAMAGE/ATTACK: |
1-6 (weapon) |
SPECIAL ATTACKS: |
Nil |
SPECIAL
DEFENSES:1/2 Damage |
|
MAGIC RESISTANCE: |
See below |
SIZE: |
M (6' tall) |
MORALE: |
Special |
XP VALUE: |
65 |
A
Zombie, Red Skull
CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Pack
ACTIVITY CYCLE: Night
DIET: Carrion
INTELLIGENCE: Low (5-7)
TREASURE: B
ALIGNMENT: Lawful evil
NO. OF APPEARING: 1-6
ARMOR CLASS: 8
MOVE: 9
HIT DICE: 2+3
THAC0: 17
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: Dust of Death
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: See below
SIZE: M (6’ tall)
MORAL: Average (8-10)
XP VALUE: 270
Red skull zombies look like humans with shriveled red skin. The most
noticeable thing about them is that their heads are shriveled to the
point where only a red skull remains.
COMBAT: These strange creatures attack by pummeling their opponents.
Also, once every 5 rounds, a red skull zombie may breathe the " Dust of
Death " on an opponent. If the opponent fails their save vs. breath
weapon, they will
take on the appearance of a red skull zombie, and die in 1-4 rounds,
and
arise a week later as a red skull zombie. Casting ** cure disease **
will
prevent death, or if the character is already dead, stop them from
arising as a red skull zombie. Red skull zombies are not undead, and
are not affected by priests attempts to turn them, or by holy water.
However, they can be slain
by a ** cure disease ** spell.
HABITAT: Red skull zombies live in loosely organized packs. They
were
originally created by a mage’s experiment, and now reproduce by using
the
" Dust of Death " on humanoids.
ECOLOGY: Red skull zombies have no natural enemies, but fight as a
way of " life ".
Ghost
CLIMATE/TERRAIN: |
Any |
FREQUENCY: |
Very rare |
ORGANIZATION: |
Solitary |
ACTIVE
TIME: |
Night |
DIET: |
None |
INTELLIGENCE: |
Highly
(13-14) |
TREASURE: |
E, S |
ALIGNMENT: |
Lawful evil |
NO.
APPEARING: |
1 |
ARMOR
CLASS: |
0 or 8
(see below) |
MOVEMENT: |
9 |
HIT DICE: |
10 |
THAC0: |
11 |
NO. OF
ATTACKS: |
1 |
DAMAGE/ATTACK: |
Age 10-40
years |
SPECIAL
ATTACKS: |
See below |
SPECIAL
DEFENSES: |
See below |
MAGIC
RESISTANCE: |
Nil |
SIZE: |
M (5'-6'
tall) |
MORALE: |
Special |
XP VALUE: |
7,000 |
|
|
Ghosts are the spirits of
humans who were either so greatly evil in life or whose deaths were so
unusually emotional they have been cursed with the gift of undead
status. Thus, they roam about at night or in places of darkness. These
spirits hate goodness and life, hungering to draw the living essences
from the living.
Combat:
As ghosts are non-corporeal (ethereal), they are usually encountered
only by creatures in a like state, although they can be seen by
non-ethereal
creatures. The supernatural power of a ghost is such, however, that the
mere
sight of one causes any humanoid being to age 10 years and flee in
panic
for 2-12 (2d6) turns unless a saving throw versus spell is made.
Priests
above 6th level are immune to this effect, and all other humanoids
above
8th level may add +2 to their saving throws.
Any creatures within 60
yards of a ghost is subject to attack by magic jar. If the
ghost fails to magic jar its chosen victim, it will then
semi-materialize in order to attack by touch (in which case the ghost
is Armor Class 0). Semi-materialized ghosts can be struck only by
silver (half damage) or magical weapons (full damage). If they strike
an opponent it ages him 10-40 (1d4x10) years. Note that ghosts can be
attacked with spells only by creatures who are in an ethereal state.
Any human or demi-human killed by a ghost is drained of its life
essence and is forever dead.
If the ghost fails to
become semi-material it can only be combatted by another in the
Ethereal plane
(in which case the ghost has an Armor Class of 8).
Ghosts can be turned by
clerics after reaching 7th level and can be damaged by holy water while
in their semi-material
form.
Habitat/Society:
In most cases, a ghost is confined to a small physical area, which the
ghost haunts. Those who have heard stories of a haunted area can thus
attempt
to avoid it for their own safety.
A ghost often has a
specific purpose in its haunting, sometimes trying to "get even" for
something that happened during the ghost's life. Thus a woman who was
jilted by a lover, and then committed suicide, might become a ghost and
haunt the couple's
secret trysting place. Similarly, a man who failed at business might
appear
each night at his storefront or, perhaps, at that of a former
competitor.
Another common reason for
an individual to become a ghost is the denial of a proper burial. A
ghost might inhabit the area near its body, waiting for a passerby to
promise to bury the remains. The ghost, in its resentment toward all
life, becomes an evil creature intent on destruction and suffering.
In rare circumstances,
more
than one ghost will haunt the same location. The classic example of
this
is the haunted ship, a vessel lost at sea, now ethereal and crewed
entirely
by ghosts. These ships are most often encountered in the presence of
St.
Elmo's fire, an electrical discharge that causes mysterious lights to
appear
in the rigging of a ship.
In many cases, a ghost can
be overcome by those who might be no match for it in combat simply by
setting right whatever events led to the attainment of the ghost's
undead status. For example, a young woman who was betrayed and murdered
by someone who
pretended to love her might be freed from her curse if the cad were
humiliated
and ruined. In many cases, however, a ghost's revenge will be far more
demanding, often ending in the death of the offender.
Ecology:
The dreadful fear caused by the ghost, which ages a victim 10 years, is
not well understood by the common man, who often ascribes it to the
fact
that a ghost is "dead." If this were the case, then certainly skeletons
and
zombies would have the same effect, which they do not.
Common folklore further
confuses this fact by relating details of the ghost's physical form:
the classic example of which is the headless horseman, thought by many
to be particularly frightening simply because he had no head. Under
this belief, one could face a ghost if
only one had the courage to stand up to him. Such a mistaken impression
has
cost many lives over the years. Actually, the fear is caused by the
supernatural power of the ghost, and has nothing whatsoever to do with
courage.
Index
Spectre
CLIMATE/TERRAIN: |
Desolate
dungeons and ruins |
FREQUENCY: |
Rare |
ORGANIZATION: |
Solitary |
ACTIVITY
CYCLE: |
Darkness
and night |
DIET: |
Nil |
INTELLIGENCE: |
High
(13-14) |
TREASURE: |
Q(x3), X, Y |
ALIGNMENT: |
Lawful evil |
NO.
APPEARING: |
1-6 |
ARMOR
CLASS: |
2 |
MOVEMENT: |
15, Fl 30
(B) |
HIT DICE: |
7+3 |
THAC0: |
13 |
NO. OF
ATTACKS: |
1 |
DAMAGE/ATTACK: |
1-8 |
SPECIAL
ATTACKS: |
Energy
drain |
SPECIAL
DEFENSES: |
+1 or
better weapon to hit |
MAGIC
RESISTANCE: |
See below |
SIZE: |
M (6' tall) |
MORALE: |
Champion
(15) |
XP VALUE: |
3,000 |
S |
|
pectres are powerful
undead that haunt the most desolate and deserted of places. They hate
all life
and light.
Spectres appear as
semitransparent beings and are often mistaken for haunts or ghosts.
Unlike most undead,
spectres retain the semblance and manner of dress of their former life
and
can be recognized by old friends or through paintings of the persons
they
used to be.
Combat:
Spectres exist primarily on the Negative Material Plane and can
therefore be attacked by beings on the Prime Material Plane only with
magical weapons. Daylight makes spectres powerless by weakening their
ties to the Negative Material Plane.
The chilling touch of a
spectre drains energy from living creatures. A successful attack
inflicts 1-8 points of damage and drains two life energy levels from
the victim. Any being totally drained of life energy by a spectre
becomes a full-strength spectre under the control of the spectre which
drained him. The victim loses all control of his personality and may
become more or less powerful than before, depending on his level and
class before becoming a spectre.
Spectres are immune to all
sleep, charm, hold, and cold-based spells, as well as poisons
and
paralyzation attacks. Holy water inflicts 2-8 points of damage when it
strikes
a spectre. The water can be splashed on a spectre successfully. A raise
dead spell apparently reverses the undead status, destroying the
spectre
immediately if a saving throw versus spell is failed.
Habitat/Society:
Most spectres are solitary, but some enclaves exist where a
particularly powerful or lucky spectre has managed to drain mortals of
life. This lead spectre is known as the master spectre (always with
maximum hit points per die), while the others are known collectively as
the followers. In this arrangement, the master spectre almost never
engages enemies personally, but instead sends his minions in for the
kill. Mortals drained of life by follower spectres are subservient to
the master spectre, not the followers. Note that if the master spectre
is slain, all followers become independent and can travel anywhere
they wish in hopes of becoming master spectres themselves. Once a
character
becomes a spectre, recovery is nearly impossible, requiring a special
quest.
Spectres hate light and
all life, as both remind them of their undead existence. They are
therefore encountered only in places of extreme darkness and
desolation, like long-abandoned ruins, dungeons, and subterranean
sewers.
Contrary to popular
mythology, spectres remain highly intelligent and generally rational
after the transformation to undeath. Life makes them lament their
unlife, and they bear a strong
hatred for all those lucky enough to live and truly die.
Spectres have enough
cunning to plan their attacks, and rival vampires in their skill at
remaining hidden from the general populace.
Ecology:
No one knows who the first spectre was or how it came to be; the few
facts detailed above are all that is known with any degree of certainty.
Haunt
CLIMATE/TERRAIN: |
Any |
FREQUENCY: |
Very rare |
ORGANIZATION: |
Individual |
ACTIVITY
CYCLE: |
Any |
DIET: |
Nil |
INTELLIGENCE: |
Non- (0) |
TREASURE: |
Nil |
ALIGNMENT: |
Any |
NO.
APPEARING: |
1 |
ARMOR
CLASS: |
0/victim's
AC |
MOVEMENT: |
6/as victim |
HIT DICE: |
5/victim's
hp |
THAC0: |
15 |
NO. OF
ATTACKS: |
1/1, as
5-HD monster |
DAMAGE/ATTACK: |
See
below/by weapon |
SPECIAL
ATTACKS: |
See below |
SPECIAL
DEFENSES: |
See below |
MAGIC
RESISTANCE: |
Nil |
SIZE: |
Variable |
MORALE: |
Champion
(16) |
XP VALUE: |
2,000 |
( |
|
Note: Statistics separated
by a slash: those to the left refer to the natural state, those to the
right are for a possessed victim.)
A haunt is the restless
spirit of a person who died leaving some vital task unfinished. Its
sole purpose is to take over a living body and use it to complete the
task, thus gaining a final release from this world.
Haunts may assume either
of two forms, at will: a hovering luminescent ball of light (identical
in appearance to a will-o-wisp) or a nebulous, translucent image of the
haunt's former body.
In the later state, haunts look like groaning spirits, spectres, or
ghosts,
and are often mistaken for them. Transformation from one state to the
other
takes one round.
Combat:
A haunt must remain within 60 yards of where it died, unless it takes
control of a victim's body. This 60-yard radius is called the haunt's
domain.
A haunt attacks
mindlessly,
and always targets the first human or demihuman that enters its domain.
It
will continue to attack until possession is achieved or the intended
victim
leaves the haunt's domain.
The touch of a haunt
drains
2 points of Dexterity per hit. As the character's Dexterity is drained,
he suffers not only the penalties of lowered Dexterity, but increasing
numbness creeps over his body. If Dexterity reaches 0, the haunt slips
into the body and possesses it. Once the body is possessed, Dexterity
returns to normal.
The haunt uses the host's
body to complete its unfulfilled task. The task need not be dangerous,
although it often is. Once the task is completed, the haunt passes on
to its final rest and the victim regains control of his body. When the
haunt leaves a victim,
the character has a Dexterity of 3. Lost Dexterity points are regained
at
the rate of 1 point for each turn of complete rest. If a haunt's
possessed body is slain, it will haunt the place where that body was
killed.
If the victim has an
alignment opposite to that of the haunt (good vs. evil), the haunt will
try to strangle the victim using the victim's own hands. Unless the
victim's arms are being restrained, the strangulation begins the round
after the haunt takes control of the body. On the first round the
victim suffers 1 point of damage, on
the second 2, on the third 4, and so on, doubling each round until the
victim is dead or the haunt is driven off.
Attacks on a possessed
character will cause full damage to the character's body. If attacked,
the haunt will use whatever weapons and armor the victim carries, but
it cannot use any items
that would require special knowledge (spells, scrolls, rings). The only
safe
way to free the victim is by casting hold person or dispel
evil (good). If hold person is cast, the haunt must
make a successful
saving throw vs. paralyzation or be ejected from the body; dispel
evil (good) destroys the haunt forever.
Haunts are linked to the
sites where they died and therefore cannot be turned by priests. When
in the natural state (i.e., not possessing a body) haunts may be struck
only by silver or magical weapons, or by fire. Weapons cause only 1
point of damage, plus the magical bonus (if any). Normal fire causes 1
point of damage per round, but magical fire inflicts full damage. If a
haunt is reduced to 0 hit points, it loses control of its form and
fades away. The haunt reforms in one week to haunt the same location
again until its task is completed.
Habitat/Society:
The exact task to be accomplished varies, but the motives are always
powerful -- revenge, greed, love, hate. Often great distances need to
be traveled
before a task can be completed, and haunts will drive their hosts
mercilessly
toward the goal, ignoring the need for food or sleep.
A few haunts (10%) retain
some knowledge of their former lives and can be communicated with.
Often these haunts feel remorse at having to prey upon the living, but
the force of the uncompleted task is too powerful for the haunt to
resist.
Ecology:
Haunts cling to this world by force of will alone. They have no
treasure of their own unless it is connected to their quest. They prey
only on humans and demihumans.
Phantom
CLIMATE/TERRAIN: |
Any/Land |
FREQUENCY: |
Very rare |
ORGANIZATION: |
Solitary |
ACTIVITY
CYCLE: |
Any |
DIET: |
Nil |
INTELLIGENCE: |
Nil |
TREASURE: |
Nil |
ALIGNMENT: |
Neutral |
NO.
APPEARING: |
1 |
ARMOR
CLASS: |
Nil |
MOVEMENT: |
9 |
HIT DICE: |
Nil |
THAC0: |
Nil |
NO. OF
ATTACKS: |
Nil |
DAMAGE/ATTACK: |
Nil |
SPECIAL
ATTACKS: |
Fear |
SPECIAL
DEFENSES: |
Nil |
MAGIC
RESISTANCE: |
See below |
SIZE: |
Varies,
usually M |
MORALE: |
Nil |
XP VALUE: |
Nil |
|
|
Phantoms are images left
behind by particularly strong death traumas. A phantom is like a
three-dimensional movie image filmed at the time of death, in the place
where it died.
The standard phantom may
appear as almost anything. It often appears as the character who
experienced the trauma-a transparent image re-enacting the death scene.
Alternatively, it could represent whatever was foremost in the victim's
mind at the time of death; an attacker, or some goal left unachieved.
Phantoms are experienced in faded colors, by all senses.
Combat:
It is difficult to fight phantoms, since they are merely images and
have no power to directly cause harm. They cannot themselves be harmed.
Swinging weapons or casting spells into the area of the image does not
interfere
with the projection, and they cannot be reasoned with. A phantom is not
intelligent and does not exist for any real reason; tracking down its
killer or completing its quest will not get rid of a phantom.
Phantoms are often
mistaken
for ghosts, haunts, or groaning spirits, but they can not be turned as
undead. Only a priest spell remove curse, cast at 12th level,
can dispel a phantom.
Although a phantom cannot
directly do any actual harm, it is the very essence of magic and calls
up a superstitious awe in anyone who sees one. The enchantment is such
that the phantom affects both the mind and the senses of the observer.
Creatures without minds (such as undead) are immune to the effects of
phantoms, as are those rare beings who are somehow unable to experience
them (since the phantom is present to all senses, blindness is not
normally protection against one).
Characters witnessing a
phantom must roll a successful saving throw vs. death magic, with a -2
penalty, or immediately panic and run away as per the effects of a fear
spell. Particularly vivid phantoms may require those who fail their
saving throw to make a system shock roll, with a +10 bonus to the roll.
Failure results in death for the unfortunate victim. Such a character
can be raised normally, however.
There are other
difficulties with the fear effect; the cause of the phantom's death
might still be around. Even after centuries, traps and undead monsters
can be just as effective
and deadly, and running away in panic is usually not the best defense.
Of course, a phantom may
provide characters with important information, either forewarning
careful characters of an upcoming danger, or finding a lost and
treasured object.
There is a slight chance
that a character's death may engender a phantom. This chance should be
minuscule to nonexistent for 0-level or very low-level characters, or
for those who were expecting to die-those dying of natural causes or in
war. However, characters of 4th level or above, dying suddenly or by
surprise might have a 1-2% chance of becoming phantoms. If those
characters were on an important mission or were subject to geas
or quest spells, this chance might rise to 5-6 percent. The
percentage chance for generating a phantom should never be higher than
the level of the character at the time of death. (Characters killed by
energy-draining undead rarely produce phantoms.) It is up to the DM to
decide what the precise image presents. A character who is murdered and
generates a phantom may also return as a revenant.
There are nonstandard
types
of phantoms that affect only one of the senses. Often, these are purely
visual images, but they can also manifest themselves as sounds
(explosions, moaning, or quiet whispering) or smells. Most of these
phantoms require saving throws, but the effects of failure may differ.
A gloomy whispering of danger might produce despair (as per the symbol
spells) effects. A foul stench might
induce the retching effects of a ghast. Suffocating pressure,
temperature extremes, the sounds of a swarm of bats, might all
carrydifferent consequences of failing the saving throw.
Of greater concern,
however
is that there are some phantoms that are actually evil, created when
powerful evil creatures from other planes are "slain" (forced to return
to their
home planes) in the Prime material plane. These phantoms appear at the
will
of the evil creature 35% of the time, and can seriously misinform or
endanger any character it meets. These phantoms can be detected with a
detect evil spell; dispel evil can neutralize the phantom
for a number of turns equal to the caster's level.
Zombie
|
Common |
Monster |
Ju-ju |
Lord |
Sea |
CLIMATE/TERRAIN: |
Any |
Any |
Any |
Any |
Shallow water |
FREQUENCY: |
Rare |
Very Rare |
Very Rare |
Very rare |
Rare |
ORGANIZATION: |
Nil |
Nil |
Nil |
Solitary |
Pack |
ACTIVITY CYCLE: |
Night |
Night |
Night |
Night |
Night |
DIET: |
Nil |
Nil |
Nil |
Carrion |
Scavenger |
INTELLIGENCE: |
Non-(0) |
Non-(0) |
Low (5-7) |
Average |
Low (5-7) |
|
|
|
|
(8-10) |
|
TREASURE: |
Nil |
Nil |
Nil |
A |
M |
ALIGNMENT: |
Neutral |
Neutral |
Neutral evil |
Neutral evil |
Chaotic evil |
NO. APPEARING: |
3-24 |
1-6 |
1-4 |
1 |
2-24 |
ARMOR CLASS: |
8 |
6 |
6 |
6 |
7 |
MOVEMENT: |
6 |
9 |
9 |
6 |
6, Sw 12 |
HIT DICE: |
2 |
6 |
3+12 |
6 |
5 |
THAC0: |
19 |
15 |
15 |
15 |
15 |
NO. OF ATTACKS: |
1 |
1 |
1 |
2 |
1 |
DAMAGE/ATTACK: |
1-8 |
4-16 |
3-12 |
2-8/2-8 |
1-10 |
SPECIAL ATTACKS: |
Nil |
Nil |
See below |
See below |
Stench, disease, |
|
|
|
|
|
spell use |
SPECIAL DEFENSES: |
Spell |
Spell |
Spell |
Spell |
Spell |
|
immunity |
immunity |
immunity |
immunity |
immunity |
MAGIC RESISTANCE: |
See below |
See below |
See below |
Nil |
Nil |
SIZE: |
M (6') |
L (8'-12') |
M (6') |
M (6') |
M (6') |
MORALE: |
Special |
Special |
Special |
Average |
Fearless |
|
|
|
|
(8-10) |
(19-20) |
XP VALUE: |
65 |
650 |
975 |
650 |
420 |
Zombies are mindless,
animated corpses controlled by their creators, usually evil wizards or
priests. The condition of the corpse is not changed by the animating
spell. If the body was missing a limb, the zombie created from it would
be missing the same limb.
Since it is difficult to get fresh bodies, most zombies are in sorry
shape,
usually missing hair and flesh, and sometimes even bones. This affects
their
movement, making it jerky and uneven. Usually zombies wear the clothing
they
died (or were buried) in. The rotting stench from a zombie might be
noticeable
up to 100 feet away, depending upon the condition of the body. Zombies
cannot
talk, being mindless, but have been known to utter a low moan when
unable
to complete an assigned task.
Combat:
Zombies move very slowly, always striking last in a combat round. They
are given only simple, single-phrase commands. They always fight until
called off or destroyed, and nothing short of a priest can turn them
back. They move
in a straight line toward their opponents, with arms out-stretched,
seeking to claw or pummel their victims to death. Like most undead,
zombies are immune to sleep, charm, hold, death magic, poisons,
and cold-based spells. A vial of holy water inflicts 2-8 points of
damage to a zombie.
Habitat/Society:
Zombies are typically found near graveyards, dungeons, and similar
charnel places. They follow the spoken commands of their creator, as
given on the spot or previously, of limited length and uncomplicated
meaning (a dozen
simple words or so). The dead body of any humanoid creature can be made
into
a zombie.
Ecology:
Zombies are not natural creations and have no role in ecology or nature.
Ju-Ju
Zombie
These creatures are made
when a wizard drains the life force from a man-sized humanoid creature
with an energy drain spell. Their skin is hard, gray, and
leathery. Ju-ju zombies have a spark of intelligence. A hateful light
burns in their eyes, as they realize their condition and wish to
destroy living things. They understand full-sentence instructions with
conditions, and use simple tactics and strategies. Since they became
zombies at the moment of death, their bodies tend to be in better
condition. Ju-ju zombies use normal initiative rules to determine when
they strike. They are dexterous enough to use normal weapons, although
they must be specifically commanded to do so. These zombies can hurl
weapons like javelins or spears, and can fire bows and crossbows. Their
Dexterity allows them to climb walls as a thief (92%) and they strike
as a 6 Hit Die monster. Ju-ju zombies are turned as specters.
The animating force of a
ju-ju zombie is more strongly tied to the Negative Material plane. The
result is that only +1 or better magical weapons can harm them.
Regardless of the magic on the weapon, edged and cleaving weapons
inflict normal damage, while blunt and piercing weapons cause half
damage. In addition to normal zombie spell immunities, ju-ju zombies
are immune to mind affecting spells and psionics, illusions, and to
electricity and magic missiles. Fire causes only half damage.
Zombie
Lord
The zombie lord is a
living
creature that has taken on the foul powers and abilities of the undead.
They
are formed on rare occasions as the result of a raise dead spell
gone
awry. Zombie lords look as they did in life, save that their skin has
turned
to the pale grey of death, and their flesh is rotting and decaying. The
odor
of vile corruption and rotting meat hangs about them, and carrion
feeding
insects often buzz about them to dine on the bits of flesh and ichor
that
drop from their bodies.
The zombie lords can speak
those languages they knew in life and they seem to have a telepathic or
mystical ability to converse freely with the living dead. Further, they
can speak with dead merely by touching a corpse. Zombie lords
are turned as vampires.
When forced into combat,
it relies on the great strength of its two crushing fists. The odor of
death surrounding the zombie lord is so potent it causes horrible
effects in those who breathe it. On the first round a character comes
within 30 yards, he must
save vs. poison or be affected in some way. The following results are
possible:
|
1d6 Roll |
Effect |
|
1 |
Weakness
(as the spell). |
|
2 |
Cause disease
(as the spell). |
|
3 |
-1 point of
Constitution. |
|
4 |
Contagion
(as
the spell). |
|
5 |
Character unable
to act for 1d4 rounds due to nausea and vomiting. |
|
6 |
Character dies
instantly and becomes a zombie under control of the |
|
|
zombie lord. |
All zombies within sight
of the zombie lord are subject to its mental instructions. Further, the
creature can use the senses of any zombie within a mile of it to learn
all that is happening within a very large area. Once per day, the
zombie lord can
animate dead to transform dead creatures into zombies. This works
as described in the Player's Handbook except that it can be
used on the living. Any living creature with fewer Hit Dice than the
zombie lord can be
attacked in this manner. A target who fails a saving throw vs. death is
slain.
In 1d4 rounds, the slain creature rises as a zombie under the zombie
lord's
command.
Zombie lords seek out
places of death as lairs. Often, they live in old graveyards or on the
site of
a tremendous battle -- any place there may be bodies to animate and
feast
upon. The mind of the zombie lord tends to focus on death and the
creation
of more undead. The regions around their lairs are often littered with
the
decaying bodies, half eaten, of those who have tried to confront the
foul
beast.
The zombie lord comes into
being by chance, and only under certain conditions. First, an evil
human
must die at the hand of an undead creatures. Second, an attempt to raise
the character must be made. Third, the corpse must fail its
resurrection
survival roll. Fourth and last, a deity of evil must show "favor" to
the
deceased, and curse him or her with the "gift of eternal life." Within
one
week of the raise attempt, the corpse awakens as a zombie lord.
Sea
Zombie
Sea zombies (also known as
drowned ones) are the animated corpses of humans who died at sea.
Although
similar to land-dwelling zombies, they are free-willed and are rumored
to
be animated by the will of the god Nerull the Reaper (or another
similar
evil deity).
The appearance of drowned
ones matches their name: they look like human corpses that have been
underwater for some time; bloated and discolored flesh dripping with
foul water, empty eye-sockets, tongue frequently protruding from
between blackened lips. Their visage and the stench of decay
surrounding them are so disgusting that anyone seeing a drowned one or
coming within 20 feet of one must roll a saving throw vs. poison. A
failed saving throw indicates that the character is nauseated,
suffering a -1 penalty to his attack roll and a +1 penalty to his AC
for 2d4
rounds. On land, drowned ones move slowly, with a clumsy, shambling
gait. In water, however, they can swim with frightening speed.
Drowned ones have an
abiding hatred for the living and attack them at any opportunity. These
attacks
often show surprising cunning (for example, luring ships onto the rocks
and
attacking the sailors as they try to save themselves from the wreck).
Drowned
ones take advantage of their swimming speed by attacking ships as they
lie
at anchor -- climbing aboard the vessel and trying to drive the sailors
overboard, where they can deal with them more easily.
Drowned ones attack with
the weapons typical of sailors: short swords, daggers, hooks, clubs,
belaying pins, etc. Because of the unnatural strength of the creatures,
these weapons all inflict 1d10 points of damage. The putrid water that
drips from the
drowned ones contains many bacteria, so any successful hit has a 10%
chance
of causing a severe disease in the victim. The water-logged condition
of
the creature's flesh means that fire and fire-based magic cause only
half
damage. Lightning, electrical, and cold-based attacks inflict double
damage.
Drowned ones are immune to sleep, charm spells, illusions, and
other
mind-altering spells. Because they are created by the direct will of a
deity,
they cannot be turned.
Many of the humans who
become drowned ones were priests while alive, and they retain their
powers as undead. There is a 50% chance that each drowned one
encountered is a priest of level 1d4. These creatures are granted their
spells directly from Nerull (or similar deity), receiving only baneful
spells.
Drowned ones congregate in
loose packs. Their only motivation is their hatred for the living. They
have
no need to eat, although they rend and chew the flesh of their prey
(this
is probably just to strike terror in others). Underwater, drowned ones
are
active around the clock and are often found in the sunken wrecks of the
ships
in which they drowned. They are active above the surface during the
night.
Drowned ones normally stray no more than 100 yards from the water. If
the
wind drives the fog onto the coast, however, they can roam inland as
far
as the fog reaches. When the fog retreats, or when the sun is about to
rise,
they must return to the water.
Drowned ones communicate
among themselves by a form of telepathy; they have no need of a spoken
language (other than for spellcasting). The verbal components for
spells are spoken in unintelligible whispers.