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Necromantic Lore
Requires the use of the
Dungeons & Dragons® Player's Handbook,
Third Edition, published by Wizards of the Coast ®
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Necromantic Lore
Credits
LEAD DEVELOPER
Kevin Wilson
MANAGING DEVELOPER
Greg Benage
WRITING
Chester Douglas, Scott Gearin, Lysle Kapp, Lizard, Sam J. E. Point
INTERIOR ILLUSTRATIONS
Veronica Jones, Britt Martin, Jeremy McHugh, Michael Phillippi, Patricio Soler, Blaine Taggart
GRAPHIC DESIGN
Brian Schomburg
COVER DESIGN
Brian Schomburg
‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by
Wizards of the Coast and are used according to the terms of the d20
System License version 1.0. A copy of this License can be found at
www.wizards.com.
EDITING
Greg Benage, Kevin Wilson
Dungeons & Dragons® and Wizards of the Coast® are Registered
Trademarks of Wizards of the Coast and are used with permission.
ART DIRECTION
Kevin Wilson
Copyright © 2002 Fantasy Flight Publishing Inc. Legends and Lairs is
a trademark of Fantasy Flight Publishing Inc. All rights reserved.
LAYOUT
Brian Schomburg
PUBLISHER
Christian T. Petersen
PRINTING
Bang Printing, Inc.
FANTASY FLIGHT GAMES
1975 W. County Rd. B2, Suite 1
Roseville, MN 55113
651.639.1905
www.fantasyflightgames.com
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Alphabetical Listing of Undead
Name (CR)
Page
Name (CR)
Page
Atrocity wight (24)
4
Heirloom wraith (3)
35
Blood pool (5)
6
Horrid murder (13)
36
Bloodseeker (2)
7
Necrocorn (5)
38
Bonecast (base +1)
8
Necromentals
Overview
Charnel wagon (12)
11
39
Dancing bones (1)
12
Azure phoenix (15)
40
Dhampir (base +1)
13
Blackheart (15)
42
Dream phantom (8)
16
Red tide (15)
44
Eternal confessor (base +6)
17
Sunkiller (15)
46
Fade (4)
20
Pale masker (1/2)
48
Famine haunt (5)
21
Pestilent queen (6)
49
Fever gaunt (3)
22
Shadow parasite (4)
51
Foreverjack (base +2)
24
Spirits
Gaunt king (5)
22
Guiding spirit (3)
52
Grave leech (1/6)
26
Legion of the dead (base +2)
54
Grave master (9)
27
Spirit steed (2)
57
Gravestone guardian (3)
29
Warning spirit (4)
58
Grim stalker (14)
30
Tomb guardian (base +3)
59
Hecatombe (see entry)
32
Unvanquished (base +2)
61
Undead by Subtype
save unless it also works on objects. The crea-
ture is not subject to critical hits, subdual dam-
age, ability damage, ability drain, or energy
drain.
An undead with no Intelligence score
cannot heal damage, though it can be healed.
(An intelligent undead heals damage normally,
despite its lack of Constitution.) Negative ener-
gy (such as an inflict spell) heals any undead
creature. The fast healing special quality works
for those undead that have it regardless of their
lack of Constitution.
An undead is not at risk of death from
massive damage (see Injury and Death in
Chapter 8 of the PHB), but when reduced to 0
or fewer hit points, it is destroyed. It cannot be
raised, and although resurrection can affect it,
such attempts almost always fail because most
undead are unwilling to be brought back to life.
An undead spellcaster uses its
Constitution modifier (+0) or its Charisma
modifier, whichever is higher, when making
Concentration checks. Unless otherwise noted,
an undead has darkvision with a range of 60 ft.
Air: sunkiller (necromental)
Earth: blackheart (necromental), grave
master
Fire: azure phoenix (necromental)
Incorporeal: dream phantom, fade,
famine haunt, heirloom wraith, shadow para-
site, unvanqushed
Spirit: guiding spirit, legion of the dead,
spirit steed, warning spirit
Water: red tide (necromental)
Definition of Undead Type
Undead are once-living creatures animat-
ed by spiritual or supernatural forces.
Hit Die: d12.
Base Attack Bonus: As wizard (1/2 HD,
rounded down).
Good Saving Throws: Will.
Skill Points: (3 x Int score) + (2 × EHD).
Feats: 1 + 1 per 4 EHD.
Notes: An undead has no Constitution
score. It is immune to mind-affecting effects
(charms, compulsions, phantasms, patterns,
and morale effects), poison, sleep , paralysis,
stunning, disease, death effects, necromantic
effects, and any effect that requires a Fortitude
2
Definition of Spirit Subtype
A spirit is a good or neutral-aligned incorpore-
al undead that is harmless or helpful to the liv-
ing. Most spirits can only be destroyed upon
the completion of a task or condition.
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Welcome!
Fantasy Flight Games is pleased to present
Necromantic Lore , the second softcover book in
our Legends & Lairs line of sourcebooks for
the d20 System. Necromantic Lore is a collec-
tion of undead creatures suited for any DM.
In this book, you’ll find monsters to fill
many roles in your game. Each was designed for
a specific purpose, explained below.
Undead are challenging creatures to fight,
but some of the undead in these pages are
designed to be exceptionally challenging
encounters. These “grudge monsters” can inflict
permanent harm to a party of adventurers and
should be used with care. The grudge monsters
in this book include charnel wagon, dancing
bones, famine haunt, grim stalker, horrid mur-
der, shadow parasite, and pestilent queen. In par-
ticular, the grim stalker and the shadow parasite
are potentially lethal encounters.
The next category of creatures in this book
have adapted to fit a particular environment.
These “terrain creatures” give you, as the DM,
some alternatives when placing encounters in
odd locales. The fever gaunt is designed to be
encountered in a town or city, while the grave-
stone guardian is only encountered in cemetaries
and other burial places.
Creatures that players wish to chase down
and either tame or kill comprise one of the largest
categories in this book. These “chase creatures”
include the eternal confessor, foreverjack, and
tomb guardian, which offer an alternate path to
immortality to the other main classes besides the
wizard. A cleric can become an eternal confessor
as a reward from his or her god. A rogue can
become a foreverjack through luck and skill
upon dying, and a fighter can become a tomb
guardian by volunteering to watch over a holy
tomb or locale. While these characters are often
removed from the campaign they’re in, this can
make a nice final reward for their players. Other
chase monsters in the book can be inserted into a
campaign to help the characters overcome a dif-
ficult challenge. These include the guiding spirit
and legion of the dead. The pale masker and
unvanquished can also be helpful to an adventur-
er, but in much smaller ways and under more
limited circumstances. Finally, the necrocorn and
spirit steed make good mounts for evil and good
characters, respectively.
A few of the monsters in this book bring a
plot with them when introduced into a cam-
paign. You can easily create an adventure around
one of these “plot creatures” when short on
ideas. The atrocity wight, blood pool, and
hecatombe all seek revenge on their murderers,
while dream phantoms feed on the sleeping
inhabitants of a city. The heirloom wraith can
cause a mysterious string of murders to follow
the characters, or the warning spirit can be used
to warn them of a terrible evil that is approach-
ing. Both the grave master and the four necro-
mentals are capable of raising huge undead
armies, while the fade may inadvertently cause
harm while seeking solitude and its final rest.
The next category of creatures can greatly
change the flavor of a campaign or setting.
Often, these “flavor creatures” can fill niches
traditionally occupied by ordinary animals. You
could choose to replace bloodhounds with
bloodseekers in your campaign, for example.
Bonecast creatures can be an interesting twist on
more ordinary skeletal creatures, while grave
leeches can create natural undead in the wilder-
ness, uncontrolled by any spellcaster.
Finally, one species in this book is intend-
ed for use as PCs and NPCs. The damphir
should prove popular with any player looking to
play some form of half-vampire.
The Open Game License
Necromantic Lore is published under the
terms of the Open Game License and d20
System Trademark License. The OGL allows us
to use the d20 System core rules and to publish
gaming material derived from those rules.
In fact, material that is strictly rules relat-
ed is Open Content. You can use this material in
your own works, as long as you follow the con-
ditions of the Open Game License. You can
copy the material to your website or even put it
in a book that you publish and sell.
Not everything in this book is Open
Content, however. The names of creatures and
the game statistics, mechanics, and rules
derived from the d20 SRD are designated as
Open Content. The descriptions of the creatures
are closed content and cannot be republished,
copied, or distributed without the consent of
Fantasy Flight Games.
All illustrations, pictures, and diagrams in
this book are Product Identity and the property
of Fantasy Flight Games, © 2002.
The Open Game License is printed in its
entirety at the end of this book. For further infor-
mation, please visit the Open Gaming Foundation
website at www.opengamingfoundation.org.
3
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Atrocity Wight
Colossal Undead
Hit Dice: 32d12 (384 hp*)
Initiative: –1
Speed: 30 ft., burrow 10 ft.
AC: 31 (–8 size, –1 Dex, +30 natural), touch 1,
flat-footed 31
Attacks: 2 slams +35 melee and 2–12 claws
+33 melee
Damage: Slam 4d8+19, claw 2d8+9 plus 1d4
temporary Wisdom drain
Face/Reach: 40 ft. by 80 ft./15 ft.
Special Attacks: Clawing fingers, collective,
improved grab, spells, project horror
Special Qualities: Damage reduction 25/+3,
energy resistance, fear aura, grave resolve,
murmur, resistant to damage, spell immuni-
ty, SR 34, tremorsense 120 ft., +4 turn resis-
tance
Saves: Fort +10, Ref +9, Will +15
Abilities: Str 49, Dex 9, Con —, Int 6, Wis 5,
Cha 3
Skills: Concentration +8, Hide +8, Intuit
Direction +10, Listen +10, Move Silently
+8, Spot +10
Feats: Blind-Fight, Great Fortitude, Improved
Critical (bite), Iron Will, Multiattack, Power
Attack
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 24
Treasure: None
Alignment: Always neutral evil
Advancement: 33+ HD (Colossal)
4
A collection of rotting corpses merged to form
an enormous body, atrocity wights rise from
mass graves and other sites where great atroci-
ties have taken the lives of hundreds of inno-
cent people.
An atrocity wight is a depraved jigsaw
puzzle pieced together out of dozens of
humanoid corpses. Its eyes and mouth burn
with an unholy fire, and each of its hands is
made from the upper torsos of three corpses.
Atrocity wights are among the most
feared and powerful undead. Stories persist of
entire armies fleeing before them and even
vampires and liches take care to avoid them.
An atrocity wight is mindless and utterly sav-
age. It seeks nothing less than the total destruc-
tion of those responsible for the death of its
component bodies. Until it can fulfill this goal,
it wanders aimlessly, destroying everything it
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