d20 Fiery Dragon Counter Collection VII Undead.pdf

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NEW MONSTERS
Chilling Bones
Medium Undead (Cold)
Hit Dice: 5d12 (32 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 Dex, +6 natu-
ral), touch 9, flat-footed 15
Base Attack/Grapple: +2/+5
Attack: Slam +5 melee (1d6+2 plus
1d6 cold)
Full Attack: 2 slams +5 melee
(1d6+2 plus 1d6 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blizzard aura, ice
shards.
Special Qualities: +4 turn resistance,
darkvision 60 ft., immunity to cold,
relentless step, undead traits, vulnera-
bility to fire
Saves: Fort +1, Ref +0, Will +9
Abilities: Str 15, Dex 8, Con —, Int
12, Wis 16, Cha 13
Skills: Hide +4*, Intimidate +7,
Listen +11, Move Silently +4*, Spot
+11.
Feats: Improved Natural Attack
(slam), Iron Will
Environment: Cold Mountains
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic evil
Advancement: 6-10 HD (Medium)
Level Adjustment:
At the center of a small whirlwind of
snow and ice is a mummified, zombie-
like corpse. Its skin is bluish, and ice
clings to the remains of its hair. The
eyes are white and empty, and it
wears tattered remains of winter
clothing. The very air near it seems to
chill the bones.
Chilling bones (singular and plural)
are the remains of travellers that got
lost or trapped in cold mountains and,
desperate and mad, starved and froze
to death. Consumed by a hatred of liv-
ing creatures and their warmth, they
hunt down travellers and merchant
caravans in mountain passes and
snowy trails.
COMBAT
Chilling bones have no strategy
beyond surprising prey and pummel-
ing it to death. They vastly prefer
melee over ranged combat, as they
enjoy seeing their blizzard aura sap-
ping the warmth out of living crea-
tures. The presence of open flame
throws a chilling bones into a murder-
ous frenzy.
Blizzard Aura (Su): Chilling bones
are constantly surrounded by a 10-ft.
circle of wind and snow. Any creature
that enters the area takes 1 point of
Dexterity damage each round. Ranged
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attacks against a chilling bones have a
20% miss chance. The blizzard aura
doesn’t hinder the chilling bones at
all. This is the equivalent of a 3rd-
level spell.
Ice Shards (Su): Usable once every
1d4 rounds, as a full-round action. 30-
ft. cone, damage 2d6 slashing plus
1d6 cold, Reflex DC 17 half. The save
DC is Charisma-based and includes a
+4 racial bonus.
Relentless Step (Ex): Chilling bones
suffer no reduction in speed from
snow, ice or wind conditions.
Skills: *Chilling bones have a +8
racial bonus on Hide and Move
Silently checks during blizzard-like
conditions.
CHILLING BONES IN KARATHIS
Chilling bones are not uncommon in
the Aggerring Mountains, where the
dwarves establish regular hunting par-
ties to clear merchant trails from these
monsters.
Forsaken Slain
Medium Undead
Hit Dice: 14d12 (58 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 19 (+2 Dex, +3 natural,
+4 chain shirt), touch 12, flat-footed
17
Base Attack/Grapple: +7/+13
Attack: Greataxe +13 melee
(2d6+9/x3) or handaxe +9 ranged
(1d4+6/x3)
Full Attack: Greataxe +13/+8 melee
(2d6+9/x3) or handaxe +9 ranged
(1d4+4/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Greater rage
Special Qualities: Darkvision 60 ft.,
fast healing 2, immunity to cold, rest-
lessness, undead traits
Saves: Fort +4, Ref +8, Will +10
Abilities: Str 22, Dex 15, Con —, Int
7, Wis 12, Cha 10
Skills: Climb +8, Intimidate +4, Jump
+8, Listen +4, Search +3, Spot +5,
Survival +5.
Feats: Improved Bull Rush, Improved
Initiative, Improved Sunder, Lightning
Reflexes (b), Power Attack, Track
Environment: Temperate to Cold
Hills
Organization: Solitary, pair or gang
(3-8)
Challenge Rating: 9
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 15-21 HD (Medium);
22-28 (Large)
Level Adjustment:
The skeleton bears the marks of furi-
ous battle: bloodstains, torn clothing,
battered armor. But it approaches with
startling speed, hefting an enormous
axe in its bony hands, cackling mania-
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cally as it readies its blow.
Legends from the frozen northlands
tell that when worthy warriors fall in
battle, their spirits are taken to the
afterlife, where they engage in raging
battles everyday and regenerate mortal
wounds every night. But those who
are unworthy linger behind, the for-
saken slain.Trapped in a mockery of
that heavenly reward, they become
undead horrors who roam the land,
seeking battle wherever they can find
it.
COMBAT
Forsaken slain not only seek out bat-
tle, they welcome it at every corner.
They meet their opponents with
bloodcurdling howls, neither seeking
not giving any quarter. Confident in
their self-healing capabilities, they
charge any foe. Against obviously
capable opposition, they prepare
ambushes that inevitably lead to a rag-
ing charge.
Greater Rage (Ex): Forsaken slain
can fly into a murderous rage that is
the same as the greater rage of an
11th-level barbarian, except as noted
here. While in a rage, the forsaken
slain gains a +6 bonus to Strength
and a +3 morale bonus to Will saves.
It also suffers a -2 penalty to AC.
Being undead, it has no Constitution
score, so neither gains nor loses hit
points, and isn’t fatigued when the
rage ends. The rage lasts for 10
rounds and can be used three times
per day.
Restlessness (Su): If reduced to zero
hit points, the forsaken slain falls to
the ground, but isn’t destroyed.
Instead, it lies there until its fast heal-
ing ability completely restores its hit
points, at which time the creature rises
again. The only way to prevent it from
rising again is to burn the body and
bless the ashes.
FORSAKEN SLAIN IN KARATHIS
Forsaken slain come mainly from the
orc and goblinoid societies, both of
which feature an afterlife centered
around eternal warfare. Some human
tribes, specially those who cling to the
barbaric traditions of the Aggerring
barbarians, have also contributed to
the ranks of the forsaken slain.
Lingering Arcane
Medium Undead
Hit Dice: 7d12 (45 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +3 natu-
ral), touch 12, flat-footed 13
Base Attack/Grapple: +4/+5
Attack: Eldritch fire +4 melee touch
(1d6+5) or eldritch fire +6 ranged
touch (1d6+5)
Full Attack: Eldritch fire +4 melee
touch (1d6+5) or eldritch fire +6
ranged touch (1d6+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burn spells, eldritch
fire, spells.
Special Qualities: +2 turn resistance,
damage reduction 5/bludgeoning,
darkvision 60 ft., undead traits.
Saves: Fort +2, Ref +4, Will +9
Abilities: Str 11, Dex 15, Con —, Int
16, Wis 14, Cha 15
Skills: Concentration +10, Decipher
Script +13, Knowledge (arcana) +13,
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Listen +12, Search +13, Spellcraft
+13, Spot +12.
Feats: Combat Casting, Eschew
Materials, Iron Will
Environment: Any
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Always evil (any)
Advancement: 8-10 HD (Medium)
Level Adjustment:
Lingering arcanes speak Common,
Draconic and at least one other lan-
guage they knew in life.
COMBAT
Lingering arcanes like to show off
their mystical powers, hurling eldritch
fires at their foes. They are smart
enough to devise tactics and to use
their spells to best advantage.
Eldritch Fire (Su): This ability works
exactly like a produce flame spell
(caster level 7th), except as noted
here: it produces magical energy
instead of fire, so spells and abilities
that grant resistance or immunity to
fire are useless against it; the lingering
arcane can hurl the energy at foes
without regard for reducing duration;
the energy does not set combustibles
ablaze; and if dispelled, the lingering
arcane can resume the ability again as
a free action on its next turn.
Burn Spells (Su): A spellcaster hit
by eldritch fire must succeed on a DC
15 Will save or lose his highest-level
prepared spell or spell slot. If there is
more than one spell of the highest
level, the character loses one of them
(player’s choice). The save DC is
Charisma-based.
Spells: A lingering arcane casts spells
as a 7th-level sorcerer.
Typical Sorcerer Spells Known
(6/7/7/4; save DC 12 + spell level):
0 - acid orb, daze, detect magic, flare,
mage hand, ray of frost, read magic ;
1st - burning hands, hypnotism, mage
armor, magic missile, unseen servant ;
2nd - invisibility, protection from
arrows, summon monster II ; 3rd - fire-
ball, vampiric touch.
LINGERING DIVINES
Lingering divines are divine counter-
This skeletal creature bears a nimbus
of greenish fire around its head and
hands. Tattered remains seem to indi-
cate that this was once a mage of
some sort.
It’s no secret that lichdom is the goal
of quite a few spellcasters. But when
said spellcasters meet untimely ends
before garnering enough personal
power to become liches, they may try
to desperately hold onto their mystical
power. Lacking the might to become
full-fledged liches, they hold onto
what powers they can. The result is a
lingering arcane.
Lingering arcanes are intensely jeal-
ous of liches. Some seek them out to
offer service, while others actively
work to destroy liches.
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