Monsters for Balimerian Campaign
Undead
Skeletons
| ST 10 DX 11 (11) IQ ? HT 10 Speed/Dodge 4/4 |
Damage SW 1d TH 1d-2 Reach C,1 PD/DR 0/0 Size 1 [5-6 ft] Weight ? |
Extra's Takes � Damage from Cutting and Impaling Weapons Immune to Cold Based Attacks Immune to Mind Control Spells |
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.
Zombies
| ST 12 DX 8 (10) IQ ? HT 12/14 Speed/Dodge 3/4 |
Damage 1d-1 Reach C, 1 PD/DR 0/1 Size 1 [5-6ft] Wieght ? |
Extra's Immune to Cold Based Attacks Immune to Mind Control Spells Zombies always go last in a Turn |
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.
Ju-Ju Zombies
| ST 14 DX 13(14) IQ 6 HT 13/17 Speed/Dodge 5/6 |
Damage SW 2d TH 1d Reach C,1 PD/DR 0/2 Size 1 [5-6ft] Wieght ? |
Extra's Immune to Cold Based Attacks Immune to Mind Control Spells
|
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 have the Climbing Skill at L13 and they do
damage as per their ST .
The animating force of a ju-ju zombie is more strongly tied to the Negative Material
plane. The result is that only 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 dart spells. Fire causes only half damage.
Mummy
| ST 18 DX 13(14) IQ 6 HT 13/18 Speed/Dodge 4/4 |
Damage 2d Reach C,1 PD/DR 2/4 Size 1 [6ft] Weight ? |
Extra's All characters must make an instant Fright Check when first seeing the Mummy Being touched by a Mummy transfers a Rotting Disease on 1-4 (1d6) Immune to Cold Based Attacks Immune to Mind Control Spells Can only be Injured by Magical Weapons Fire does Double Damage Vails of Holy Water do 1d+2 Damage |
Mummies are corpses native to dry desert areas, where the dead are
entombed by a process known as mummification. When their tombs are disturbed, the corpses
become animated into a weird unlife state, whose unholy hatred of life causes them to
attack living things without mercy.
Mummies are usually (but not always) clothed in rotting strips of linen. They stand
between 5 and 7 feet tall and are supernaturally strong.
It's scabrous touch infects the victim with a rotting disease which is fatal in 1-6
months. For each month the rot progresses, the victim permanently loses 2 points of
Charisma. The disease can be cured only with a cure disease spell. Cure wounds spells have
no effect on a person inflicted with mummy rot and his wounds heal at 10% of the normal
rate. A regenerate spell will restore damage but will not otherwise affect the course of
the disease.
Spectres
| ST DX IQ HT Speed/Dodge |
Damage Reach PD/DR Size Weight |
Extra's |