Monsters for Balimerian Campaign

Undead

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.

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.

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.

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.

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