Showing posts with label ADnD. Show all posts
Showing posts with label ADnD. Show all posts

Saturday, 9 August 2025

Logos Location #14: The Pillared Halls of Serathis

 

Cartography by Dyson Logos (source), 1 square: 10ft
Thanks to Dyson Logos' generosity, he has made a large number of his high quality maps available for use. I have decided (with his approval) to incorporate these into locations within Mystara. This is a dungeon adventure using the B/X D&D rules for a party of characters of levels 6-8 set in the Great Waste of Sind

Background of the Pillared Halls of Serathis

The Pillared Halls of Serathis was originally a seat of power for the proto-Hulean tribes that roamed the land before the Great Rain of Fire of Blackmoor transformed the land into a parched desert. When the land dried, the plants withered and the animals fled for greener pastures, most of the proto-Huleans traveled west over the mountains into what is now Hule. But some stayed, mainly because their cellars beneath the surface structures had their own water sources, thus removing at least one problem. These formed into two main groups, one led by mages, one led by clerics. But both groups of spellcasters became greedy, ambitious and conceited, and there were struggles for dominance, and even a few skirmishes. Then the clerics performed a fearsome ritual to summon a Prince of Chaos called Serathis, a lieutenant of their patron deity, and bind them to their service, with the intent to set Serathis against the upstart mages. This did indeed summon the Prince of Chaos, but he was neither controlled nor compliant, and instead transformed all of the inhabitants of the Pillared Halls into various monsters. They have roamed the halls ever since. 

Possible hooks for exploring the Pillared Halls of Serathis

  • The PCs are desperate for water having crossed the parched wastes for weeks, and divination indicates that fresh water can be found down in this dungeon (see rooms 7, 12 & 23)
  • The Scrolls of Zarrash the Dark are believed to contain powerful mage spells, as well as the instructions and incantations for constructing Jade Serpents. A wizard in Glantri has determined that this location holds the scrolls. (See room 9)
  • A caravan the PCs were part of was attacked by monstrous raiders. Some caravan members were captured and dragged away by the creatures and the tracks lead would-be rescuers to here. (See room 19)
  • A dwarf warrior disappeared in this area carrying a dwarven heirloom, an axe called Goblin-slicer. (See room 20) 

On the Surface

source

As the PCs travel the Great Waste they can see the ruins of some ancient settlement. Time, wind and sand have reduced most of these down to no more than a man's height, with only a few arches and pillars still standing. Although the DM is welcome to place encounters here (either wilderness or dungeon-related), I have not done so. In the middle of these surface ruins there is what appears to be a well, a circular hole in the ground 15ft diameter with a low (2ft tall) wall around its perimeter. This drops down 30ft to an underground chamber. At the bottom is a pile of sand (blown in from the desert) so anyone dropping down takes 2d6 rather than usual 3d6 falling damage. Nonetheless, most PCs will want to travel down a little more gently, and preferably with some way of getting back up (such as a rope tied to something secure on the surface). Once on the sandy pile, they are in room #1....

General architecture of the dungeon

The Pillared Halls of Serathis are relatively spacious compared to some dungeons, with the halls with actual pillars being 20ft high. Furthermore there are plenty of carved relief decorations on the wall showing scenes of pre-Hulean culture (which has a similar aesthetic to Earth’s Assyrian and Babylonian wall carvings). The dungeon is generally unlit as all the resident creatures have infravision. 

The Key to the Dungeon Map

  1. The Dusty Shaft - main way in and out. The circle in the middle is the pile of sand and dust blown in from the shaft directly above. As described above, dropping down from the top of the shaft will cause 2d6 falling damage. 
  2. The Jackalwere lair. This was an abandoned chapel, now occupied by 3 jackalweres (borrowed from AD&D) who will appear to be human travellers and claim to be human merchants stuck down here. When the PCs are close enough They have ladders in a corner to ascend & descend the shaft in room 1. They have looted treasure from various victims stored in a single large earthenware pot that contains 3500sp, 1500gp, 110pp and a small sapphire gem worth 500gp as well as a scroll of 4 magic user spells: Dispel Magic, Fireball, Phantasmal Force and Knock. 
    Jackalwere: AC 4, Mv 120ft, HD 4 (hp 16, 18, 19), THAC0 16, Att 1 bite for 2d4, Spec abil: gaze, weapon immunity, Save F4, Ml 8, Align C, Int 12, XP 125, Gaze against unsuspecting (i.e. non-hostile) creatures causes sleep (save vs spells or fall asleep for 4d4 turns. Weapon Immunity: Silver or Magic weapons needed to hit, immune to normal weapons.  
  3. Empty
  4. Altar at the far end is trapped with an Explosive Rune. Anyone who reads or touches the rune on the altar takes 6d4+6 fire damage, no save. Those within 10ft radius are also affected but may save vs dragon breath to take half damage.  But behind the trapped altar is a lever that opens up the secret door to room 22. 
  5. Empty
  6. 3 minotaurs are based here. This room has sides raised up 10ft and the minotaurs will lurk there behind the pillars, attacking when the PCs reach the steps halfway along. 
    Minotaur: AC 6, Mv 120ft, HD 6 (27 hp each), THAC0 14, Att 1bite/1 gore for 1d6/1d6, Save F6, Ml 12, Align C, XP 275
  7. This Chamber is divided by a moat 5ft deep with stone bridge. The water is drinkable. At the east side are two alcove each with iron-grey statues of ancient warriors. In the room is a lesser Nagpa called Alchellos. At its command the two statues attack as Iron Living Statues. Alchellos has a purse with 20pp and 45gp. 
    Lesser Nagpa Alchellos: AC 5, Mv 120ft, HD 6**, hp 29, THAC0 14, Att 1 beak for 1d6 or special, Save MU6, Ml 7, Int 14, XP 725, spec abil: innate abilities: Create Flames, Darkness, Phantasmal Force, prepared spells: Charm Person, Locate Object, Protection fron Normal Missiles. 
    Iron Living Statue AC 2, Mv 30', HD 4, hp 20, THAC0 16, Att 2 fists + special for 1d8/1d8, Save F4, Ml 12, Align Neutral, XP 125  Metal absorption: If a character hits the iron living statue with a non-magical metal weapon, the character must make a save vs spells or else the weapon is partially absorbed by the statue, and cannot be used again until the living statue is killed 
  8.  This is the living quarters for the lesser nagpas, and there are 2 lesser nagpas in here, Ganthor and Errikis. The 5ft deep pool of water on the west wall is connected to similar pools in rooms 7 & 9 by 2ft wide pipes. Similar 2ft wide pipes lead out of the dungeon to the north and east to some underground water source. Errikis has 40pp while Ganthor has a purse of 30gp and an ornately wrought silver bracelet worth 150gp.  
    Lesser Nagpa Errikis: AC 5, Mv 120ft, HD 6**, hp 20, THAC0 14, Att 1 beak for 1d6 or special, Save MU6, Ml 7, Int 14, XP 725, spec abil: innate abilities: Create Flames, Darkness, Phantasmal Force, prepared spells: Hold Portal, Web, Lightning Bolt (6d6 damage).
    Lesser Nagpa Ganthor AC 5, Mv 120ft, HD 6**, hp 26, THAC0 14, Att 1 beak for 1d6 or special, Save MU6, Ml 7, Int 14, XP 725, spec abil: innate abilities: Create Flames, Darkness, Phantasmal Force, prepared spells: Charm Person, Caustic Bolt. Haste
  9. 1 Greater Nagpa, Norgatho, guards a library of books containing the Scrolls of  Zarrash the Dark as well as a chest containing a treasure hoard of 6000gp, 1200pp, 4 pieces of jewelery worth 1500gp each and a huge ruby worth 5000gp, as well as a Shield +2 a Longbow +1 and an Amulet of Elemental Friendship (new item, see below).  On the west wall is a 5ft deep  
    Greater Nagpa Norgatho: AC 1, Mv 120ft, HD 12** (55hp), THAC0 10, Att 1 bite or special, Save MU12, Ml 8, Int 16, XP 2700, Spec Abil: Innate abilities: Corruption, Paralysis, Create Flames, Darkness, Phantasmal Force, Prepared spells: Magic Missile, Continual Light, Lightning Bolt (12d6 damage), Polymorph Other, Cloudkill, Invisible Stalker
  10. 1 lesser nagpa, Chorros, is negotiating with 3 minotaurs, trying to convince them to work for the Nagpas. Chorros has a purse with 30pp.
    Lesser Nagpa Chorros: AC 5, Mv 120ft, HD 6**, hp 20, THAC0 14, Att 1 beak for 1d6 or special, Save MU6, Ml 7, Int 14, XP 725, spec abil: innate abilities: Create Flames, Darkness, Phantasmal Force, prepared spells: Magic Missile, Web, Hold Person
    Minotaur: AC 6, Mv 120ft, HD 6, hp 22, 26 & 23, THAC0 14, Att 1bite/1 gore for 1d6/1d6, Save F6, Ml 12, Align C, XP 275
  11. 1 Minotaur boss, Gorewrench has made his lair here and has 2 normal minotaurs as minions. He commands the minotaurs within this dungeon and has a tentative agreement with the nagpas. He has a treasure chest with 5400gp, 22000sp and 10 platinum ingots worth 500gp/100pp each. There is also a small sack that holds 2 potions of Extra Healing and 2 Antidote Potions.  
    Minotaur: AC 6, Mv 120ft, HD 6 (hp 23, 33), THAC0 14, Att 1bite/1 gore for 1d6/1d6, Save F6, Ml 12, Align C, XP 275.
    Gorewrench the 
    Minotaur boss: AC 4, Mv 120’, HD 9, hp 37, THAC0 11, Att 1 battle axe for 1d10+3, Save F9, Ml 12, Align C, XP 900, equip: oversized battle axe
  12. There is a pool of fresh drinking water in the centre of this room. However, within the pool is an 8HD water elemental that will attack anyone that approaches, unless they wear the Amulet of Elemental Friendship (from room 9). 
    Water Elemental: AC 2, Mv 60', swim 180', HD 8, hp 30, THAC0 12, Att 1 slam for 1d8 (2d8 if opponent is in water such as the pool), Special Defenses: Immune to non-magical weapons (+1 or better weapons needed to hit), Save F8, Ml 12, Align N, XP 1200 
  13. Empty apart from evidence of magical rituals and destructive spellcasting. This is where the chaotic clerics foolishly summoned Serathis himself. 
  14. Mechanical descending ceiling trap. Once the PCs enter the room, the doors at both ends lock shut. On the south wall there is Magic Mouth spell that asks “What part of you always goes up, never goes down?” If the PCs answer “Age” then the doors at both ends open again. However, after 3 round the ceiling starts crushing PCs, causing 1d10 damage, then 2d10 on 4th round, then 3d10 on 5th round and so on. A generous DM may allow a Knock spell to open one of the doors without answering the riddle correctly. 
  15. 4 square pillars dominate this chamber. Between the pillars are 3 raised platforms about 5ft high that each has a gem (a small ruby) worth 500gp. Anyone touching or removing the gems activates a mechanism. All 4 pillars descend, and standing on the top of the pillars are 4 mummies (one on each pillar). The mummies attack of course.
    Mummy: AC 3, Mv 60ft, HD 5+1, 24hp each, THAC0 15 Att 1 slam for 1d12 + disease, Save F5, Ml 12, XP 400 disease prevents magical healing and slows down natural healing 
  16. A vicious Manscorpion resides here. Between this room and #15 is a portcullis-like wall of bars. However, on the west side is a lever that raises thisfor 1 turn allowing the manscorpion to enter room #15 and attack the PCs while they are occupied with the mummies.The manscorpion wears a gold and amethyst unholy symbol worth 400gp.
    Manscorpion: AC 1, Mv 240ft, HD 8**, 39hp, THAC0 12, Att 1 weapon/1 sting for 3d6/1d10 + poison or paralysis, Save F8, Ml 10, Int 10, Align C, XP 1750 Opponents stung by stinger must make a save vs poison or die. Those that make their save are paralysed for 1d8-1 (0-7) rounds. 
  17. Apparently this room holds a female adventurer called Marra held captive by the manscorpion. However, "she" is actually a Mujina in disguise and will betray the PCs at a critical moment. Note that the mujina has no love of the manscorpions as it was caught stealing from them so it really is a prisoner. It has picked up two oversized clubs it dual-wields.
    Mujina: AC 4, Mv 120ft, HD 8*, hp 34, THAC0 12, Att 2 weapons for 1d6/1d6, Spec Abil: Faceless Scare, Save F8, Ml 10, Int 12, Align C, XP 1200. Faceless Scare: creatures that can see the mujina must save vs wands or attempt to flee for 1d3 rounds.  
  18. These two alcoves used to hold treasure but are now empty. 
  19. 1 Manscorpion watches over 3 hapless humans, seized from a caravan raid and now tied up and expecting a grisly doom. The three are: Bijan (F2 human male, caravan guard), Shervin (NM, human male, camel handler) and Atoosa (F2, human female, merchant), all of whom are unarmed. The manscorpion wears a gold and amethyst unholy symbol worth 400gp
    Manscorpion
    : AC 1, Mv 240ft, HD 8**, 32hp, THAC0 12, Att 1 weapon/1 sting for 3d6/1d10 + poison or paralysis, Save F8, Ml 10, Int 10, Align C, XP 1750
  20. The Manscorpion cleric called Orrsos rules the other manscorpions in this dungeon, and guards a treasure hoard all piled into a carved stone sarcophagus, containing 22,000sp, 9600gp, 2600pp, a Wand of Fear (10 charges), an Antidote Potion (see below) and a magical battleaxe called Goblin-slicer (see below). Orrsos himself wears a gold and ruby unholy symbol worth 1000gp
    Orrsos the Manscorpion Cleric: AC 1, Mv 240ft, HD 10**, 48 hp, THAC0 10, Att 1 weapon/1 sting for 3d6/1d10 + poison or paralysis, spec abil: clerical spells. Save C10, Ml 12, Int 12, Align C, XP 2700 spells as 10th level cleric, including Insect Plague, Animate Dead, Dispel Magic, Bestow Curse, Cause Disease, Speak with Dead
  21. 1 Manscorpion: AC 1, Mv 240ft, HD 8**, 33hp, THAC0 12, Att 1 weapon/1 sting for 3d6/1d10 + poison or paralysis, Save F8, Ml 10, Int 10, Align C, XP 1750 treasure: unholy symbol worth 400gp
  22. Secret chamber with a treasure chest guarded by a Jade Serpent, The manscorpions are aware of this secret room but leave it alone as they cannot control the Jade Serpent. Inside the chest is 12,000sp, 3500gp, 4 gems worth 1000gp each (2 sapphires, 2 diamonds) and a ceremonial jeweled dagger worth 2000gp  
    Jade Serpent: AC 2, Mv 120ft, HD 8*, 40hp, THAC0 12, Att 1 bite/1 tail for  2d4 + poison/1d10 + crush, Spec Abil: Immune to non-magical weapons, tail hit enables continual crush + grapple, Save as F8, Ml 12, Align N, XP 1200. 
  23. 4 giant scorpions guarding a source of fresh water. They will not attack the manscorpions who treat these as pets. 
    Giant Scorpion: AC2, Mv 150ft, HD 4*, hp 18 each, THAC0 16, Att 2 pincers/1 sting for 1d10/1d10/1d4 + poison (save or die), Save F2, Ml 11, Align N, XP 125  

New magic items

Amulet of Elemental Friendship: Anyone wearing this amulet will not be attacked by elementals unless the elemental is specifically instructed to do so by its summoner. Even then the elemental must make a Save vs Spells to overcome the amulet. Similarly if the amulet wearer or one of the wearer’s allies attacks the elemental, the elemental is allowed a saving throw vs spells each round of being attacked. If successful the elemental can ignore the amulet and defend itself.  
Goblin-slicer: This battleaxe is clearly of dwarven design, with dwarven runes etched into the blade. In the hands of anyone else this weapon functions as a Battleaxe +1. But if wielded by a dwarf, Goblin-slicer becomes a battleaxe +2. It also gives its dwarf owner an extra attack each round when fighting goblins and orcs and will glow a soft green when goblins or orcs are within 120ft. 
Antidote Potion: This potion lasts for 1 hour during which the imbiber is immune to all poisons. Furthermore if the potion is poured into the mouth of someone who has already died of poison within 1 turn, the potion will bring them back to life. 




Saturday, 14 June 2025

The Shielded Fortress of Hjaal

Sketch done by passing adventurers

This ancient fortress is found in the depths of the Great Marsh of Soderfjord. It dates back to before even the Nithian Empire, and was created by the strange Mogreth reptilian culture of lizard-folk and serpent-folk. It is surrounded by a powerful forcefield, a dome about 300 yards in diameter, that acts in a similar way to a Wall of Force spell, preventing creatures from entering or leaving the dome. Unlike a Wall of Force spell, this forcefield also seems to prevent teleportation and Dimension Door spells from bypassing it.  On the perimeter of the dome are six obelisks, each about 50ft high and engraved with glowing hieroglyphs and runes. Those mages and scholars who have passed by are sure that the obelisks are involved in maintaining the forcefield, and that if the obelisks were somehow deactivated or destroyed, the forcefield would collapse and the fortress could be properly investigated. 

In fact the fortress may be of Mogreth origin but the obelisks were created by the Nithians to quarantine the fortress and prevent the creatures therein from emerging. This arrangement has held for the last two thousand years but now an ambitious chaotic sorceress wants to get inside and will do whatever it takes to seize the treasures and arcane secrets for herself. 

Naztherane and the Tablets

Naztherane  has set up camp on an island in the swamp about a mile from the fortress perimeter. After a brief attempt at brute force (using summoned water elementals, charmed hill giants and various battering rams and other devices) she realised that the obelisks could not be knocked over or undermined - they were locked in place by the forcefield they generated.. She has been deciphering the glowing hieroglyphs on the obelisks and has noticed that as well as the hieroglyphs there is also a socket in each obelisk for a tablet - magical keys for six locks as it were. She has already acquired three of the tablets which bear cartouches of the Nithian mages that established the obelisks and forcefield. That leaves three more which, according to her divination, are scattered across the Known World in places once colonised by the Nithians - one is on the Isle of Dawn, another deep beneath Minrothad City and a third one somewhere on the Thyatian island of Hattias. The first three have been acquired by a combination of archaeology (the first was in Nithian ruins in the north of Ylaruam), trading (the second was bought from a curio shop in Glantri City) and brute force (ambushing and killing treasure hunters who found the third tablet on the Karameikian coast not far from Rugalov). 

Naztherane has divined the general location of the three missing tablets and is organising expeditions led by her lieutenants and apprentices to get hold of them. If she gets hold of all six tablets she will be able to deactivate the six obelisks and the forcefield will disappear. Naztherane keeps the first three tablets in Leomund’s Secret Chest, so her camp followers can’t steal them. 

Naztherane and her followers

Naztherane: human female, Magic User 12, align Chaotic,
Str 8, Int 17, Wis 10, Dex 14, Con 10, Cha 14
Equipment: Ring of Protection +2, Bag of Holding, Spellbook, Wand of Acid Arrows (8 charges), Dagger +1, Wand of Negation (10 charges)
Naztherane will try to assess other people in the marsh (such as PCs) and will usually present herself as a neutral scholar, studying these strange obelisks and the fortress they protect. She may try to use the PCs to find the missing tablets, promising significant rewards of gold and magic items, though always accompanied by one of her apprentices to make sure the job is done. If the PCs already possess a tablet and she finds out, she will do whatever it takes to take the tablet for herself, whether it be bribery, fraud, threats or straightforward attacking the PCs  and taking it off their dead bodies (as she did it before in Karameikos).  Or she might make a deal with the PCs and then screw them over once she has the tablet. 

Zeekeel: human male, Magic User 6, align Chaotic
Str 11, Int 16, Wis 12, Dex 10, Con 14, Cha 13
Equipment: Wand of Magic Missiles (15 charges), Spellbook, Dagger
Zeekeel is Naztherane's first apprentice. He is as ambitious and duplicitous as his tutor and is infatuated with her and as such is very loyal to her and a bit jealous about other apprentices. He will be protective of her around adventurers he does not trust. 

Damro: human male, Magic User 5, align Neutral
Str 8, Int 16, Wis 13, Dex 15, Con 9, Cha 9
Equipment: Spellbook, Dagger, Wand of Webs (5 charges)
Ambitious and eager to learn secrets and arcane knowledge but  he is becoming less happy with the unpleasant methods used by the group. He knows that Maygalli feels the same way but is less vocal about his concerns. 

Tannishree: human female, Magic User 5, align Chaotic
Str 10, Int 15, Wis 7, Dex 13, Con 13, Cha 10
Equipment: Spellbook, Dagger +1, Ring of Levitation
Unstable and possibly psychopatic. Naztherane views Tannishree as useful for doing dirty work such as murder and torture. Although Tannishree is ambitious, she has the attention span of a squirrel. 

Muhamrar of Ylarum: human male, Fighter 7, align Neutral
Str 16, Int 12, Wis 12, Dex 10, Con 15, Cha 14
Equipment: Scale Mail +2, Shield +1 Scimitar +1 +3 vs elementals
Muhamrar is loyal and fierce. He is nomimally a follower of the Eternal Truth but is really motivated by money, which Naztherane has promised lots of. He commands 10 warriors, his hired blades:
Hired Blade: human fighter 2, align Neutral, equipment: Scale mail, scimitar, shield, 2 javelins. 

Maygalli: human female, Cleric 6, align Neutral
Str 10, Int 12, Wis 16, Dex 8, Con 14, Cha 10
Equipment: Banded Armour +1, Mace +1, Shield, Holy Symbol, 
Maygalli worships knowledge, and reveres the Nithian deity Thoth. She wants to investigate the fortress for academic purposes and initially believed that was Naztherane's intention as well. But she is getting quite concerned with Naztherane's methods and has twice expressed worry about excessive violence and treachery. She suspects Damro feels the same way. 

Gorff: Male troll. align Chaotic. Charmed by Naztherane and completely loyal to her. Useful in dealing with other trolls and scaring away monsters of the marsh. Gorff also has some native knowledge of the surrounding marshland. 

Inside the Fortress

The Mogreth lizardfolk and serpentfolk who created this fortress used it as a major centre of military and economic activity until the collapse of the Mogreth civilization. 

Crucially this fortress also contains two magic portals to other worlds. One is to Shegdreth, the Slithering Realms, a whole world overrun by the serpent folk. The other is to an unknown world that is cold, dark and populated by undead. The Nithians tried to close or destroy these portals but could not, and found that creatures, both reptilian and undead, kept wandering out of them into the fortress. This is why the obelisks and forcefield were created - to keep the inhabitants on the other side of the portals from taking over the whole marsh and then threaten the rest of Mystara. 

Monsters found in the fortress include:

There are also various traps dotted around the fortress, especially along routes the serpentfolk anticipated intruders would follow. Some can be deactivated if the password in the old Mogreth language is spoken, but it is unlikely that random adventurers would know this unless they searched for clues elsewhere in the fortress. 
Treasure is a mixture of old Mogreth coinage and gems (the fortress was also used by the Mogreth equivalent of tax collectors), Mogreth magic items (the armour may be fitted for reptilian forms but many of the weapons and magic-user items can be used by humans) and the library. The library is not exactly a conventional treasure - it is a vast collection of papyrus scrolls that have survived for over a millenium. Only some of those scrolls are directly useable by magic users, though those that are will often have long-forgotten spells unknown to even the wizards of Glantri or Alphatia. The great majority of the scrolls are of Mogreth history, religion and culture, plus some administrative record-keeping. These are of great interest to scholars and sages, but not to most adventurers. 





Sunday, 27 April 2025

New Undead Monsters

Slavering-tongue ghoul

Slavering-Tongue Ghoul

Armour Class

6

Hit Dice

4+4*

Avg. Hit Points

22

Movement

120ft

THAC0

15

Attacks

2 claws + 1 tongue

Damage

1d6/1d6/2d4

No Appearing

1d6

Morale

12

Save As

F4

Alignment

Chaotic

Intelligence

10 (Average)

Size & Type

Medium Undead

XP Value

200


These undead creatures resemble regular ghouls, but for their obviously enlarged tentacle-like tongues that drool with horrific slime. In combat they attack with their two claws and their tongues. Their claws do normal slashing damage but if their tongues hit a creature of ogre size (large) or smaller their target must save vs paralysis or the tongue will wrap around them and grip them. Any hit by the tongue does 2d4 acid damage and if the tongue has gripped their opponent then no further roll to hit is needed - the tongue both holds the target close to the ghoul and automatically inflicts 2d4 acid damage per round. Claw attacks against the gripped target are at +2 to hit. 
Slavering-tongue ghouls are only hit by magic, fire and silvered or magic weapons. They are immune to acid, normal weapons, cold, poison and disease. As they are undead they are also immune to Sleep and Charm spells. Anyone slain by a slavering-tongue ghoul will become one in 2d6 nights after death. Slavering-tongue ghouls can be turned by clerics as if wraiths. 
These horrible creatures are usually found in Norwold, near or in Arvorian ruins, so the few sages that know of them speculate that they have been created by Arvorian chaos magic or perhaps one of the Scions of the Outer Dark.  

Ancient Heretic

 art by Inkary source

Ancient Heretic

Armour Class

5

Hit Dice

8*

Avg. Hit Points

36

Movement

90ft

THAC0

12

Attacks

2 fists

Damage

2d6/2d6

No Appearing

1

Morale

12

Save As

C8

Alignment

Chaotic

Intelligence

14 (Exceptional)

Size & Type

Medium Undead

XP Value

1200


Ancient Heretics appear as mummified high priests of Nithia and may be mistaken for normal mummies. These were once priests of the Nithian gods who turned from their patrons towards Chaos. This betrayal brought the curse of Undeath onto them. They hate anyone who worships conventional immortals and despise followers of Law. 

In combat an ancient heretic will attack with its fists, each of which will inflict 1d6 bludgeoning and 1d6 necrotic (negative energy) damage. They are immune to non-magical weapons, requiring +1 or better enchantments to hit. As they are undead they are immune to disease, poison, Sleep and Charm spells and the like. 

Once per day an ancient heretic may use Animate Dead to create animated skeletons or zombies from corpses, which they can then command. An ancient heretic may thus command up to 16HD of animated undead at a time. Although more intelligent undead such as wights, wraiths and mummies are not compelled to obey an ancient heretic, they may still ally themselves to this monster. In combat an ancient heretic will try to make full use of its minions and allies. 

Any cleric, druid, shaman or other divine magic spellcaster within 60ft of an Ancient Heretic must make a Wisdom check in order to cast any spells for each spell attempted. Failure means that the ancient heretic’s aura of Apostasy has temporarily disrupted the cleric’s connection with their deity. Ancient Heretics are immune to turning by clerics and any attempt to do so requires the cleric to save vs spells or be stunned by the Aura of Apostasy for 1d4 rounds as doubt and despair suddenly rush into the cleric’s soul. 


Spectral Ronin 

Spectral Ronin

Armour Class

2

Hit Dice

6*

Avg. Hit Points

27

Movement

90ft

THAC0

13

Attacks

1 bastard sword

Damage

2d6+2

No. Appearing

1d8

Morale

10

Save As

F6

Alignment

Chaotic

Intelligence

10 (Average)

Size & Type

Medium Undead

XP Value

500


Spectral Ronin are undead found in the Pearl Islands. They are formed from the hateful spirits of disgraced samurai, unable to find peace after death. Many of them died in a state of cowardice, trying to flee the field of battle to save their lives and failing to even do that. 

A spectral Ronin can scream once per day. Any living creature within 120ft who hears the scream must save vs spells or be affected as if by a Fear spell, attempting to flee for 2d4 turns as they are seized by the same terror and panic as the ronin was in its last living moments. After its scream the spectral ronin will rush into melee wielding its ghostly katana that can inflict wounds just as a solid sword would. 

Spectral Ronin can be turned by clerics (and Sohei) as if they were mummies. They are immune to normal weapons but can be hit by magic weapons of +1 or better enchantment. As they are undead they are immune to disease, poison and sleep and charm spells. 

Unlike most undead, spectral ronin do occasionally need to check morale in combat. If they fail they will flee for 2d6 rounds before regaining their composure and returning to combat, ashamed that their cowardice in life is still there in undeath and fighting with even greater ferocity (+2 to hit and damage due to rage). 


Mogreth Lizard-Zombie
source

Mogreth Lizard-Zombie
Armour Class6
Hit Dice3+1
Avg. Hit Points15
Movement60ft/Swim 60ft
THAC016
Attacks2 claws/1 bite
Damage1d3/1d3/1d6

No. Appearing

2d10

Morale12
Save AsF3
AlignmentChaotic
Intelligence0 (Non-)
Size & TypeMedium Undead
XP Value50

First mentioned in Gaz2 The Emirates of Ylaruam, these undead reptiles are the remains of the inhabitants of the pre-human Mogreth civilization that occupied what is now Ylaruam long before even the Nithian empire ruled the area. They were the footsoldiers and general population of the ruling serpent folk, and were often entombed with their masters. The humans who inhabit Ylaruam generally do not know of the Mogreth civilization but occasionally encounter these zombies when digging down into Mogreth burial chambers. These have been found in both the town of Kirkuk as described in the Gazetteer, and also in Cinsa-Men-Noo. Both of these towns have been built over the top of Mogreth sites that contain these lizard-zombies. 

As well as using their claws and teeth in close combat, about half of any encountered will also be carrying 1d6 javelins that they can throw (range 20ft/40ft/80ft, dam 1d6+1). Mogreth lizard-zombies can be turned as if they were ghouls. As undead they are immune to poison, disease and Sleep and Charm spells. 


Vermin-Vomiter

Vermin-Vomiter

Armour Class

5

Hit Dice

8*

Avg. Hit Points

36

Movement

90ft

THAC0

12

Attacks

2 fists

Damage

1d6+2/1d6+2

No. Appearing

1

Morale

12

Save As

F8

Alignment

Chaotic

Intelligence

3 (Semi-)

Size & Type

Large Undead

XP Value

650 + 5 per skeletal rat


Vermin-Vomiters are created from reanimated ogres and giant rats. They appear as zombie ogres though often with bloated, distended torsos that seem to writhe. They are barely aware of anything except their urge to kill and destroy living things but have slightly more intelligence than most zombies. When encountered there is a 50% chance they will already have 2d4 skeletal rats skittering around their feet. 

In combat the vermin-vomiter will lash out with its fists that will smash any foes within reach. Perhaps more disturbingly though is that once per round a skeletal rat will emerge from the vermin-vomiter’s mouth and attack its foes. If a Vermin-vomiter is slain, then its final retribution is its belly bursting open and 2d6 skeletal rats rushing out to attack anyone in the vicinity. Vermin-vomiters can be turned by clerics as if they were mummies. However, any skeletal rats in their vicinity are targeted by the cleric’s turning attempt before the vermin-vomiter. As undead, vermin-vomiters are immune to sleep, charm, poison and disease.  Unlike many greater undead, vermin-vomiters can be harmed by non-magic weapons, though this does hasten their unleashing the rats within.