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. 

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