Monsters for Balimerian Campaign

Undead

All Undead are immune to Cold Based Attacks ( except Ice Spells which do physical damage such as Ice Sphere & Ice Dagger), and Mind Control Spells ( Except for Liches , because there retain enough of a life force to be affected, but they get a MR of 5 vs Mind Control Spells).

Holy Water does 1d+1 Damage to Undead unless otherwise noted in the individual descriptions.

For the Rules on Turning Undead as a Priest please read  the 

IQ For Turning 8
ST 10

ATTACKS

DX 11 With Type Damage
IQ ? Shortsword Imp 1d-1
HT 10 Claws Cut 1d-2
HP 10
SPEED 4 SIZE 1
DODGE 4 REACH C, ( 1 with weapon)
PD/DR 0/0 MR See Below
Extras
  • Skeletons take only ½ Damage from Cutting and Impaling Weapons

 

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.

IQ For Turning 9
ST 12

ATTACKS

DX 8 With Type Damage
IQ ? Punches Crushing 1d-1
HT 12
HP 14
SPEED 3 SIZE 1
DODGE 4 REACH C
PD/DR 0/1 MR 0
Extras
  • Zombies always go last in a turn, no matter how slow anyone else is

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.

IQ For Turning 11
ST 14

ATTACKS

DX 13 With Type Damage
IQ 6 Swing Crush 2d
HT 13 Thrust Crush 1d
HP 17
SPEED 5 SIZE 1
DODGE 6 REACH C
PD/DR 0/2 MR See Below
Extras
  • Can only be hit by Magical Weapons
  • Weapons that do Crushing or Impaling Damage have their Damage Halved
  • Ju-Ju Zombies are immune to Electricity Sub-College Spells
  • Fire only causes ½ Damage to Ju-Ju Zombies
IQ For Turning 12
ST 18

ATTACKS

DX 13 With Type Damage
IQ 6 Punching Crushing 2d
HT 13
HP 18
SPEED 4 SIZE 1
DODGE 4 REACH C,1
PD/DR 2/4 MR See Below
Extras
  • All Characters must make an immediate Fright Check upon first seeing the Mummy.
  • When a Mummy touches someone there is a 66% (1-4 on 1D6) Chance they will contract a Rotting Disease
  • Mummies can only be injured by Magically enhanced weapons and spells
  • Fire does Double Damage to Mummies
  • Holy Water does 1d +2 Damage to Mummies

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 Remove Curse followed by 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.

IQ For Turning 11
ST 11

ATTACKS

DX 11 With Type Damage
IQ 6 Claws x 2 Cut 1d-1
HT 10 Bite Cut 1d + 1
HP 13
SPEED 5.5 SIZE 5-6ft
DODGE 6 REACH C
PD/DR 1/2 MR L0
Extras
  • If a Ghoul touches a Character he/she must immediately make a HT - 2 Roll to avoid being paralysed for 1d+1 Combat Turns. Elves get their MR-5 added to HT for this Roll.
  • Ghouls stink!! , Add +3 to any Observation Rolls when within 15 yards of a Ghoul, for Smell.
  • Any person killed by Ghouls, but not eaten of course, will rise as a Ghoul the following night.

Ghouls live in rundown graveyards and dismal swamps, and are a scourge in areas they infest. In appearance Ghouls look much like the humans they were, but have a ghastly greenish grey colouring, with sickly yellow-green glowing eyes and normally dressed in the rags they died in. The hard skin of Ghouls affords them reasonable protection.

There is also a Watery version of Ghouls called Lacedons, they are identical to their land-based brethren except in colouration, which is a Deep Slimy Green with Lime Coloured Glowing Eyes

IQ For Turning 12
ST 14

ATTACKS

DX 13 With Type Damage
IQ 11 Claws x 2 Cut 1d
HT 11 Bite Cut 2d-2
HP 15
SPEED 6 SIZE 5-6ft
DODGE 7 REACH C
PD/DR 1/3 MR L0
Extras
  • Cold Iron does Double Damage to Ghasts
  • If a Ghast touches a Character he/she must immediately make a HT - 3 Roll to avoid being paralysed for 1d+1 Combat Turns. Elves get their MR-5 added to HT for this Roll but are also effected by the -3 to HT.
  • Ghast smell even worst than Ghouls and when their stench wafts over a Character they must immediately make a HT Roll to avoid severe retching and nausea ( Effectively Stunning the Character), the effects of this smell can be felt out to 5 yards from the creature.

These creatures are so like ghouls as to be completely indistinguishable from them, and they are usually found only with a pack of ghouls. When a pack of ghouls and ghasts attacks it will quickly become evident that ghasts are present, for they exude a carrion stench in a 5yd radius

            Ghasts can be struck by any sort of weapon.

IQ For Turning 13
ST 12

ATTACKS

DX 12(Sk14) With Type Damage
IQ 10 Claws x 2 Cut 1d+1
HT 11 Bite Cut 1d+3
HP 11
SPEED 5.75 SIZE 5-6ft
DODGE 6 REACH C
PD/DR 1/2 MR L1
Extras
  • -2 to all rolls if the light level is at torch-light or above
  • Direct Sunlight ( and the Sunlight or Continual Sunlight Spells) does 1d-1 damage to Wights. Sunbolt Spells do double listed damage.
  • When a Wight hits its Victim there is a 20% chance that that it will permanently Drain Life from its victim. This takes the form of a permanent reduction in the characters HT, if the characters HT reaches 0 then s/he will fall into a torpor from which they will wake the following night as a Wight under the control of the Wight that made them  
  • Wights can only be damaged by Magically Enhanced Weapons

In ages long past, the word ``wight'' meant simply ``man.'' As the centuries have passed, though, it has come to be associated only with those undead that typically inhabit barrow mounds and catacombs.

   From a distance, wights can easily be mistaken for any number of humanoid races. Upon closer examination, however, their true nature becomes apparent. As undead creatures, wights are nightmarish reflections of their former selves, with cruel, burning eyes set in mummified flesh over a twisted skeleton with hands that end in sharp claws.  

IQ For Turning 14
ST 12

ATTACKS

DX 13 (Sk15) With Type Damage
IQ 12 Claws x 2 Cut 1d+2
HT 12 Bite Cut 2d-1
HP 12
SPEED 6.25 SIZE 1
DODGE 7 REACH C,1
PD/DR 2/3 MR L2
Extras
  • -1 to all rolls if the light level is at torch-light or above
  • Direct Sunlight ( and the Sunlight or Continual Sunlight Spells) does 1d-2 damage to Wight Lords. Sunbolt Spells do double listed damage.
  • When a Wight Lord hits its Victim there is a 25% chance that that it will permanently Drain Life from its victim. This takes the form of a permanent reduction in the characters HT, if the characters HT reaches 0 then s/he will fall into a torpor from which they will wake the following night as a Wight under the control of the Wight Lord that made them  
  • Wight Lords can only be damaged by Magically Enhanced Weapons

 

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