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
Skeletons
IQ For Turning | 8 |
ST | 10 |
ATTACKS |
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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
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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
IQ For Turning | 9 |
ST | 12 |
ATTACKS |
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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
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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
IQ For Turning | 11 |
ST | 14 |
ATTACKS |
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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
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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, grey, and leathery. Ju-ju zombies have a spark of intelligence. A hateful light burns in their eyes, as they realise 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 .
Mummy
IQ For Turning | 12 |
ST | 18 |
ATTACKS |
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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
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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.
Ghouls
IQ For Turning | 11 |
ST | 11 |
ATTACKS |
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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
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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
Ghasts
IQ For Turning | 12 |
ST | 14 |
ATTACKS |
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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
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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.
Wights
IQ For Turning | 13 |
ST | 12 |
ATTACKS |
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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
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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.
Wight Lords
IQ For Turning | 14 |
ST | 12 |
ATTACKS |
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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
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