CHAPTER 6NEWMONSTERS112Illus. by D. MartinDamage Reduction (Ex): A mummifiedcreature’s undead body is tough, giving itdamage reduction 5/—.Vulnerability to Fire (Ex): A mummifiedcreature takes half again as much (+50%)damage as normal from fire attacks.Abilities: A mummified creature’s abilityscores are modified as follows: Str +8, Int –4(minimum 1), Wis +4, Cha +4. As an undeadcreature, a mummified creature has noConstitution score.Climate/Terrain: Any.Organization: Solitary, warden squad(2–4), or guardian detail (6–10).Challenge Rating: Same as the basecreature +3.Alignment: Always lawful evil.Level Adjustment: +4.MUMMIFIEDCHARACTERS<strong>The</strong> process <strong>of</strong> becoming a mummy is usuallyinvoluntary, but expressing the wish tobecome a mummy to the proper priests (andpaying the proper fees) can convince themto bring you back to life as a mummy—especiallyif some <strong>of</strong> your friends make sure thepriests do what you paid them to do. <strong>The</strong>mummy retains all class abilities it had inlife, provided that its new ability scoresstill allow it to use them (a wizard losesaccess to some spell levels, for instance).A loss <strong>of</strong> Intelligence does not retroactivelyremove skill points from a mummifiedcreature.A mummified character has the favoredclass it had in life, unless it is unable to continuein that class because <strong>of</strong> a change inability score or alignment. In such a case,fighter becomes its favored class.MurkMURKMedium <strong>Undead</strong> (Incorporeal)Hit Dice: 3d12 (19 hp)Initiative: +2Speed: Fly 30 ft. (8 squares) (good)Armor Class: 13 (+2 Dex, +1 deflection), touch 13, flat-footed11Base Attack/Grapple: +1/—Attack: Incorporeal touch +3 melee (1d6 Wis)Full Attack: Incorporeal touch +3 melee (1d6 Wis)Space/Reach: 5 ft./5 ft.Special Attacks: Confer negative level, Wisdom damageSpecial Qualities: Darkvision 60 ft., incorporeal traits, inescapablecraving, undead traitsSaves: Fort +1, Ref +3, Will +4Abilities: Str —, Dex 15, Con —, Int 7, Wis 13, Cha 12Skills: Hide +8, Listen +7, Search +4, Spot +7Feats: Alertness, CombatReflexesEnvironment: AnyOrganization: Solitary, pair, gang(3–5), or cluster (6–11)Challenge Rating: 3Treasure: NoneAlignment: Always chaotic evilAdvancement: 4–9 HD (Medium)Level Adjustment: —<strong>The</strong> wavering silhouette <strong>of</strong> a humanoidmaterializes. Its reaching, half-seenhand threatens to snag your soul.A murk is an incorporeal, free-roamingblot <strong>of</strong> undead essence with anugget <strong>of</strong> sentience. It exists to spreadgloom and, when possible, drain lifeenergy.Most murks are no more than 6 feettall. <strong>The</strong>y cannot speak intelligibly.COMBATMurks haunt tombs, crypts, cemeteries,and other places whereundead roam.Confer Negative Level (Su):Any humanoid reduced to Wisdom0 by a murk (see Wisdom damage,below) gains one negative level.<strong>The</strong> DC is 12 for the Fortitudesave to remove a negative level.<strong>The</strong> save DC is Charisma-based.When a murk bestows a negativelevel on a victim, it gains 5temporary hit points (10on a critical hit). <strong>The</strong>setemporary hit points lastfor up to 1 hour.A murk that bestowsa negative level on a 1 HD creature kills the creature, whichbecomes a murk under the control <strong>of</strong> its killer within 1d4rounds.Inescapable Craving: A murk has an inescapable craving(see the <strong>Undead</strong> Metabolism section in Chapter 1) for Wisdomand life force, which it satisfies by using its Wisdom damageand confer negative level abilities.Wisdom Damage (Su): <strong>The</strong> touch <strong>of</strong> a murk deals 1d6 points<strong>of</strong> Wisdom damage to a living foe.NECROMENTALA necromental is the undead remnant <strong>of</strong> an elemental creature.It retains only a fraction <strong>of</strong> the self-awareness that the elementalhad in life, but it becomes twisted and evil.SAMPLE NECROMENTALThis example uses a Large earth elemental as the basecreature.
Large Earth NecromentalLarge <strong>Undead</strong> (Augmented Elemental, Earth, Extraplanar)Hit Dice: 8d12 (52 hp)Initiative: –1Speed: 20 ft. (4 squares)Armor Class: 20 (–1 size, –1 Dex, +12 natural), touch 8, flatfooted20Base Attack/Grapple: +6/+17Attack: Slam +12 melee (2d8+7 plus energy drain)Full Attack: 2 slams +12 melee (2d8+7 plus energy drain)Space/Reach: 10 ft./10 ft.Special Attacks: Create spawn, earth mastery, energy drain,pushSpecial Qualities: Damage reduction 5/—, darkvision 60 ft.,earth glide, elemental traits, fast healing 3, undead traitsSaves: Fort +8, Ref +1, Will +2Abilities: Str 25, Dex 8, Con —, Int 1, Wis 10, Cha 1Skills: Listen +6, Spot +5Feats: Cleave, Great Cleave, Great Fortitude, Power AttackEnvironment: Elemental Plane <strong>of</strong> EarthOrganization: SolitaryChallenge Rating: 6Treasure: NoneAlignment: Always neutral evilAdvancement: 9–15 HD (Large)Level Adjustment: —This walking pile <strong>of</strong> crumbling earth and stone radiates a palpableaura <strong>of</strong> death.CombatAn earth necromental smashes into combat like a typical earthelemental, though with even more devastating results, thanksto its energy drain ability.Create Spawn (Su): An elemental slain by anecromental’s energy drain attack (see below) risesas a necromental 1d4 days after death.Earth Glide (Ex): An earth necromentalcan glide through stone, dirt, or almost anyother sort <strong>of</strong> earth except metal as easilyas a fish swims throughwater. Its burrowing leavesbehind no tunnel or hole, nordoes it create any ripple or othersigns <strong>of</strong> its presence. Amove earth spell caston an area containinga burrowing earthnecromentalflings thecreatureback 30 feet,stunning itfor 1 roundunless itmakes aDC 15 Fortitudesave.A Large earthnecromentalEarth Mastery (Ex): An earth necromental gains a +1 bonuson attack rolls and damage rolls if both it and its foe are touchingthe ground. If an opponent is airborne or waterborne, thenecromental takes a –4 penalty on attack rolls and damage rolls.(<strong>The</strong>se modifiers are not already calculated into the statisticsabove.)Elemental Traits: An earth necromental has immunity topoison, sleep effects, paralysis, and stunning. It is not subjectto critical hits or flanking. It cannot be raised, reincarnated, orresurrected (though a limited wish, wish, miracle, or true resurrectionspell can restore life).Energy Drain (Su): Living creatures hit by an earthnecromental’s natural weapon attack gain one negative level.An earth necromental can use its energy drain ability once perround. <strong>The</strong> save to remove the negative level 24 hours later hasa DC <strong>of</strong> 14. When an earth necromental bestows a negative levelon a victim, it gains 5 temporary hit points (10 on a critical hit).<strong>The</strong>se temporary hit points last for up to 1 hour.Fast Healing (Ex): An earth necromental heals 3 points <strong>of</strong>damage each round as long as it has at least 1 hit point and iswithin 5 feet <strong>of</strong> earth, stone, or metal.Push (Ex): An earth necromental can start a bull rushmaneuver without provoking attacks <strong>of</strong> opportunity. <strong>The</strong>combat modifiers given in Earth Mastery, above, also apply tothe necromental’s opposed Strength checks.CREATING A NECROMENTAL“Necromental” is an acquired template that can be added toany elemental (referred to hereafter as the base creature). Anecromental uses all the base creature’s statistics, attacks, andspecial abilities except as noted here.Size and Type: <strong>The</strong> base creature’stype changes to undead, and it gains theaugmented subtype. It retains any othersubtypes as well, except for alignmentsubtypes (such as good). Donot recalculate base attack bonus,saves, or skill points. Sizeis unchanged.Hit Dice: Drop anyHit Dice from class levels(to a minimum <strong>of</strong> 1),and raise remainingHit Dice to d12s.Armor Class: <strong>The</strong>base creature’s naturalarmor bonusimproves by 2.SpecialAttacks: Anecromentalretains allthe specialattacks <strong>of</strong>the basecreatureand gainsthosedescribedbelow.Illus. by S. EllisCHAPTER 6NEWMONSTERS113
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C R E D I T SD E S I G NANDY COLLII
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Illus. by C. Lukacshis chapter pres
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Atrocity Calls to Unlife: Evil acts
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Table 1-1: Undead DietUndead Not In
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However, undead that cast spells re
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For other undead with the ability t
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Living citizens are usually presume
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it is accepted that the true incarn
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may lie beyond the grave. Some unde
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stake is removed before the body ha
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Illus. by C. Lukacsainted by the da
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Monstrous Feats Prerequisites Benef
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slain outright by a fell animated s
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deems strenuous, including some fre
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TOMB-BORN VITALITY [GENERAL]The pow
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In general, DMs should be hesitant
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the way through the undead monster
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Characteristics: Mohrgs are extraor
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Table 2-6: The Vampire SpawnHit Bas
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Illus. by C. Lukacsach of the prest
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Attack, Weapon Focus (greatsword),
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NPC masters of radiance prefer to w
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summon one dread wraith, two greate
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Weakening Touch: A living foe hit b
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undead creature in melee, he can sp
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Theridus is a true believer in the
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Lalrunn, an ephemeralexemplarCHAPTE
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Argotem,a tomb wardenLaudric,a mast
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Illus. by C. Lukacshis chapter pres
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more than twice its own Hit Dice; a
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Energy Drain (Su): Fortitude DC 15
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and it dies if its Constitution sco
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CHAPTER 7CAMPAIGNS169
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Black Bear ZombieMedium UndeadHit D
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Bloodthirsty ZombieThe bloodthirsty
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unintentionally thwart the theft of
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In Your CampaignOf the cults presen
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Possessions: 3 scrolls of fell frig
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Currently, Delock is on a “missio
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CHAPTER 7CAMPAIGNSPossessions: +1 f
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Trapfinding (Ex): The lieutenant ca
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Indrimi’s Goals: Lady Indrimi’s
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CHAPTER 7CAMPAIGNSPlayers with the
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TARUS’S BANQUETA Short Web Enhanc
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Your attendance is requested at my
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the change in his complexion as the
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He then invites the PCs to follow h
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10Tarus uses the study to manage hi
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12F17. Kantos’s BedroomKantos sle
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affected. Anyone Kantos targets mus