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Gaz F10 The Kingdom of Kaarjala - Vaults of Pandius

Gaz F10 The Kingdom of Kaarjala - Vaults of Pandius

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CREATURES <strong>of</strong> the AUTUASMAAHoarfrost AnimateAC 5HD 1*-4*Move 90’(30’)Attacks 1 bite, 2 claws,1 gore or 1 kickDamage 1d6, 1d3/1d3,1d8 or1d4+diseaseNo. Appearing 1 (1-4)Save As F1-F4Morale 12Treasure Type NilIntelligence Low (6)Alignment ChaoticXP Value 13, 25, 50 or 125HabitatWoods, swampMonster Type: Undead (Rare)Whenever an animal dies in Tuonela,the ambient negative energies producedby the Rimal Hag’s influence animate thecarcass within 24 hours. <strong>The</strong> result is ahoarfrost animate, an undead beast thatbehaves in much the same manner as itdid in life – predators attack and killherbivores, while the latter graze amongstTuonela’s dead vegetation. Whenever aliving creature ventures near, however,they will attack. <strong>The</strong> creature has onehalfthe hit dice <strong>of</strong> the live animal (min.1); saves are adjusted accordingly.Hoarfrost animates use whatever forms<strong>of</strong> attack would be available to it in life –bears bite or claw their opponents, deerand elk kick, etc. Most focus on thenearest opponent, but they are intelligentenough to shift their attacks elsewhere ifnecessary. Unlike living animals, thesecreatures will fight until destroyed. Inaddition to standard undead immunities,they are immune to cold-based attacks,but take full damage from fire.In addition to regular damage, there is a50% chance that any injury sustainedfrom an attack will become infected,draining one point <strong>of</strong> Constitution andStrength per day. Should either attributefall to zero, the victim dies only to rise asa hoarfrost zombie within 24 hours. <strong>The</strong>infection may be cured magically (as adisease or curse). Alternatively a skillednoaid (9 th +) may prepare a naturalantidote – gathering the ingredients andpreparing the mixture takes 1d4 days.Hoarfrost ZombieAC 7HD 3*Move 60’(20’)Attacks 1 touchDamage 2d4 + stunNo. Appearing 1-3 (1-8)Save As F4Morale 12Treasure Type NilIntelligence Low (6)Alignment ChaoticXP Value 50HabitatWoods, swampMonster Type: Undead (Rare)Hoarfrost zombies are the animatedremains <strong>of</strong> people who perished in theregion <strong>of</strong> Tuonela. <strong>The</strong>y are blackenedfrom frostbite with leathery, partiallymummified skin, but otherwise look thesame as they did in life.Normally they wander aimlesslythroughout the realm <strong>of</strong> Tuonela andregions that border it, but should theyencounter a living creature they willattack instantly.Due to their connection to the RimalHag’s magic, she may use a hoarfrostzombie as her personal eyes and earssimply by mentally locating one <strong>of</strong> them– she knows intuitively where all <strong>of</strong> themare at all times – and concentrating forone round; after which she will see andhear through the zombie. While doingso, the Rimal Hag may still conduct hernormal activities. However, if sheconcentrates fully on the task, she mayspeak through the zombie’s vocal chords(if it possesses any), and direct its actionslike a puppetmaster.In combat, hoarfrost zombies will touchan opponent. If successful, the intensecoldness inflicts 2d4 damage, and stunsthe victim for 1d4 rounds. If the RimalHag is directing a zombie, it may use anyweapons or other equipment still carried– attacks are rolled as though made by a36th level magic user.Like hoarfrost animates, hoarfrostzombies are immune to cold-basedattacks, but take full damage from fire.KrattiAC -1HD 4**Move 180’(60’)Attacks 1 touch or 1screamDamage 1d6 + stunNo. Appearing 1 (1)Save As MU5Morale 8Treasure Type CIntelligence Low (6)Alignment ChaoticXP Value 175HabitatWoods, swamp,plainsMonster Type: Undead (Rare)Kratti are a form <strong>of</strong> non-corporealundead that haunt barrows, tombs, andany other burial site where the occupantwas so covetous in life that he or sherefused to be parted with their wealth indeath. It should be noted that they arenot the spirit <strong>of</strong> the deceased per se; buttheir greed personified, cloaked withsome aspects <strong>of</strong> their former personality.Kratti are translucent and vaguelyhumanoid in shape, with no discernablefacial features aside from a gaping mouththat runs the width <strong>of</strong> their heads.This form <strong>of</strong> undead is strongly tied tothe wealth they valued so much in life;they will not venture, on average, morethan a thousand yards from their lair.Should a trespasser enter their domain, akratti will withdraw to the darkest corneror enter the vessel containing its mortalremains and wait. If any move is made todisturb the contents <strong>of</strong> the tomb, it willtry to surprise its opponent.In combat, a kratti will try to stun itsopponent with a piercing scream (savevs. Paralysis or be stunned for 1d6rounds), after which it will strike, witheach successful hit inflicting 1d6 damage.If confronted by several opponents, itwill focus on those who remainunstunned after its initial scream. Shouldit be reduced to 50% or less <strong>of</strong> its hitpoints, it will scream again.<strong>The</strong> kratti is incorporeal, capable <strong>of</strong>passing through solid barriers. It mayonly be hit by magical or silver weapons.25

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