Wednesday, June 25, 2014

Fantasy Core RPG Adventure: Goth Hallow-Monster Stats

Goth Hallow
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Monster Stats

Ghoul
HD 2, Hp 13, AC 14 or Armored AC 16 (shredded chainmail)
Fort +0, Ref +2, Will +5
Melee: Bite +2 to hit 1d6+1 + DC 12 Fort Sv or paralyzed 1 turn
(Will usually stop fighting to drag off anyone paralyzed.)

Skeleton
HD 1, Hp 4, AC 13 
Fort +2, Ref +0, Will +0
Melee: Claw +1 to hit 1d6

Zombie
HD 2+3, Hp 11, AC 11, Always strike last in rd.        
Fort +0, Ref –1, Will +3
Melee: Slam +2 to hit 1d6+1

Barrow Wight
HD 4d12, Hp 26, AC 15* Magic or Silver to hit
Fort +1, Ref +2, Will +5
Melee: Slam +3 to hit, 1d6 + DC 12 Will Sv or Energy Drain 1d4 negative Hp  

Pile of Bones
HD 4, Hp 12, AC 13
Fort +4, Ref +1, Will +1
Melee: Claw x 3 attacks, +4 to hit, 1d6

Spectral Hound
HD 3, Hp 12, AC 14* Magic to hit
Fort +2, Ref +1, Will +4
Melee: Bite +3 to hit, 1d6 + DC 12 Will Sv or Energy Drain 1 negative Hp
Howl: Fear attack, DC 12 Will Sv or flee 1d4 rds, once per encounter

King Markus (Advanced Skeleton)
HD 6, Hp 39, AC 16* Magic to hit (wearing battered chainmail)
Fort +2, Ref +5, Will +5
Melee: Sword +8 to hit, 1d8+2 (see below)
Fear Aura: Upon first sight, DC 12 Will Sv or flee 1d4 rds
Weakness: Holy Water will also stun Markus for 1 rd, in addition to damage

All of these items radiate magic.
Sword of Undead Smitting: 1d8 longsword, +2 to hit and damage, causes max damage against undead, Paladins can also add ½ level to damage.
Scepter of Healing: 4 charges, restores all hp to someone who has lost at least ½ with a touch, can bring those below 0 hp back to 1 hp (if within 1 turn of going below 0), ends any other inflicted effects, such as paralysis, poisoning, and blindness, scepter might be rechargeable. 
Crown of Soul Jar: Wearer is immune to energy draining (negative Hp) effects.
Mystic Hammer: Can break any normal, inanimate object or hold fast anything nailed with it.

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