Monday, October 12, 2015

Southland: Undead Inhabitants

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Undead Inhabitants

Skeleton             
HD 1, Hp 4, AC 12 
Fort +2, Ref +0, Will +0                      
Melee: Short Sword +1 to hit, 1d6
Ranged: Short Bow +1 to hit, 1d6

Many of the people killed in the attack were eaten on the spot, leaving only their bones behind.  These have been reanimated into warriors. 

Zombie                         
HD 2, Hp 8, AC 11 (Always strike last)
Fort +3, Ref +0, Will +0                                         
Melee: Slam +2 to hit, 1d8                                      
Swarm: If 2 or more make successful attacks one 1 victim in 1 rd, they Grapple the opponent.  DC 12 + 1 per additional attacker (up to DC 15 for 4 attacking the same victim) Str check or Escape Artist to break or automatically take 1d4 Bite/attacker/rd        

The buried bodies, along with the Humanoid bodies that weren’t burned in the bonfire set by the relief column, have been reanimated into warriors.  Those who die in the town and their bodies are left there, will rise as zombies the next day.

Poltergeist
HD 1, Hp 8, AC 10* (Magic to hit)        
Fort +0, Ref +0, Will +1
Melee: None
Ranged: Flinging objects, 4 attacks in rd at +5 to hit 1d6 (small objects) + DC 12 Will Sv or panic 1d4 rds.
Or 1 attack +10 to hit 1d10 (large objects) + DC 18 Will Sv or panic 1d4 rds.  (Paladins are immune.) 
Always Invisible and Intangible (0 Bonuses to attack)

Invisible psychic force.  Many of the burned out buildings and houses contain these violent supernatural forces, if not several of them.  They simply want the intruders out.  Their spirits are chained to building where they died.  Poltergeists will reform by the next night if destroyed, if they are not exorcised. 

Ghost
HD 10 (d12), Hp 60, AC 13* (Magic to hit)     
Fort +0, Ref +0, Will +10
Melee: Life Draining Touch +10 to hit, DC 18 Will Sv or lose 1d8 Negative Hp
Can become invisible and intangible at will (0 BAB to attack when invisible), but the Ghost cannot attack in those forms.
Fright: On initial visible appearance in Encounter, DC 18 Will Sv or panic 1d4 rds.  (Paladins are immune.)
Moan Scare: When visible, the Ghost can make an audible moan, DC 18 Will Sv or panic 1d4 rds.  (Paladins are immune.)
Possession:  When visible, the Ghost may attempt to move into a person and take them over.  DC 18 Will Sv or controlled for 1d4 rds.  Smite, Divine Light, Consecrate, Exorcism, magic weapons, and magic spell attacks on the host will affect the Ghost instead (use Ghost stats), but any other type of attack damages the host (use host stats).  This attack may be attempted on a person once per encounter.

Translucent undead human.  Unlike Poltergeists, Ghosts can move around the town freely.  They may or may not have physical remains.  Because of the manner of their death, they are totally mad, but sometimes quite talkative and desperately wanting help.  Unfortunately, their inability to coherently communicate their needs or end their suffering can make them violent.  Ghosts will reform by the next night if destroyed, if they are not exorcised.  Finding and properly burying their remains may put them to rest.  

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