Tuesday, January 19, 2016

Fantasy Ireland Adventure: Keeper Hill-Minor Undead

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


Keeper Hill Minor Undead
This is a listing of the undead which will appear multiple times in the adventure.  I’m putting them together and up front to avoid some needless duplication. 

Skeleton (FC)               
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

Skeleton (5e)
HD 2d8 + 4, Hp 13, AC 13 (Armor Scraps)
Str +0, Dex +2, Con +2, Int −2, Wis −1, Cha −3
Damage Vulnerabilities: bludgeoning
Passive Perception 9

Melee: Shortsword +4 to hit 5 (1d6 + 2) piercing
Ranged: Shortbow +4 to hit 5 (1d6 + 2) piercing

Zombie (FC)                           
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

Zombie (5e)
HD 3d8 + 9, Hp 22, AC 8 (Natural)
Str +1, Dex −2, Con +3, Int −4, Wis −2, Cha −3
Saving Throws: Wis +0
Passive Perception 8

Melee: Slam +3 to hit, 4 (1d6 + 1) bludgeoning

Undead Fortitude: If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit
point instead.


Ghoul (FC)
HD 2 (d12), Hp 13, AC 14 (Natural)
Fort +0, Ref +2, Will +5
Melee: Bite +2 to hit 1d6+1 plus DC 12 Fort Sv or paralysis 1 turn (Elves are immune)

Ghoul (5e)
HD 5d8, Hp 22, AC 12 (Natural)
Str +1, Dex +2, Con +0, Int −2, Wis +0, Cha −2
Passive Perception 10

Melee: 2 att/rd
Bite +2 to hit 9 (2d6 + 2) piercing
Claws +4 to hit 7 (2d4 + 2) slashing.  If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Ghast (FC)
HD 4 (d12), Hp 29, AC 17 (Natural)
Fort +1, Ref +4, Will +6
Melee: Bite +5 to hit 1d8+3 plus DC 12 Fort Sv or paralysis 1 turn (Elves are immune)

Stench: When combat begins, the Ghast will start emitting a powerful stench.  Everyone at close range must make a DC 18 Fort Sv or be sickened (stunned) 2 rds.  Everyone in short range must make a DC 12 Fort Sv or be sickened (stunned) 1 rd.  This smell may also attract other Ghouls in the area.

Ghast (5e)
HD 5d8, Hp 40, AC 12 (Natural)
Str +1, Dex +2, Con +0, Int −2, Wis +0, Cha −2
Passive Perception 10

Melee: 2 att/rd
Bite +2 to hit 9 (2d6 + 2) piercing
Claws +4 to hit 7 (2d4 + 2) slashing.  If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Stench: When combat begins, the Ghast will start emitting a powerful stench.  Everyone at close range must make a DC 12 Con Sv or be sickened (stunned) 2 rds.  Everyone in short range must make a DC 10 Con Sv or be sickened (stunned) 1 rd.  This smell may also attract other Ghouls in the area.

[These aren’t the official 5e stats for this creature.]

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