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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