Wednesday, January 20, 2016

Fantasy Ireland Adventure: Keeper Hill-Major 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 Major Undead
The Wraiths, Wights, and Mummies can also raise anyone killed as a Zombie (1 body/rd, full rd action).  Only consecrating or completely dismembering the dead bodies will keep them from being able to do this.  With a 1 turn ceremony, a Mummy can turn any recently dead “fresh” Zombie into a Wight.

Wraith (FC)
HD 5 (d12), Hp 32, AC 13* (Natural, Magic to hit)    
Fort +1, Ref +4, Will +6
Melee: Incorporeal Touch +6 to hit 1d4 + Energy Drain DC 12 Will Sv or lose 1d4 Negative Hp
Flight ability

[Wraiths are the spirits of people who died violently upon unhallowed grounds and whose mortal remains have been completely destroyed.  Because there’s no hope of properly burying them, these spirits are insanely vengeful against the living.  Exorcism or hallowing their haunting grounds is the only way to put them to rest.]

Wraith (5e)
HD 5d8, Hp 20, AC 11 (Natural)
Str −2, Dex +1, Con +0, Int +0, Wis +1, Cha +3
Damage Resistances: acid, fire, lightning, thunder; bludgeoning,
piercing, and slashing from nonmagical weapons
Damage Immunities: cold, necrotic, poison
Darkvision
Ethereal Sight: The Wraith can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Etherealness: The Wraith enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Incorporeal Movement: The Wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Passive Perception 11

Melee: Withering Touch +5 to hit 11 (2d6 + 3) necrotic

[Note: This is a modified Ghost from 5e.]

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

Wight (5e)
HD 6d8 + 18, Hp 45, AC 14* (Studded Leather, Magic or silver to hit)
Str +2, Dex +2, Con +3, Int +0, Wis +1, Cha +2
Skills Perception +3, Stealth +4
Passive Perception 13
Sunlight Sensitivity: While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Melee: 2 att/rd, Longsword +4 to hit 6 (1d8 + 2) slashing
Life Drain: (May be used in place of one Longsword attack.) Touch +4 to hit 5 (1d6 + 2) necrotic.  The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken.  This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Ranged: Longbow 2 att/rd, +4 to hit, range 150/600 ft., 6 (1d8 + 2) piercing

Lesser Mummy (FC)
HD 8 (d12), Hp 55, AC 18* (Natural, Magic or Fire to hit)
Fort +4, Ref +2, Will +8
Melee: Slam +11 to hit 1d6+4 + Mummy Rot DC 12 Fort Sv or victim loses another 1d6+4 hp and will be unable to heal normally.  Magical healing will be necessary to stop the rotting effect.
Despair: At the mere sight of a Mummy, the viewer must succeed on a DC 18 Will Sv or be paralyzed with fear for 1d4 rounds.  (Certain classes, such as Paladins, are immune.) 
Vulnerable: Fire causes x 2 damage 

Mummy (5e)
HD 9d8 + 18, Hp 58, AC 11* (Natural, Magic to hit)
Str +3, Dex −1, Con +2, Int −2, Wis +0, Cha +1
Saving Throws: Wis +2
Damage Vulnerabilities: fire
Passive Perception 10

Multiattack: The Mummy can use its Dreadful Glare and make one attack with its rotting fist.

Melee: Rotting Fist. +5 to hit 10 (2d6 + 3) bludgeoning plus 10 (3d6)
necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse.  If the curse reduces the target’s hit point maximum to 0, the
target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Ranged: Dreadful Glare. The mummy targets one creature it can see
within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy’s next turn. 

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