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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