FANTASY CORE RPG
UNDEAD AND
DEMONICALLY POSSESSED CREATURES
(c) Jerry Harris,
2016
(This link will take you to the
Fantasy Core Playtest Rules.)
Mummy Wrapping
Ancient
priests and more modern Cult Leaders (10th level Cultist) near death have used this forbidden
rite to become undead and thus immortal.
The old ones wished to protect their hidden tombs or long lost
temples. A Cultist may be trying to
continue to rule their cult from beyond death.
In either case, both mostly shun human contact and work through
intermediaries, if at all. The modern
practitioner may wear golden masks and such to hide their rotted appearance to
selected followers. The Lesser Mummy
lacks any spellcasting ability, having lost it in the process of becoming
undead, which is another reason why they hide themselves.
Lesser Mummy
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.)
Banes and Habits:
Mummies are terrified of fire. (Must have something to do with being wrapped
in old bandages.) They will take double damage and will generally
retreat from it. Mummies are fairly
bright for being undead, but are terribly single-minded on whatever task
they’ve set for themselves. They’ll
often ignore obvious threats that do not concern their primary focus.
Final Destruction: A Mummy destroyed by fire or
magic is dead.
Ancient One (Mummy Lord)
Ancient Priest-Kings used a more powerful version of the
Mummy Wrapping ceremony to eternally protect their hidden tomb or a temple or
such. There may have been some hope of
being roused in the future to rule when the times were right, in which case a
cult may be servicing the Ancient One’s abode.
As part of the ceremony, Its soul is contained in a small object, a Ka. They cannot be permanently killed
as long as their soul object is intact (they will reform within a day). Unlike Lesser Mummies, Ancient Ones are
potent spellcasters as well. In spite of
this, they tend to be even more reclusive, waiting for their cult to covertly
gather more power and followers for their master’s eventual reemergence.
A Mummy
Lord has the same stats as a Lesser Mummy with these exceptions:
Hp 96
Immortal: As long as their Ka is intact, a
Mummy Lord cannot be finally killed. If
physically destroyed, they will reform within a day in their chosen sacred
space.
Final Destruction: A Mummy Lord must be defeated and
their Ka destroyed for them to be put to rest.
Obviously, they keep this object well-hidden and protected. Mummy Lords must stay within 1 mile of their
Ka or they will fall dormant.
Mummy Lord Spells
Spellcheck:
+10, Save Against: DC 17, 3 cumulative failures in a
turn/encounter.
Mummy Lords may well know all standard spells (0 to 5th
level). If their spellbook has survived
the ages, it would be tempting prize to go after. This is a listing of common spells they might
use.
1ST-LEVEL WIZARD SPELLS (DC 13 to cast)
Magic Missile: 14 impact damage + Knocked
down. (Ref Sv all damage) Short range.
2ND-LEVEL WIZARD SPELLS (DC 14 to cast)
Acid Arrow: 14 acid damage + -1 to non-Dex
bonus/magic AC. (Ref Sv all damage) Short range.
3RD-LEVEL WIZARD SPELLS (DC 15 to cast)
Clairaudience/Clairvoyance: Hear or see at a distance
for 1 turn. Line of sight, through 1
wall.
Dispel Magic: Cancels magical spells and effects.
Roll a normal Spellcheck to cast, then also compare that to DC 11 + ½ the
original caster’s level. Both must be
successful to dispel the magic. If the
just the Spellcheck is successful, it doesn't count as a spell failure (Caster
Check)
Fly: Subject flies at speed of 60 ft./rd, 10 turns.
Disrupted by any hit.
Gaseous Form: Subject becomes insubstantial and can
fly slowly. 10 turns.
Lightning Bolt: 16 electrical damage + Stun 1
rd + Knocked Down. (Ref Sv ½ damage) Medium range.
4TH-LEVEL WIZARD SPELLS (DC 16 to cast)
Arcane Eye: Invisible floating eye moves 30
ft./round. 10 turns
Invisibility, Greater: As Invisibility, but subject
can attack and stay invisible. 0 Bonuses to hit by melee or ranged, +4 Saving
Throws vs spells, disrupted by any hit.
Encounter.
Wall of Ice: Ice plane creates wall with 25 hp, or
hemisphere can trap creatures inside. (Ref Sv to avoid being trapped. Can batter their way out in 10 less HD rds.)
Short range.
5TH-LEVEL WIZARD SPELLS (DC 17 to cast)
Baleful Polymorph: Transforms subject into harmless
animal. Permanent. Requires physical presence of target and a Sympathy, Forbidden
spell. (Will Sv, Caster Check to break.)
Cone of Cold: 24 cold damage + Stun 1 rd +
dropped to last in Initiative cold damage. (Ref Sv ½ damage) Medium range.
Cloudkill: Kills 3 HD or less individuals (No
Save); 4-6 HD (Fort Sv or die), 6+ HD stunned 1 rd and flee 1 turn. Immediate area or 30' sq. Lasts 1 turn.
Summon Monster V: Calls 5HD extraplanar creature to
fight for you. Encounter. Forbidden spell. Ceremony
Spell. 5 HD (1d8), 40 hp, +5 BAB, AC 15,
damage 1d6+5, Fort +4, Ref +1, Will +1
No comments:
Post a Comment