Fantasy Core RPG
© Jerry Harris 2013
(This link will take you to the
Fantasy Core Index.)
Monsters-Undead
Never, ever dishonor the dead, for their memories are very
long and filled with vengeance.
Spirits of various sorts also haunt the land. There are dishonored and neglected ancestors
who harass their families. Ghosts of
those wrongly killed terrorize those disturbing their resting-places. There are vampires and ghouls created by
improper burial, such as those buried on unhallowed ground or those killed by
supernatural means.
Even
just the parts of a man may be dangerous in the wrong hands.
Skeleton
An animated skeleton, usually created by an evil magic user.
HD 1, Hp 4, AC 13
Fort +2, Ref +0, Will +0
Melee:
Claw, +1 to hit 1d6
Mere flesh and bone, do not a man
make.
Zombie
An animated corpse, usually created by an evil magic user.
HD 2+3, Hp 11, AC 11, Always strike last in rd.
Fort +0, Ref –1, Will +3
Melee:
Slam +2 to hit 1d6+1
Cannibalism
creates an unending appetite.
Ghoul
A
slavering, sub-human creature obsessed with eating human flesh. They are cannibals who have died on unhallowed
ground, or voluntarily by ritual cannibalism.
They cannot stand sunlight.
HD 2,
Hp 13, AC 14
Fort
+0, Ref +2, Will +5
Melee:
Bite +2 to hit 1d6+1 + DC 12 Fort Sv or paralyzed 1 turn
Where
evil has been done, ghosts rise for revenge.
Ghost
Translucent undead humanoid.
Not insubstantial, they do have a tangible being that they must revert
to in order to attack. These are usually created from
people killed violently on unhallowed ground.
These unfortunate creatures are chained to the spot of their death. Their motives are totally dependent on the
ghost. Some may mindlessly attack any
who enter their space. Others may try to
communicate and need some task done in order to achieve release. All will attack if threatened with exorcism
(divine radiance attacks and such). Not
all ghosts have all the powers listed.
HD 10, Hp 60, AC 13* (Magic to hit)
Fort +2, Ref +2, Will +6
Melee:
Touch 2 att, +4 to hit 1d10 each
Can become Invisible and Intangible at will (0 BAB to
attack).
Fright: On initial visible appearance in Encounter, DC 18
Will Sv or panic 1d4 rds.
Moan Scare: When visible, the Ghost can make an audible
moan, DC 18 Will Sv or panic 1d4 rds.
(Paladins and shamen are immune.)
Possession: When
visible, the Ghost may attempt to move into a person and take them over. DC 18 Will Sv or controlled for 1d4 rds. Smite, Divine Light, Consecrate, Exorcism,
magic weapons, and magic spell attacks on the host will affect the Ghost instead
(use Ghost stats), but any other type of attack damages the host (use host
stats).
Delusion
Spell: DC 18 Will Sv to disbelieve, once per day.
Charm
Person: DC 18 Will Sv, once per day, lasts 1 day
Flight
power
Will
reform in a day if killed without an exorcism (attacked with Divine Light and
such) or some task perform to give them rest.
Even
the dead fear vampires.
Hopping
Vampire (Lord)
Hideous
flying corpses. These creatures are
created by evil magic users from the recently dead. They are unintelligent monsters used as
long-term guards or as undead shock troopers.
A Vampire Lord is an evil magic user who has turned himself into the
undead. Neither needs blood to subsist,
but Lords must drain energy to survive.
HD 6 (9), Hp 12 (36), AC 16* Magic to hit
Fort +5 (+6), Ref +2 (+3), Will +2 (+3)
Melee:
Slam 2 att, +6 (+9) to hit 1d8 each
(Lords
also Energy Drain, DC 18 Will Sv or lose 1d4 negative hp, at –10 hp, the
character is dead and their corpse may be used as a Hopping Vampire host.)
Limited
flight, leaping attacks
An
unspoiled tomb is likely that way for a reason.
Mummy
These
are undead tomb guardians or preserved ancient kings. They take trespassing real seriously.
HD
8d12+3, Hp 55, AC 20
Fort
+4, Ref +2, Will +8
Melee:
Slam +11 to hit 1d6+10 + Mummy Rot (DC 18 Fort Sv, character begins to lose 1d4
negative hp per day and show visible signs of decay. They will have to atone at a temple with the
help of a priest or shaman. DC 18 Will
Sv + ½ level of the priest. This may be
attempted once a day. At –10 hp, the
character crumbles to dust.)
Despair:
At the mere sight of a mummy, DC 18 Will Sv or be paralyzed with fear for 1d4
rounds.