Goth Hallow
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
Monster Stats
Ghoul
HD 2,
Hp 13, AC 14 or Armored AC 16
(shredded chainmail)
Fort
+0, Ref +2, Will +5
Melee:
Bite +2 to hit 1d6+1 + DC 12 Fort Sv or paralyzed 1 turn
(Will
usually stop fighting to drag off anyone paralyzed.)
Skeleton
HD 1, Hp 4, AC 13
Fort +2, Ref +0, Will +0
Melee:
Claw +1 to hit 1d6
Zombie
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
Barrow Wight
HD 4d12,
Hp 26, AC 15* Magic or Silver to hit
Fort
+1, Ref +2, Will +5
Melee:
Slam +3 to hit, 1d6 + DC 12 Will Sv or Energy Drain 1d4 negative Hp
Pile of Bones
HD 4, Hp 12, AC 13
Fort +4, Ref +1, Will +1
Melee: Claw x 3 attacks, +4 to hit, 1d6
Spectral Hound
HD 3, Hp 12, AC 14* Magic to hit
Fort +2, Ref +1, Will +4
Melee: Bite +3 to hit, 1d6 + DC 12 Will Sv or Energy Drain 1
negative Hp
Howl: Fear attack, DC 12 Will Sv or flee 1d4 rds, once per
encounter
King Markus (Advanced Skeleton)
HD 6,
Hp 39, AC 16* Magic to hit (wearing battered chainmail)
Fort
+2, Ref +5, Will +5
Melee:
Sword +8 to hit, 1d8+2 (see below)
Fear Aura: Upon first sight, DC 12 Will Sv or flee 1d4 rds
Weakness: Holy Water will also stun Markus for 1 rd, in
addition to damage
All of these items radiate magic.
Sword of Undead
Smitting: 1d8 longsword, +2 to hit and damage, causes max damage against
undead, Paladins can also add ½ level to damage.
Scepter of Healing:
4 charges, restores all hp to someone who has lost at least ½ with a touch, can
bring those below 0 hp back to 1 hp (if within 1 turn of going below 0), ends
any other inflicted effects, such as paralysis, poisoning, and blindness,
scepter might be rechargeable.
Crown of Soul Jar:
Wearer is immune to energy draining (negative Hp) effects.
Mystic Hammer:
Can break any normal, inanimate object or hold fast anything nailed with it.
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