Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: [DF] Homebrew Monsters
(Undead cont'd)
Mummy (Generic Fodder)
The carefully preserved dead offer a necromancer a smarter, tougher soldier for his legions of dead, and are thus highly valued. Ancient mummies wear wrappings decorated in hieroglyphs and smell of the desert that contains their tombs, while newer mummies are covered in tight leather straps, the stitchings of surgery and the stink of formaldehyde. Both still carry their flesh on their bones, dried by the passage of time, and their sunken black eyes still glisten with intellect chained to the will of its master.
These mummies represent generic mummies raised with necromancy. They could benefit from the application of a template, but they cannot learn skills, so they need some reason or excuse to do so, either from the meddling of the necromancer, or a cunning escape from under his control, or even rising on their own.
Code:
ST: 11 HP: 15 Speed: 5
DX: 10 Will: 10 Move: 5
IQ: 10 Per: 10
HT: 10 FP: 10 SM: -0
Dodge: 8 Parry: 11* DR: 0
Fist (10): 1d-2 crushing
Traits: Appearance: Monstrous, Automaton (Reprogrammable), Cannot Learn, Dependency (Mana, Constantly), Disturbing Voice, Doesn't Breath, Sleep or Eat/Drink, Fragile (Unnatural, Combustible), High Pain Threshold, Immunity to Metabolic Hazards and Mind Control, Indomitable, Injury Tolerance (No Brains, No Blood, No Vitals, Unliving), Single-Minded, Unfazeable, Unhealing (Total)
Skills: May not have mental skills. NA.
Class: Undead
Notes: Mummies are smarter than the other undead, but they still lack volition and refuse to negotiate, only carrying out the will of their master. They are not affected by mind-control magic or social skills, but they are affected by necromancy and pentagrams. Truly Evil. The Sand Prince (Lesser Boss)
Once upon a time, a handsome prince fell in love with a fine princess, until raiders slew his beloved. Destitute, he ordered himself to be buried at her side, laying in her corpse's embrace as the sands of time poured over them. One day, a necromancer came and brought the Sand Prince's mummified remains to life. Eventually, the Sand Prince's soul reawoke within the shuffling remains of his corpse, and he threw off the control of the minor necromancer and murdered him. He returned to his tomb only to find his beloved gone. Infuriated, the once regal Sand Prince gathered together a cruel and eclectic army of bandits, ghosts and black-skinned lizardmen as he rampages across the desert, seeking the fate of his princess.
The Sand Prince is tall and thin, his sunken, leathery skin visible between his tattered bandages. He wears ragged regalia atop his leather robes, and his dark eyes gleam beneath his mop of dirty black hair.
The Sand Prince is an example of what might happen if you modify the mummy template some. He has discarded Automaton and Cannot Learn and rapidly expanded his own skills and capabilities. Now he's a sufficiently tough threat to challenge an entire party of delvers.
Code:
ST: 14 HP: 35 Speed: 6
DX: 11 Will: 19 Move: 6
IQ: 14 Per: 14
HT: 12 FP: 12 SM: +0
Dodge: 10 Parry: 11 DR: 2*
Fists (16): 1d crushing
Corrupting Touch (16): 4d toxic, + follow up 2d toxic for the next 10 minutes (3 uses per fight)
Flashing Scimitar (16): 2d+2 cut (Fine)
Traits: Appearance: Monstrous, Bad Temper (12), Combat Reflexes, Dependency (Mana, Constantly), Disturbing Voice, Doesn't Breath, Sleep or Eat/Drink, Fragile (Unnatural, Combustible), High Pain Threshold, Immunity to Metabolic Hazards and Mind Control, Indomitable, Injury Tolerance (No Brains, No Blood, No Vitals, Unliving), Life Bane, Single-Minded, Unfazeable, Unhealing (Total)
Special Powers: Corrupting Touch (Magic), Invulnerability (Cutting) (Magic)
Skills: Brawl DX+5 [16]-16, Broadsword DX+5[20]-16, Intimidation Will+2[8]-21, Leadership IQ+1 [4]-15, Tactics IQ-1 [2]-13, Traps IQ [2]-14
Class: Undead
Notes: Willing to negotiate. Not affected by mind magic or social skills, but willing to listen to reason, provided he isn't angry. Affected by necromancy and pentagrams. He wears an amulet that protects him from blades, but in the hands of a delver, it only supplies the benefit of a Turn Blade enchantment. Not truly evil, but registers as such to spells that detect evil. Wraith (Generic Epic Worthy)
The greatest weapon in the arsenal of a Necromancer, the wraith is a mortal enchanted with a magic item, a ring or a crown or an amulet, that turns him into one of the undead. These unkillable champions of the dead serve as the necromancer's knights, assassins and lieutenants. Their eyes burn a dull blue or red, and their voices hiss and rattle inside the armor that eternally encases them. Even outside of armor, wraith looks haunting and terrifying, more ghost than man, with spirit infused with undying flesh. It's an immortality, after a sort.
This represents a generic wraith created with Necromancy. But seriously, these guys are bad enough as it is, coming equipped with Supernatural Durability right out of the box. A template is only useful to add skills. Anything more than that, and Wraiths begin to move into solid Epic Boss territory.
Code:
ST: 15 HP: 20 Speed: 6.25
DX: 10 Will: 10 Move: 6
IQ: 10 Per: 10
HT: 15 FP: 15 SM: +0
Dodge: 9 Parry: NA DR: 4
Clutching Fingers (10): 1d crushing
Traits: Appearance (Horrific), Bloodlust (12), Callous (12) Dependency (Wraith Item, Constantly), Disturbing Voice, Doesn't Breathe, Immunity to Metabolic Hazards, Injury Tolerence (No Blood, Brains, Vitals, Unliving), Magery 1, Night Vision 9, Supernatural Durability (Can be killed by spells, magic weapons), Temperature Tolerance 10, Unfazeable, Unhealing (Can heal with Steal HT)
Skills: Deathtouch IQ+5* [20]-15, Steal Health IQ+5* [20]-15, Ethereal Body IQ+5* [20]-15
Class: Undead
Notes: Generic, Epic, Worthy. Crazy. They don't negotiate. Ever. Truly Evil. The Bride in Black (Lesser Epic Boss)
The Bride in Black defies the typical notions of a Wraith, with flawless pale skin, blood-stained lips, hauntingly beautiful eyes and long, silken white hair. She wears baroque, black plate mail that conforms perfectly to her form, as though forged for her. The small slip of a girl wields a massive sword as long as she is as though it weighed as much as a feather.
According to legend, she was a prized princess of a now forgotten kingdom who was kidnapped before her wedding and locked into the ruby-adorned choker that now rests on her neck, forcing her to become a wraith in the necromancer's service. Now she serves as his chief lieutenant, commanding his forces in his stead, leading the forces from the front, carving through her foes with breathtaking ease. Sometimes, in battle, tears leak down her unemotional face.
Nobody remembers her real name.
Code:
ST: 15 HP: 20 Speed: 6.25
DX: 12 Will: 13 Move: 6
IQ: 10 Per: 10
HT: 15 FP: 15 SM: +0
Dodge: 10 Parry: 15 DR: 10*
Great Sword (22): 1d+6 impaling, 2d+8 cutting (Ornate, Fine)
Traits: Appearance (Beautiful +2/+4), Bloodlust (12), Callous (12) Combat Reflexes, Dependency (Wraith Item, Constantly), Disturbing Voice, Doesn't Breathe, Immunity to Metabolic Hazards, Injury Tolerence (No Blood, Brains, Vitals, Unliving), Magery 1, Night Vision 9, Supernatural Durability (Can be killed by spells, magic weapons), Temperature Tolerance 10, Terror, Unfazeable, Unhealing (Can heal with Steal HT), Weapon Master (Two-Handed Sword)
Skills: Intimidation Will+1 [4]-14, Two Handed Sword DX+10 [48]-22, Deathtouch IQ+5* [20]-15, Steal Health IQ+5* [20]-15, Ethereal Body IQ+5* [20]-15
Class: Undead
Notes: Never negotiates (unless it's dramatically interesting). Might not be Truly Evil, but registers as such. In case you missed it in the big block of text: Weapon Master and Terror
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