Re: Medieval-Man's New Monster Creations
Posted: Fri Jun 29, 2012 9:25 pm
Thanks Smoot that made my day. Feeling a bit blue, luckily writing up new undead always makes me feel better! Hooray for the restless dead!
Straight from one of my favorite rpg's, Fable 2, I bring you the Hollow Men...err...I mean "Hollow Ones". I am going to be honest, this is probably my all time up to this point favorite monster. I like the idea of guardian undead for some reason.
Hollow Ones: http://images.wikia.com/fable/images/d/d4/Marsh.jpg
Hollow Ones
Armor Class: 12
Hit Dice: 1*
No. of Attacks: claw or 1 weapon
Damage: 1d4 or by weapon
Movement: 30'
No Appearing: 3d6, Wild 3d10
Save As: Fighter 1
Morale: 12
Treasure Type: None
XP: 37
At first glance hollow ones appear to be skeletons or dried out zombies, but in truth they are far more dangerous than either of those two undead. Hollow ones are the bodies of the dead animated by otherwise harmless spirits known as wisps. Wisps are the spirits of the dead that have become lost on the way to the afterlife. They gather in great swarms in places where the dead can be found in large numbers; ancient battlefields, abandoned towns, old cemeteries and barrow fields. Wisps are defensive of their resting place and at the first sign of danger they find a body to animate to drive off the intruder. An easy way to tell the difference between a hollow one and a more common skeleton or zombie is the eerie blue glow that emanates from their eyes. Hollow ones fight with whatever weapons are at hand and only resort to their claws when they can find nothing else. Oddly enough hollow ones will not abide the presence of other corporeal undead and will try to drive them away like any other intruder. In some places hollow ones are honored by locals for keeping ghouls and wights out of burial grounds.
Hollow ones are relentless in battle seeking to kill or drive off those who would intrude upon their troubled rest. They employ direct attacks and try to gang up on one target at a time. Some hollow ones rise wearing the rusted tattered armor they were buried in giving them greater protection than other hollow ones (35% chance, AC 14). Hollow ones only take half damage from weapons, and only a single point from arrows, bolts and sling stones (plus any magical bonus). They are, however, weak to fire and take double damage from any sort of fire based attack. As with all undead, they can be Turned by a Cleric as Skeletons, however they possess a resistance to this ability and have a 20% chance of simply ignoring the Turn attempt. They are immune to sleep, charm or hold magic. They are not mindless, but their thought patterns are strange and distorted making reading their minds impossible.
One out of every twelve hollow ones encountered will be a hollow one champion of 3 Hit Dice
(175 XP) with an Armor Class of 15, having a +1 bonus to damage due to strength. Hollow one champions have a 1 in 1d6 chance of possessing an ability known as wisp fire. Wisp fire is a blue-white colored flame that is freezing to the touch. Wisp fire is a ranged attack and requires a standard action to use, it deals 1d6 points of cold damage and has a range of 20/40/60.
Straight from one of my favorite rpg's, Fable 2, I bring you the Hollow Men...err...I mean "Hollow Ones". I am going to be honest, this is probably my all time up to this point favorite monster. I like the idea of guardian undead for some reason.
Hollow Ones: http://images.wikia.com/fable/images/d/d4/Marsh.jpg
Hollow Ones
Armor Class: 12
Hit Dice: 1*
No. of Attacks: claw or 1 weapon
Damage: 1d4 or by weapon
Movement: 30'
No Appearing: 3d6, Wild 3d10
Save As: Fighter 1
Morale: 12
Treasure Type: None
XP: 37
At first glance hollow ones appear to be skeletons or dried out zombies, but in truth they are far more dangerous than either of those two undead. Hollow ones are the bodies of the dead animated by otherwise harmless spirits known as wisps. Wisps are the spirits of the dead that have become lost on the way to the afterlife. They gather in great swarms in places where the dead can be found in large numbers; ancient battlefields, abandoned towns, old cemeteries and barrow fields. Wisps are defensive of their resting place and at the first sign of danger they find a body to animate to drive off the intruder. An easy way to tell the difference between a hollow one and a more common skeleton or zombie is the eerie blue glow that emanates from their eyes. Hollow ones fight with whatever weapons are at hand and only resort to their claws when they can find nothing else. Oddly enough hollow ones will not abide the presence of other corporeal undead and will try to drive them away like any other intruder. In some places hollow ones are honored by locals for keeping ghouls and wights out of burial grounds.
Hollow ones are relentless in battle seeking to kill or drive off those who would intrude upon their troubled rest. They employ direct attacks and try to gang up on one target at a time. Some hollow ones rise wearing the rusted tattered armor they were buried in giving them greater protection than other hollow ones (35% chance, AC 14). Hollow ones only take half damage from weapons, and only a single point from arrows, bolts and sling stones (plus any magical bonus). They are, however, weak to fire and take double damage from any sort of fire based attack. As with all undead, they can be Turned by a Cleric as Skeletons, however they possess a resistance to this ability and have a 20% chance of simply ignoring the Turn attempt. They are immune to sleep, charm or hold magic. They are not mindless, but their thought patterns are strange and distorted making reading their minds impossible.
One out of every twelve hollow ones encountered will be a hollow one champion of 3 Hit Dice
(175 XP) with an Armor Class of 15, having a +1 bonus to damage due to strength. Hollow one champions have a 1 in 1d6 chance of possessing an ability known as wisp fire. Wisp fire is a blue-white colored flame that is freezing to the touch. Wisp fire is a ranged attack and requires a standard action to use, it deals 1d6 points of cold damage and has a range of 20/40/60.