Skullman
A bizarre alien race that claims to have come from beyond
the stars with large monstrous heads that look like fanged skulls. They
sometimes use baroque and alien weapons men have difficulty employing. They use
their own system of money that employs metal studs attacked to their uniforms
and baldrics, they are made of familiar coinage metals and are valued twice the
value of typical coinage among the skull men but among mannish money changers
they are valued at half a normal coin. Skullmen do not engage in trade with men
or their allies. Their slightly odd physiology makes it impossible to wear
their armor without extensive reworking.
Despite rumors to the contrary skullmen have no affinity
with the undead.
Skullman HD 2 to 7 ; AC 8[11] in uniform, AC 4[15] in medium
armor, AC 1[18] in heavy armor; Atk: 1 weapon (1d10 for one handed. 2d6+1 for
two handed) Move: 12 (9 in heavy armor); Save: 16+; AL: N or C ; CL:2+; ML:9+;
WIL: 13+; Special: see invisible.
Crawling Skull
Animated skulls that drag themselves along with hands
affixed as if they were feet. Their small size and genral silence gives them
twice the chance to surprise foes. They can make supriosign leaps up to 20’ and
iof they hit they will clign to a victim weighing them down gnawing away fro 1
pt of damage a round but also inhibiting the action of the foe at -1 per
crawling skull so affixed.
Crawling Skull HD 1/2; AC 8[11] or 7[12] with shield; Atk 1bite (1d3); Move
3; Save 17; AL N; CL/XP 1/15; ML:12; WIL: x; Special: Immune to sleep and charm
spells. Surprise. Hang on.
Skull Bat
Creepy undead constructs made of humanoid skulls and bat
wings. Hirelings under 2nd level must save vs fear or be routed by the
appearance of these creatures.
Skull Bat HD 1; 7[12] with shield; Atk 1 bite (1d4); Move fly-12; Save
17; AL N; CL/XP 1/15; ML:12; WIL:x; Special: Immune to sleep and charm spells.
Troglozak
Tall green reptilians with unblinking bulbous eyes with oinker
hands and knobby horned heads, They wield crossbows of all sorts, nets, ropes,
and catch poles. They prefer to take their foes alive for feasting or sacrifice
in strange rituals. They are stealthy until
the last mommebnt when their hissing may gice them away. Troglozaks are awful
shots, their first shot at a target is at -4 and successive shots will be made
at -2.
Troglozaks are afraid of fire. They must make a morale check
when confronted by strongly presented torches, flaming oil, or fireballs or
they will back away slowly unable to act otherwise.
Troglozak HD 2; AC 4[15]; Atk 2 claws (1d3), or by weapon (1d8); Move 9;
Save 16; AL C; CL/XP 2; ML:8, WIL:11; Special: Stealth. Immune to charm person.
Leper Zombies
Leper zombies are clearly undead, afflicted with a horrific
disease resembling a form of leprosy, more agile than other types of zombies,
and far more deadly: any who battle them must save vs disease at the end of the
fight or contract Zombie Leprosy (die in 3 days and return as a Leper Zombie).
Leper zombies may be turned by clerics as ghouls, and they are immune to sleep
and charm spells. Anyone slain by a Leper Zombie reanimates as a leper zombie
in 1d6 rounds. Carrying equipment, arms or armor of one slain by a leper zombie
or used to destroy a leper zombie carries a risk to the bearer, they must save
vs disease at +4 each day or contract Zombie Leprosy. Holy water, remove curse
and other methods of cleansing may render the gear safe again.
Leper Zombie: HD 1; AC 6[13]; Atk 1 claw or bite (1d6); Move 9; Save 17; AL N; CL 3; ML:12, WIL: x; Special: Disease, victims animate as leper zombies.
Wasting Skeletons
These animated skeletons have blackened bones and are
glowing with a green hellish flames/radiation.
When destroyed these creatures shatter and crumble coating
everything within 10’ in green glowing black dust. A save vs radiation is
required the next morning and on each following morning until a successful save
is made or the victim suffers1d4 CON damage and is unable to heal naturally and
only receives half the benefit of magical, or super-science medical treatment.
If survived lost CON will be recovered at a rate of 1 pt per week. Those killed
by the radiation explode into green flames and their flesh is burned away
transforming them victim into a Wasting Skeleton 1-10 turns after death.
Wasting Skeleton HD 1; AC 8[11] or 7[12] with shield; Atk 1
weapon or strike (1d6) or (1d6+1 two-handed); Move 12; Save 17; AL N; CL/XP 2;
ML:12; WIL:x; Special: Immune to sleep and charm spells. Wasting.
Atomic Zombies
Atomic Zombies appear to be lightly scorched even terribly
burnt walking dead with eyes that glow with atomic fire.
Atomic Zombies have a touch of rudimentary intelligence and
can on occasion make alarming use of devices and tools, turn door handles, and
rummage about, but this seeming lucidity isn't constant and their insatiable
hunger drives them to feed on the living and leave tools and their mindless
tasks behind. They will only engage in combat by tooth and claw.
Atomic Zombies are filthy with Atomic radiation anyone that
survives being harmed by one has certainly been contaminated by radiation. A
save vs radiation must be made one full turn after any encounter with Atomic
Zombies when one is wounded (cases 1d6 a turn for 2-7 turns suffered
afterward).
One slain but not devoured by Atomic Zombies will reanimate
as an Atomic Zombie in 2-12 full turns, this includes victims that die later of
radiation posioning. All Atomic Zombies are unharmed by radiation.
Atomic Zombie: HD 4; AC 6[13]; Atk 1 claw or bite (1d6);
Move 6; Save 15; AL N; CL:5; ML:12; WIL:x; Special: Radiation, victims animate
as Atomic Zombies.
Call them sleestaks if you want to my players do too.
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