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 in uniform, AC 4 in medium armor, AC 1 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.
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 or 7 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.
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 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.
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; 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 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; 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.
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 or 7 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 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; 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.