03 June 2018

Undead Monsters, II-9; Annotated

Page 9

 

Skeletons/Zombies: no morale check and typically large numbers made these monsters formidable opponents for low- to mid-level adventurers. Even if the party Cleric manages to turn these, their numbers can be overwhelming. 

Ghouls: the elf’s immunity to a Ghoul’s paralyzing touch is noted, though not their implied ability to remove this paralysis from the Ghoul’s victims. This is another example of a CM reference rendered superfluous by the text. 

Wights: our first level draining monsters. Wights are immune to all non-magic weapons, with the sole exception silver ones; and are particularly susceptible to damage from magic weapons. 

Wraiths: tougher Wights who are also more resistant to magic weapon damage. One or two of these running with a bunch of Wights can really mess up an adventuring party’s day. 

Mummies: their diseased touch makes these pretty nasty opponents, though their weakness versus fire offsets the threat from a Mummy somewhat. 

Spectres: non-corporeal, draining two levels per hit, and immune to silver weapons make this a tough opponent for low-level types.

Vampires: these have all the classical abilities of vampires from Gothic Horror and Hollywood movies. Basically, they are tough to kill and tend not to stay dead, making them a good referee’s choice for long-running nemesis.

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