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.
No comments:
Post a Comment