Showing posts with label undead. Show all posts
Showing posts with label undead. Show all posts

Sunday, December 17, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 12, Room 17

 This section of the larger area is the home to the graves of the Queen's Elven sacrifices.  Rising from the graves are Grave Terrors, the halfling undead. 

Room 17

Grave Terror are halfling wights.

Grave Terror

Armor Class: 5
Hit Dice: 3d8+6 (31 hp)
Movement: 90" (30")
Attacks: 1 claw or weapon (+2 to hit, 1d6+2 damage)
Special Attacks: Fear aura, Spectral Blades
Special Defenses: Immune to sleep, charm, and hold spells
Saves: As 3rd level Fighter
Morale: 12 (Fanatic)
Treasure: Nil (grave goods destroyed with their undeath)
Alignment: Chaotic Evil

These creatures were warriors among the halflings until they were cursed to undeath.  They had high Strength and Constitution scores while alive (16+ each) and were formidable fighters.

They attack with a claw or a rusty sword for 1d6+2 points of damage. They can also summon a spectral blade to attack another opponent at the same level of proficiency. 

These undead creatures have Aura of Fear that acts like the spell Fear 15' Radius.  They are immune to sleep, charm, and hold spells. They are turned as Ghouls.

Saturday, December 16, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 12, Room 16

 This section of the larger area is the home to the graves of the Queen's Elven sacrifices.  Rising from the graves are Alp, the elven undead. 

Room 16

Alp are the undead forms of elves.

There are at least six here and the potential for many more.



Friday, December 15, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 12, Room 15

 This section of the larger area is the home to the graves of the Queen's Dwarven sacrifices.  Rising from the graves are Haugbui, the dwarven undead.

Room 15
 

Haugbui

Armor Class 4 [15]
Hit Dice 6+6 (33hp)***
Attacks 2 × claws (1d6+4), 1 bite (1d4+4) + Ability Drain
THAC0 14 [+5]
Movement 120’ (40’)
Saving Throws D10 W11 P12 B13 S14 (6)
Morale 12
Alignment Chaos
XP 1,025
Number Appearing 1d8 (1d8)
Treasure Type None

Haugbui are undead dwarves of fierce warriors cursed to remain in their barrows and underground chambers. 

The attack with a claw, claw, bite routine. On a successful bite attack, they can drain blood at 1 point of Constitution per round. The get these undead unattached requires a strength ability check to pull them off.  

These creatures are very strong; Strength 20 and silver is required to hit them.

These creatures turn as Wights.


Thursday, December 14, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 12, Room 14

 This section of the larger area is the home to the graves of many horses. 

Room 14

There are Undead Horses and Nightmares here.

Undead Horses

Armor Class 7 [12]
Hit Dice 4 (18hp)
Attacks 2 × hoof (1d6+1)
THAC0 16 [+3]
Movement 120’ (40’)
Saving Throws D10 W11 P12 B13 S14 (4)
Morale 12
Alignment Chaos
XP 125
Number Appearing 1d8 (1d8)
Treasure Type None

Undead horses are skeletal remains of normal horses. They attack much as they did in life, only now they can also be turned as Wights.

Nightmares

Armor Class -4 [24]
Hit Dice 6+6 (33hp)
Attacks 1 bite (2d4), 2 × burning hooves (2d4+2); Breath smoke
THAC0 14 [+5]
Movement 150’ (50’) / Fly 360' (90')
Saving Throws D10 W11 P12 B13 S14 (4)
Morale 12
Alignment Chaos
XP 1,025
Number Appearing 1 (1)
Treasure Type None

Nightmares are the steeds of night hags and other demons, black horses with flaming hoofs and mane. Their breath is a cloud of brimstone smoke, which causes any nearby opponent to attack at –2 (saving throw applies). These horrible creatures can become incorporeal and travel between the planes of existence, bearing their evil/chaotic riders.

(Section 15: Nightmare, Swords & Wizardry SRD)

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Again, GMs choose as many as they need to challenge the PCs.

Wednesday, December 13, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 12, Room 13

 Moving into the larger area of Encounter Area 12.  These are the graves of the human sacrifices. There are 666 total graves, from these rise a horde of zombies.

Room 13

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How many zombies?  All of them. The idea here is to overwhelm the PCs to keep them from going forward. Indulge your little black heart. 

Tuesday, December 12, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 12, Room 12

 The hallway of Encounter Area #11 opens up to a massive room filled with stone sarcophagi.  A plaque as the PCs enter describes this as the Hall of Sacrificed Dead.

Room 12

These are the final resting places of the followers of the Vampire Queen. She sacrificed them to further her own power and appease her demonic lords.

There are 1,000 sarcophagi here, divided into groups.

  • Group 1 (Encounter Area 13): Humans (666 total)
  • Group 2 (Encounter Area 14): Horses (180 total)
  • Group 3 (Encounter Area 15): Dwarves (55 total)
  • Group 4 (Encounter Area 16): Elves (54 total)
  • Group 5 (Encounter Area 17): Halflings (45 total)

This room is guarded by the undead temple guardians, 10 Huecuva.  They will wait until the characters enter the room and attack them from all sides.

Huecuva

Armor Class: 3 [116]
Hit Dice: 2*** (9 hp)
Attacks: 2 claws or 1 weapon (1d6 x2 or 1d8), ability drain
THAC0: 18 [+2]
Movement: 90’ (30’)
Saving Throws: D11 W12 P13 B14 S15 SS14 (Cleric 2)
Morale: 12
Alignment: Chaotic
XP: 35
Number Appearing: 1 (0) (see below)
Treasure Type: C
Turn As: Wight (Type 5)

A huecuva is a Cleric who has been cursed to undeath for their faithlessness. It resembles a skeleton wrapped in old, tattered robes or rusting armor. Small points of red light can be seen in each of its empty eye sockets. A huecuva speaks and reads all the languages it knew in life.

 A huecuva is a cowardly combatant, preferring to set up traps and ambushes for potential interlopers. It will attack Clerics before anyone else. Those struck by the huecuva's claws must save vs. Poison or contract a terrible wasting disease. Each day the target takes 1d3 points of Constitution damage. Those reduced to 0 Constitution die, and rise as a zombie on the following day, under the control of the huecuva. A cure disease spell must be used to prevent death. 

Ability points lost due to a huecuva's disease return at a rate of 1 per day of complete rest. All huecuva can cast spells as a Cleric (level 1d4+1). However, these spells are always reversed.

A huecuva can only be harmed by silver or magical weapons. In addition, it takes 1d6 points of damage from the touch of a holy symbol. A huecuva can be Turned by a Cleric (as a wight), and like all undead are immune to sleep, charm, and hold spells.  

They are turned as Wights.

Monday, November 13, 2023

Monstrous Mondays: D&DGII Doppelsauger

 Trying to wrap-up my entries for my Deities & Demigods II: The Black Forest Mythos this week. Here is a monster I have always wanted to include somewhere. A particularly horrific little monster.

Doppelsauger


Doppelsauger

The Doppelsauger, or "double sucker," was a creature I ran into very early in my vampire research. Back when I was known more as "the vampire guy" than "the witch guy."  It appealed to me then because the name is so evocative and descriptive of what it was; a creature that sucks twice. The first time when nursing milk from its mother and then again with blood.

DOPPELSAUGER
FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: 7 
MOVE: 6"
HIT DICE: 4+8 (26 hp)
% IN LAIR: 60%
TREASURE TYPE: None
NO. OF ATTACKS: 1 bite
DAMAGE/ATTACK: 1d4 + Blood (Con) Drain
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Vampire traits
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic Evil
SIZE: S (under 2')
PSIONIC ABILITY: Nil

The Doppelsauger, or "twice sucker" is the vampire revenant of a child that had been weaned, but had gone back to the breast later on. It would have died sometime after this point. Some claim that the death of the child needs to be intentional, such as leaving it out to die of exposure or via disease. In either case, the undead creature returns to feed on the blood of its mother and other close family members. 

The doppelsauger needs to find a way into the home of its victims. This must be their former home, and their victims can only be family members. It won't feed on non-family members.

Like the common vampire, this creature can charm its victims. The charm is similar to the spell of the same name and the vampire ability. Family members save at a penalty of -2 and its own mother at a penalty of -4. The doppelsauger can turn into mist like a common vampire and can summon 2d10 rats. It takes damage from sunlight, holy items, and holy water, as do other vampires. It can't enter another home, but its home is always open to it. It said that it must enter via the same way it left their home. If this entryway is blocked, the doppelsauger cannot enter.  Garlic flowers, wolvesbane, and holy items will keep it at bay. They are turned as Shadows (Type 4).

Their attacks are weak, causing only 1d4 hp per attack, but its greatest attack is its ability to drain 1 point of Constitution via blood loss. The doppelsauger prefers to feed off of their mothers first, then other family members. One of the ways to know a family is being attacked by a doppelsauger is if they all start showing signs of anemia and losing weight. 

To stop (or prevent) a doppelsauger a board with a semi-circle cut-out must be fitted over the neck of the creature and hammered into its coffin. One can also be stopped via a stake in the heart and then removing their head with a sharpened shovel. 

Links

Thursday, November 9, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 11, Room 9

 Stalking the halls of this maze are two Warp Beasts / Displacer Beasts.

Displacer Beast

There is nothing out of the ordinary about these two, other than the obvious, they wander these halls looking for prey.

Note: I always like these guys. I always wanted to add them to this level.  I know the art is not exactly right, but I like how it came out anyway.

Wednesday, November 8, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 11, Room 8

 The monster in encounter area 8 can be smelled before it is seen.

Room 8

The creature crawling on all fours is a gigantic ghoul. It is about the size of a Frost Giant. Even though there is room, it is still on all fours.

Ghoul, Giant

Armor Class 6 [13]
Hit Dice 11+11* (61 hp)
Attacks 2 × claw (1d12 + paralysis), 1 × bite (1d8 + paralysis)
THAC0
11 [+8]
Movement 90’ (30’)
Saving Throws D6 W7 P8 B9 S10 (11)
Morale 12
Alignment Chaotic
XP 1100
Number Appearing 1 (1)
Treasure Type Bx2


Monday, October 30, 2023

Monstrous Mondays: D&DGII Draugr

Draugr
I am surprised I have not tried to stat these guys up before this. But this seems the perfect time to do it.  

Draugr

Draugr are powerful undead creatures of former warriors under a powerful curse. Typically, they are cursed to guard a large treasure or powerful tomb of a lord or king. However, it is said that the curse would not take hold if there was not already some evil in their hearts. 

The process of creating a draugr involves dark necromancy and the ritual sacrifice of warriors of at least 7th level of experience. 

They are sacrificed and their corpses are dumped into whatever burial pit or hole they are set to guard.

DRAUGR
FREQUENCY: Very Rare
NO. APPEARING: 1-3
ARMOR CLASS: 2
MOVE: 24" 
HIT DICE: 8+16 (52 hp)
% IN LAIR: 100%
TREASURE TYPE: B
NO. OF ATTACKS: 2 weapons or touch
DAMAGE/ATTACK: 1d8+3, 1d8+3
SPECIAL ATTACKS: Constitution Drain
SPECIAL DEFENSES: +2 or better weapon to hit
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic Evil
SIZE: M (6' at shoulder)
PSIONIC ABILITY: Nil

Draugr are undead warriors of exceptional ability and strength placed under a curse. They are set to guard some larger treasure of a powerful lord or chieftain.  Typically 1 to 3 draugr are found per tomb along with the treasures of their lord.  Disturbing the tomb will cause the draugr to attack. 

The creatures attack with a sword twice per round. They add +3 to each attack due to high strength. They can as an option, touch an opponent and drain one (1) point of Constitution per successful touch attack. Victims drained to 0 Constitution become wights under the control of the draugr that drained them. Lost Constitution points can be restored at the rate of 1 point per week of bed rest or via any magic that can restore lost levels. 

Draugr can only be hit by magic, +2 weapons, or better weapons. They turn as Vampires. They are harmed by holy water and cannot enter sanctified or holy ground save for where they were buried. They are not harmed 

If the draugr's treasure is taken and the draugr is not completely destroyed it will hunt down every piece of it down to the last copper piece. The only way to completely destroy a draugr is to burn its remains to ash.  


Links


RPG Blog Carnival

Monday, October 16, 2023

Monstrous Mondays: D&DGII Alp

"Nachtmahr" ("Night-mare"), by Johann Heinrich Füssli (1802), depicts an Alp sitting on the sleeper's chest, with a mara staring through the background.
 Today is the Feast of Saint Gall (October 16), and anyone born three days prior (October 13) risks becoming an Alp.  Depending on who you ask, an Alp is an undead spirit, a crouching demon (a crouching spirit) like an incubus, something like a night hag, a satyr, or an elf. Or somehow all of the above.

"Alp" is related to the old German word for Elf and Alf. It is believed they could cause nightmares in the form of "Alpdruck" (literally 'elf-oppression') or "Alptraum" ('elf-dream') and even a form of bewitchment, "der alp trieget mich" ('the elf is deceiving me'). They were believed to do the bidding of witches. 

This is all fine for folklore, stories, myths, and legends. But for a monster for AD&D I need to categorize somehow (remember my first rule) AND be a monster that these hypothetical people would have feared (Rule #4).

So what sort of monster is the Alp that fits into AD&D and reflects a monster people would have feared.

ALP
FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: 1
MOVE: 18" / 24"
HIT DICE: 6+6 (33 hp)
% IN LAIR: 0%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 Claw or Energy Drain / Suffocate 
DAMAGE/ATTACK: 1d4
SPECIAL ATTACKS: Energy Drain, Suffocate
SPECIAL DEFENSES: +1 or better weapon to hit
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic Evil
SIZE: S (3-4')
PSIONIC ABILITY: Nil

The Alp is a type of undead fae. It appears to be a small imp-like creature, but it is invisible most times.  It enters a home to feed on sleeping people inside.  It sits on the chest of a victim and suffocates them. This attack drains 1 point of Constitution per night. Anyone brought down to 0 Con dies with no chance of resurrection. If a cleric can stop these attacks, usually via an Exorcism or Holy Word spell, they can restore the victims' constitution (a Restoration spell).

The alp's attack is so similar to that of an incubus or a night hag that it is difficult to determine what creature is actually attacking the victim. 

These creatures can only be attacked while they are feeding. They are turned as Wraiths.  Those drained by the Alp will return as Wraiths. They are not controlled by the Alp and have their own agendas. As undead, they are immune to Charm, Hold, and Sleep spells. They can be warded off with holy symbols and take damage from holy water. Wearing a holy symbol or draping one over a bedpost will deter their attacks. 

During the daylight hours, an alp can disguise itself as a normal animal, albeit with a cruel and unsavory mien. It can change into a cat, dog, pig, or small horse. All these animals will have a patch of white fur on them. It can be attacked like this, but it will typically avoid these attacks and run away. Any animal that takes more than the average amount of damage and does not die is often suspected of being an alp. It can attack with a claw for 1d4 hp of damage when pressed. Regardless of their form or time of day, the alp moves fast and can also fly.

People born on October 13th can always see these creatures, even when they are invisible. They are also the ones most likely to be targeted by these creatures.

A house with a guardian spirit, such as a Brownie, will keep these creatures at bay. It is believed that the Alp was initially related to the Brownie in life. 


Links


RPG Blog Carnival

Monday, October 9, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 10, Room 9

 The end of this plane is a wall of stone. Carved into this stone is a huge Dwarven Mausoleum. 

Room 9

The door to this structure is sealed shut and requires a combined strength of 40 to open. 

Once open, the characters in the doorway need to save vs. Death or take 2d6 hp of damage (save for half).



Sunday, October 8, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 10, Room 8

 Moving past the area where the Ankou and his undead cows are "grazing," the party will encounter three wandering vampire girls. They look young but are many centuries old. 

Room 8

They will claim to be thralls of the Vampire Queen and want to help the party. 

In truth, it is far simpler. They were thralls and now they are bored. They come back here because they are still drawn to their Queen.

They have no idea if the Queen is living or dead. They have not been able to get below this level. They will try to strike up a bargain with the party to get to the lower levels. They have no idea how to get to lower levels, nor even what is there. 

They have every intention of killing the party as soon as they can.

Saturday, October 7, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 10, Room 7

 Beyond the tomb of the Blood Goblins, there is a 40% chance that the party will encounter the Ankou and his undead herd.

Room 7

The Ankou is a farmer who was caught between the Vampire Queen and the dwarves when she grabbed their mountain and transported it here.

The Ankou uses the same stats as a Mummy. It can only transmit its disease with its mowing scythe.

The 12 undead cows use the same stats as a horse.  The cows are turned as Ghouls. The Ankou is turned as a mummy. 




Friday, October 6, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 10, Room 6

 Beyond the dragon and his horde the opening to an underground crypt can be found. The crypt itself is down about 15 feet into the ground and about 100 feet long, 30 feet wide.  

The door is locked and sealed.

Room 6

This crypt is the resting place for a group (10) of Blood Goblin (Hæmogoblin) from the last Great Dwarf-Elf War. These goblins where created by the elves to fight the dwarves. These were the "survivors".

These goblins do not have a master anymore and they are erratic to a point of insanity. Even the Vampire Queen didn't want to deal with them.

Each has a short sword +1/+3 vs Dwarves.


Tuesday, October 3, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 10, Room 3

 Among the many graves there others (marked with 3).  These look like the other graves (marked with 2), but are deeper. They are occupied by a dwarven wight.  There are 12 total. 

Room 3

These wights are former dwarven warrior elites. They each wield +1 battle axe.

Monday, October 2, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 10, Room 2

 This level opens up to a very wide area that is obviously a cemetery or some sort of open-air mausoleum. There are grave markers, but most of the graves have been disturbed and are empty of occupants.  There are also stone mausoleums here as well.

Room 2

This large expanse (600' x 600') is also the feeding ground for 4d6 ghouls. They are attracted to the scent of the party's blood.

The ghouls come from all over this expanse, so at least 2d4 will not show up till a round after the first batch. 

Searching the various tombs will turn up 2d12 x 10 GP worth of coins. 

Monday, September 25, 2023

Monstrous Monday: The Dúlachán

 It is the first Monday of Autumn. I spent my weekend buying Halloween decorations and playing Baldur's Gate 3. My monster today was almost the physical manifestation of Error Code 516, but this might be better.  I wanted a shadowy, liminal undead figure.

Dúlachán

Armor Class: 3 [16]
Hit Dice: 7+7** (39 hp)    
Move: 240' (80')
   Fly: 240' (80')
Attacks: 1 chill touch (1d8+1d6 chill, Constitution Drain) or 1 trample (1d6 x2)
Special: Constitution drain, undead, Magic +1 or better weapons to hit.
To Hit AC 0: 12 [+7]
No. Appearing: 1
Save As: Fighter 7
Morale: 12
Treasure Type: Nil
Alignment: Chaotic (Chaotic Evil)
XP: 1,250 (OSE), 1,300 (LL), 9/1,110 (S&W), 800 (BF)
Turn As: Spectre

Dúlachán
Dullahan, the headless horseman. From Thomas Crofton Croker, Fairy Legends and Traditions of the South of Ireland (3rd ed., 1834)

The Dúlachán can appear as a ghostly Headless Horseman or as a headless man or woman driving a funeral carriage.  The rider/driver is headless and will carry their own severed head under their arm or in a bag tied to their saddle or belt.  The horses are always of the darkest black, though their eyes burn with baelfire. In both cases, the rider/driver and horse(s) are all part of the same creature and can't be separated. The Dúlachán seeks out the death of one person but will also attack and kill anyone in their way. Behind them follows an army of wailing ghosts. 

These creatures are only found riding in "liminal" or in between times. So sunset or sunrise, the equinoxes and solstices, or on Samhain, the new year. They are most commonly encountered at sunset on the Autumnal Equinox and Samhain (Halloween).

They attack with either a trample (used against victims who are not their direct targets) or a chill touch that does 1d8 hp of damage on hit and an additional 1d6 due to their bone-numbing cold. Their touch drains 1 point of constitution per hit. This is treated the same as other undead draining. Anyone drained to 0 Con dies. If they are the called-out victim, they are whisked away. If they are someone that gets in the dúlachán's way, then they join the army of ghosts that follow along behind it, doomed to wail for eternity.

Their tactic is to ride up just as the sun is setting, call out a victim's name, and then ride the others down to claim their chosen. They will only name one victim per group. There is never more than one dúlachán at a time. 

Dúlachán can be turned as Spectres, but they will return the next night at sundown to make their claim again. They are incorporeal and can only be hit with magic weapons. If they are "killed" they will return on the next change of season. The only way to truly be rid of one is to Turn it or kill it and cast a Remove Curse on the character called out.

If the called-out victim gets into the coach version of the dúlachán, it is instantly killed, but the dúlachán will not attack anyone else and ride off into the nighttime sky.

Game Master's Note: These creatures should never be used as random monster encounters.

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Happy Fall!

Tuesday, August 29, 2023

#RPGaDay2023 Most memorable ENCOUNTER

AD&D Lich

Ah. This one stuck with me as the most memorable encounter.

It would have to be the first time I encountered a Lich in the AD&D 1st Edition days. I think it was the summer of 82 or so.

The DM read the monster's description, and she decided that it had all these new spells because it was a former high-level magic-user. She played the monster as we would have today, but back then, that was kind of a new thing. Not only that she had poping in and out of the Ethereal Plane more or less at will. 

Needless to say it kicked our 6th to 7th level asses. That lich kicked our asses.

While I was annoyed, I later looked back on it and thought about how well she had done with it all. 

So yeah, freaking Liches are dangerous.

Since that day, my undead have all been way more powerful. 


RPGaDay2023



Thursday, March 16, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 3, Room 16

This room is down the hall and to the left.

Room 16

Inside this room is a Lesser Iron Golem. It is like an iron golem in all respects, but only has 4HD and it does 1d8+1 points of damage per hit.

It instructed to attack, the problem was it attacks everyone even its makers. So they left it here. 

There is double treasure type E scattered about the floor of this room.