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Deadly Gardens Special Qualities staggered Dex damage; cure consecutive saves The save DC is Charisma-based A humanoid who dies of ghoul fever rises as a ghoul at the next midnight A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects A humanoid of Hit Dice or more rises as a ghast ECOLOGY Environment any Organization any Treasure none SPECIAL ABILITIES Death Throes (Su) When a deathcap zombie is destroyed it releases a burst of negative energy Any living creatures within 30 feet of the deathcap zombie are dealt 1d6 negative energy damage A DC 11 Will save will reduce the damage by half The save DC is Charisma–based Ghouls are undead that haunt graveyards and eat corpses Legends hold that the first ghouls were either cannibalistic humans whose unnatural hunger dragged them back from death or humans who in life fed on the rotting remains of their kin and died (and were reborn) from the foul disease—the true source of these undead scavengers is unclear Ghouls lurk on the edges of civilization (in or near cemeteries or in city sewers) where they can find ample supplies of their favorite food Though they prefer rotting bodies and often bury their victims for a while to improve their taste, they eat fresh kills if they are hungry enough Though most surface ghouls live primitively, rumors speak of ghoul cities deep underground led by priests who worship ancient cruel gods or strange demon lords of hunger These “civilized” ghouls are no less horrific in their eating habits, and in fact the concept of a well-laid ghoul banquet table is perhaps even more horrifying than the concept of taking a meal fresh from the coffin Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead While the most commonly encountered zombies are slow and tough, others possess a variety of traits, allowing them to spread disease or move with increased speed Zombies are unthinking automatons, and can little more than follow orders When left unattended, zombies tend to mill about in search of living creatures to slaughter and devour Zombies attack until destroyed, having no regard for their own safety Although capable of following orders, zombies are more often unleashed into an area with no command other than to kill living creatures As a result, zombies are often encountered in packs, wandering around places the living frequent, looking for victims Most zombies are created using animate dead Such Deathcap Zombie This walking corpse wears only a few soiled rags, its rotting flesh covered in tiny black mushrooms as it stumbles forward, arms outstretched DEATHCAP HUMAN ZOMBIE XP 400 NE Medium undead Init +0; Senses darkvision 60 ft.; Perception +0 CR DEFENSE AC 12, touch 10, flat-footed 12 (+2 natural) hp 12 (2d8+3) Fort +0, Ref +0, Will +3 DR 5/slashing; Immune undead traits; Resist positive energy OFFENSE Speed 30 ft Melee slam +4 (1d6+4 plus 1d6 negative energy) Special Attacks death throes STATISTICS Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10 Base Atk +1; CMB +4; CMD 14 Feats Toughness 46

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