620_88566_Ghostwalk3.qxd
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ost of the creatures the PCs can face in a Ghostwalk campaign are identical with those found in other types of D&D campaigns. However, some monsters in this setting are different from the versions found in the Monster Manual or are completely new.
ARTAAGLITH (DEMON)
Medium-Size Outsider (Chaotic, Evil) Hit Dice: 5d8+10 (32 hp) Initiative: +1 (Dex) Speed: 30 ft. Armor Class: 18 (+1 Dex, +7 natural) Attacks: Battleaxe +8 melee Damage: Battleaxe 1d8+3 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Spell-like abilities, spells Special Qualities: Damage reduction 10/+1, SR 11, tanar’ri qualities, turn undead Saves: Fort +6, Ref +5, Will +6 Abilities: Str 14, Dex 13, Con 15, Int 13, Wis 14, Cha 13 Skills: Concentration +10, Heal +7, Jump +8, Knowledge (religion) +6, Listen +10, Spellcraft +6, Spot +10 Feats: Power Attack, Weapon Focus (battleaxe) Climate/Terrain: Any land and underground Organization: Solitary or company (1 artaaglith and 2–8 HD of skeletons and zombies) or cult (2–5 artaagliths and 5–20 HD of skeletons and zombies) Challenge Rating: 6 Treasure: Standard Alignment: Always chaotic evil Advancement: As cleric Artaagliths are ram-headed demonic servants of Orcus. Their role is to create and control undead armies to be used in the service of their evil master. An artaaglith is built much like a satyr, with a hairy goat body from the waist down and humanoid arms and torso above the waist. Its head is the hairless head of a ram, with glowing red eyes and dark red curving horns. Its skin is as pale as death, its hair is coarse and black,