Ghostwalk - 3.5e

Page 160

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4/10/03

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Page 160

MONSTERS

CHAPTER 5:

DREAD RAM

Large Undead Hit Dice: 6d12+3 (42 hp) Initiative: +0 Speed: 40 ft. Armor Class: 13 (–1 size, +4 natural) Attacks: Butt +6 melee Damage: Butt 1d8+6 Face/Reach: 5 ft. by 10 ft./5 ft. Special Attacks: Breath weapon, frightful presence, trample 1d8+6 Special Qualities: Turn resistance +2, undead bulk, undead traits Saves: Fort +2, Ref +2, Will +5 Abilities: Str 18, Dex 10, Con —, Int 3, Wis 11, Cha 10 Skills: Hide –4, Jump +11, Listen +4, Spot +4 Feats: Improved Bull Rush, Toughness Climate/Terrain: Any land and underground Organization: Solitary or flock (2–5) Challenge Rating: 3 Treasure: None Alignment: Always neutral evil Advancement Range: 7–12 HD (Large); 13–21 HD (Huge)

Dread rams are horrible undead war steeds made to ferry slower undead into battle and strike terror into living opponents. A dread ram looks like a large, undead ram with rotting flesh. Its head is completely skeletal, and green flames lick in its eye sockets and mouth. A dread ram stands about 6 feet tall at the shoulder and is about 10 feet long. It weighs about 2,000 pounds. A dread ram is intelligent enough to understand a single language (usually the Trade Tongue) but cannot speak. A dread ram can be created by a cleric of 14th level or higher with the create undead spell.

COMBAT Dread rams rarely act independently and usually are seen among other undead creatures, being used as steeds, pack animals, or shock troops. When acting on their own, they charge opponents (using bull rush if foes can be pushed off cliffs or into dangerous areas) and trample, use their breath weapon to destroy annoying creatures, and expect their frightful presence to scare off most foes. A charging dread ram has a total modifier of +10 on its Strength check to initiate a bull rush (+2 charge, +4 size, +4 Strength).

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When used as a mount, the dread ram is often directed to bull rush a character through the square of another character, in effect trampling the second character. The rider usually attacks one of the targeted characters. Breath Weapon (Su): The green flames in its mouth give the dread ram a cold breath weapon, which it can use once per day to create a 10-foot cone that deals 5d6 cold damage (Reflex DC 16 half ). Frightful Presence (Su): This ability takes effect automatically when the dread ram charges. It affects only opponents within 30 feet with fewer than 6 Hit Dice or levels. The affected creatures must make a successful Will save (DC 12) or become shaken for 5d6 rounds. Success indicates the target is immune to that dread ram’s frightful presence for one day. Trample (Ex): As a standard action during its turn each round, a dread ram can run over an opponent at least one size category smaller than itself. The trample deals 1d8+6 points of bludgeoning damage. A trampled opponent can either attempt an attack of opportunity at a –4 penalty or a Reflex save (DC 16) for half damage. Undead Bulk: Saving throw DCs for a dread ram’s special attacks are based on a Constitution score of 16 (the ability score it would have if it were a living creature). Undead Traits: Immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A dread ram cannot be raised, and resurrection works only if it is willing. The creature has darkvision (60foot range).


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Morbid Maze (12th-level characters)

1hr
pages 217-253

Lair of the Eyeless Lady (9th-level characters)

15min
pages 212-216

(1st-level characters) For Absent Friends

43min
pages 182-193

(6th-level characters) Lair of the Crippled One (7th-level characters)

6min
pages 210-211

Touch and Go

18min
pages 177-181

Undead Martyr

2min
page 172

Spirit Tree

6min
pages 170-171

Spectral Steed

3min
page 169

Mumia (Template

3min
page 167

Ectoplasmic Vermin

2min
page 161

Fire Spectre

2min
page 162

Ghost (Template

7min
pages 163-164

Bonesinger (Template

5min
pages 158-159

Artaaglith (Demon

1min
page 157

Ghosteater

2min
page 165

Dread Ram

3min
page 160

Monstrous Vampire (Template

3min
page 166

Sura-Khiri

6min
pages 143-144

The Demiplane Known as Coil

8min
pages 145-146

Thurkasia

12min
pages 151-153

Tereppek

16min
pages 147-150

Xaphan

11min
pages 154-156

Hikirian Peninsula

4min
page 138

Bazareene

8min
pages 135-137

Salkiria

18min
pages 139-142

Inserting Manifest into an Existing Campaign

4min
page 134

The Ghostwalk

11min
pages 110-112

Fortress of Trun

6min
pages 132-133

Yisa-Khardomas

3min
page 102

The Catacombs

9min
pages 106-109

Merchant Ward

4min
page 98

Forestview

4min
page 99

City Government and Laws

3min
page 100

The Portal Ward

16min
pages 93-96

Galaedros

4min
page 83

Tephaneron

4min
page 87

Races in Manifest

4min
page 90

The Living and the Dead

5min
page 89

The History of Manifest

13min
pages 74-77

Dracanish

4min
page 81

Magic Items

46min
pages 62-73

Feats

46min
pages 28-39

Ghost Slayer

3min
page 26

Skills

4min
page 27

Changes to the Rules

7min
pages 40-41

Equipment

10min
pages 42-44

Deathwarden Chanter

12min
pages 23-25

Bone Collector

8min
pages 21-22

Arboreal Guardian

8min
pages 19-20

The Faces of Death

2min
page 11

Adventuring and Ghost Levels

9min
pages 12-13

Possession

3min
page 14

To Live and Die and Live in Manifest

4min
page 6

Ghost Traits

10min
pages 8-9

Ghost Powers

4min
page 15

Physical Death and Ghosts

5min
page 10

Eidoloncer

7min
pages 17-18
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