Ghostwalk - 3.5e

Page 167

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Page 167

MONSTERS

Combat The Will save for this monstrous vampire’s charm ability and the Fortitude save to regain levels lost to its energy drain have a DC of 19. Psionics (Sp): All yuan-ti can produce the following effects at will: alternate form, aversion, chameleon power, detect poison, produce acid. Skills: *Yuan-ti using chameleon power receive a +8 circumstance bonus on Hide checks. Constrict (Ex): An abomination deals 1d6+6 points of damage with a successful grapple check (using its bite attack bonus) against a Large or smaller creature. Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d6 temporary Constitution. 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 monstrous vampire cannot be raised, and resurrection works only if it is willing. The creature has darkvision (60-foot range). Magic Items Carried: bracers of armor +1, brooch of shielding, ring of protection +1.

MUMIA (TEMPLATE)

A mumia is a kind of undead created when a living or recently dead creature is subjected to a profane ritual in which its organs are removed and preserved, the flesh is slathered in unholy ointment, and the blood is replaced with strange ichor. Often, the corpse is wrapped in treated cloth or strips of leather. This process makes the creature undead and gives it several magical abilities. This process is normally used to revive or extend the life of a creature that cannot exist as a ghost and is particularly common among the yuan-ti. A mumia is a different sort of creature from the mummy presented in the Monster Manual. A mumia resembles its previous self, but it is more desiccated and is sometimes wrapped in cloth or leather as described above. An aura of strange chemicals pervades the air near it, and some that wish to pass among the living undetected wear scented oils to mask this distinct smell.

CHAPTER 5:

mighty composite longbow (+2 Str bonus) with masterwork arrows +11/+6 ranged Damage: Masterwork falchion 2d4+10, bite 2d6+7 plus poison, slam 1d8+7; or masterwork mighty composite longbow (+2 Str bonus) 1d8+2 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Blood drain, children of the night, create spawn, domination, energy drain, poison, psionics, constrict 1d6+6 Special Qualities: Alternate form, fast healing 5, cold and electricity resistance 20, damage reduction 15/+1, gaseous form, spider climb, SR 16, turn resistance +4, undead traits, vampire weaknesses Saves: Fort +3, Ref +11, Will +11 Abilities: Str 25, Dex 17, Con —, Int 20, Wis 20, Cha 20 Skills: Bluff +13, Concentration +15, Craft (any two) or Knowledge (any two) +10, Hide +19*, Listen +24, Move Silently +11, Search +13, Sense Motive +13, Spot +24 Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Expertise, Improved Initiative, Lightning Reflexes Climate/Terrain: Warm forest and underground Organization: Solitary, pair, gang (2–4), troupe (2–13 purebloods, 2–5 halfbloods, and 2–4 abominations), or tribe (20–160 purebloods, 10–80 halfbloods, and 10–40 abominations) Challenge Rating: 9 Alignment: Always chaotic evil Advancement: By character class

CREATING A MUMIA “Mumia” is a template that can be applied to any living creature (referred to hereafter as the base creature). The creature’s type changes to undead. It uses all the base creature’s statistics and special abilities except as noted here. Hit Dice: Increase to d12. Hit dice from class levels are unaffected. AC: A mumia gains a +3 natural armor bonus. If the base creature already has natural armor, use the better value. Special Attacks: A mumia retains the special attacks of the base creature and gains the following special attack. Withering Touch (Su): A creature hit by one of a mumia’s natural attacks must attempt a Fortitude save (DC 10 + 1/2 mumia’s HD + 1/2 mumia’s Cha modifier) or lose 2 points of Constitution as the attacker absorbs moisture and energy from its target. This effect is in addition to any other effects of the creature’s natural attack. Special Qualities: A mumia retains all the special qualities of the base creature and gains the following special qualities. Fast Healing (Ex): A mumia heals 2 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points, it is destroyed. Turn Resistance (Ex): A mumia has turn resistance +2. Abilities: As an undead creature, a mumia has no Constitution score. Skills: Same as the base creature. Climate/Terrain: Same as the base creature and underground. Organization: Same as the base creature. Challenge Rating: Same as the base creature +1. Treasure: Same as the base creature.

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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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