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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,

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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). 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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