The Risen
The Risen are a trio of ghasts I made based on gladiators from the Junkyard Fights level of Champions of Norrath - Return to Arms for the PS2. I dropped them into Sigil where I planned on having them appear as pit fighters in the underground ring beneath the Bottle and Jug tavern in the Hive Ward. I figured they would make a good challenge for a player character who had left the party after crossing the Loomslag Peaks and subsequently found his way to the City of Doors.
I playtested the fight and the barbarian, though hard-pressed, won three fights in a row. I felt confident that this would be a great and memorable encounter to introduce the player to this grand metropolitan city in the Outer Planes.
I could not have been more wrong. On the night of the adventure, the player was simply cursed with bad dice rolls and I couldn't stop rolling "20"s. By the time the battle was over, one ghast lay dead, killed by the 15th level PC Barbarian/Fighter while he was bleeding out on the ground, affected by both paralysis and ghoul fever. He died of the disease and, later that night, arose as a Gravetouched Ghoul.
Str: 18, Dex: 18, Con: -
-, Int: 13, Wis: 14, Cha: 6
SA: Ghoul Fever (DC17); Paralysis (DC19); Stench (DC17)
• Ghoul Fever (Su): Disease – bite, Fort DC17,
incubation period 1 day, damage 1d3 Con and 1d3 Dex. An afflicted 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 that it
possessed in life. It is not under the
control of any other ghoul, but it hungers for the flesh of the living and
behaves like a normal ghoul in all respects.
A humanoid of 4HD or more rises as a Ghast, not a ghoul.
Imagine if you will then, the zombified version of the Mountain from Game of Thrones roaming the streets of Sigil and that would be a fair representation of where that particular branch of the campaign is going to go (hopefully, eventually, reconnecting with the main storyline that I have been posting about for months now).
Trio of Male Advanced Ghasts
(formerly Human) Fighter 4
Medium Undead
Init: +4, Senses: Spot
+13, Darkvision 60’
Languages: Read/Write
and Speak Common and Infernal
AC: 23 (Masterwork Spiked Studded Leather Armor, Darkwood Shield, +4 Dex,
+4 natural); t: 14; ff: 18; -0 ACP
Hp: 77 (12HD)
Immune: - -
Fort +6, Ref +7, Will +9
Spd: 30’ (6 squares)
+12 Melee Bite 1d8+4
plus Paralysis and Disease
And+11 Melee 2 Claws:
1d4+4 plus Paralysis
or Melee +13/+8 Masterwork Morningstar: 1d8+4
Combat Gear: Masterwork
Spiked Studded Leather Armor, Darkwood Shield, Masterwork Morningstar
SQ: Darkvision 60'; +2 Turn Resistance; Undead
Traits
Feats: Ability Focus (Paralysis); Dodge;
Mobility (b); Multiattack; Spring Attack; Toughness; Weapon Focus (Claws) (b);
Weapon Specialization (Claws) (b)
Skills: Balance +13, Climb +13, Hide +13,
Intimidate +12, Jump +10, Move Silently +12, Spot +13, Swim +10, Tumble +6
Height: 5’6”
(average) Weight: 125 lbs
(average) Hair: none Eyes: Red
Appearance: This trio of foul creatures appears more or less humanoid but has
mottled decaying flesh drawn tight across clearly visible bones. They are mostly hairless and have a
carnivore’s sharp teeth. The ragged
clothing that can be seen under their spiked leather armor hangs in tatters
over their gaunt frames. All three are
armed with wicked morningstars and carry shields.
• Paralysis (Ex): Those hit by the ghast’s bite
or claw attacks must succeed on a Fort save (DC19) or be paralyzed 1d4+1
rounds. Even elves are affected by this
paralysis.
• Stench (Ex): The stink of death and corruption
surrounding these creatures is overwhelming.
Living creatures within 10’ must succeed on a Fort save (DC17) or be
sickened for 1d6+4 minutes. A creature
that successfully saves cannot be affected by the same ghast’s stench for 24
hours. A Delay Poison or Neutralize
Poison spell removes the effect from a sickened creature. Creatures with immunity to poison are
unaffected and creatures resistant to poison receive their normal bonus on
saving throws.
• Undead Traits: An undead creature possesses the following traits: No
Constitution score; Darkvision 60’, Immunity to all mind-affecting effects
(charms, compulsions, phantasms, patterns, and morale effects), Immunity to
poison, sleep effects, paralysis, stunning, disease, and death effects, Not
subject to critical hits, nonlethal damage, ability drain, or energy drain.
Immune to damage to its physical ability scores (Strength and Dexterity), as
well as to fatigue and exhaustion effects, Negative energy (such as an inflict spell) can heal undead
creatures, Immunity to any effect that requires a Fortitude save (unless the
effect also works on objects or is harmless), Uses its Charisma modifier for
Concentration checks, Not at risk of death from massive damage, but when
reduced to 0 hit points or less, it is immediately destroyed, Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead
creatures. These spells turn undead creatures back into the living creatures
they were before becoming undead.
Comments
Post a Comment