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.

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).


The Risen                            EL11
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

Str: 18, Dex: 18, Con: - -, Int: 13, Wis: 14, Cha: 6

SA: Ghoul Fever (DC17); Paralysis (DC19); Stench (DC17)
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.

• 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.
• 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.

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