d20 Adamant Entertainment The Dread Codex.pdf
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Ifyouaretranslatingthisyouhavetoomuchfreetimeonyourhands
By Bret Boyd
Edited By:
Gareth Michael Skarka
Art:
Nathan Rosario
& JupiterMedia Corp.
Layout:
Gareth Michael Skarka
Requires the use of the Dungeons & Dragons ®
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Table of Contents
Creature
Page
Creature
Page
Akyanzi
4
Necroling
53
Barrow Wight (Template)
4
Necrotic Entrailer
55
Sample Barrow Wight
6
Orc, Death Lord
56
Blighted One
7
Orphan of the Night
57
Blood Wraith
7
Phantasm
58
Bog Slain
9
Quick-Shard Cavalier
59
Bone Slime
10
Red Jester
60
Cadaver
11
Rom
62
Canine Stalker
12
Persistent Soldier
63
Carcaetan
13
Sacred Guardian
64
Cinder Ghoul
15
Skeleton, Black
65
Crucifixion Spirit
16
Souless One
66
Dark Voyeur
17
Spellgorged Zombie (Template)
68
Deadwood Tree
18
Sample Spellgorged Zombie
69
Death Crab Swarm
20
Spirit of Hate
70
Death Roach
21
Tavern Prowler
71
Death Squid
22
Terkow (Template)
72
Dread Sphere
24
Sample Terkow
73
Dreadwraith
26
Thanatos
74
Fear Guard
27
Tortured
76
Filth Croc
28
Tree of Woe
77
Fire Phantom
29
Undead Lord (Template)
78
Flame Servant
30
Sample Undead Lord
79
Flying Abomination
32
Undead Stalker
81
Fog Spirit
33
Vohrahn
82
Frozen Horror
33
Webbed Sentinel
84
Gallows Tree
34
Wraithlight
85
Gallows Tree Zombie
35
Zombi, True (Template)
86
Ghost Eater
36
Sample True Zombi
87
Ghostly Slasher
37
Ghoul & Ghast (Template)
38
NEW MAGIC ITEMS
88
Sample Ghoul
39
Ghast Prestige Class
40
NEW SPELLS
95
Ghoul, Ichor
41
Ghoul, Primal
42
OPEN GAMING LICENSE
109
Grave Risen
43
Gray Death
44
Hoar Spirit
45
Inscriber
46
Jikini
48
Lector
49
Murder-Born
50
d
Ndalawo
51
NecʼHaan
52
2
8
Introduction
Monsters
Besides having the usual information and being updated for
the revised 3rd edition rules, each monster comes with its own
treasure hoard (if applicable) as well as ideas for somehow
using it “in your campaign.” Each item in the treasure section
is listed with its respective gold piece value. This makes it
easier to swap out items for others which more closely fit your
adventure or campaign flavor and yet keep a balanced value
as a whole. The
In Your Campaign
feature expounds on
the monster in new ways, including possible variants and/or
adventure ideas and more! Monsters with “(B)” after a listed
feat indicates it is a bonus feat.
This supplement is a toolbox of undead-themed material for
the busy GM. Herein you will find monsters, spells, and magic
items all relating to the undead.
Undead Type
Undead are once-living creatures animated by spiritual or
supernatural forces.
Features:
An undead creature has the following features.
—12-sided Hit Dice.
—Base attack bonus equal to 1/2 total Hit Dice (as wizard).
—Good Will saves.
—Skill points equal to (4 + Int modifier, minimum 1) per Hit
Die, with quadruple skill points for the first Hit Die, if the
undead creature has an Intelligence score. However, many
undead are mindless and gain no skill points or feats.
Traits:
An undead creature possesses the following traits
(unless otherwise noted in a creature’s entry).
—No Constitution score.
—Darkvision out to 60 feet.
—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, Dexterity, and Constitution), as well as to fatigue and
exhaustion effects.
—Cannot heal damage on its own if it has no Intelligence score,
although it can be healed. Negative energy (such as an inflict
spell) can heal undead creatures. The fast healing special quality
works regardless of the creature’s Intelligence score.
—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.
—Proficient with its natural weapons, all simple weapons, and
any weapons mentioned in its entry.
—Proficient with whatever type of armor (light, medium, or
heavy) it is described as wearing, as well as all lighter types.
Undead not indicated as wearing armor are not proficient with
armor. Undead are proficient with shields if they are proficient
with any form of armor.
—Undead do not breathe, eat, or sleep.
2
3
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Akyanzi
Small Undead (Fire)
Hit Dice:
1d12 (6 hp)
Initiative:
+3
Speed:
Fly 30 ft. (good)
AC:
16 (+3 Dex, +1 size, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple:
+0/-4
Attack:
Bite +4 melee* (1d4)
Full Attack:
Bite +4 melee* (1d4)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Eat enchantment, profane sunder
Special Qualities:
Darkvision 60 ft., fire subtype, smell steel,
undead traits
Saves:
Fort +0, Ref +3, Will +4
Abilities:
Str 10, Dex 16, Con —, Int 11, Wis 14, Cha 10
Skills:
Hide +8, Knowledge (arcana) +3, Listen +5, Search +3,
Sense Motive +5, Spot +5
Feats:
Weapon Finesse, Sunder (B)
Environment:
Any land or underground
Organization:
Solitary, cluster (2-5), or pack (5-20)
Challenge Rating:
1
Treasure:
None
Alignment:
Always chaotic evil
Advancement:
2-3 HD (Small); 4-5 HD (Medium)
Level Adjustment:
—
striking or being struck, that weapon’s special abilities are
suppressed for 1d4 hours. This is an
antimagic
effect, rendering
the weapon mundane in all ways (but it is still considered
masterwork since that is a nonmagical condition).
Profane Sunder (Ex):
Akyanzi enjoy the benefits of the Sunder
feat. A sword-eater’s bite does 1d6 points of damage and
ignores hardness. They only attack weapons and shields.
*Akyanzi have a +8 racial bonus to opposed attack rolls when
striking weapons (not included in the stats above).
Smell Steel (Ex):
Akyanzi automatically detect the presence of
any steel objects within 100 feet. They are able to determine
the general placement of steel objects, no matter how small, but
gain no special means of precisely locating secret hiding places
or seeing through disguises. This ability does not detect any
other materials.
Treasure
None—As disembodied undead craniums, akyanzi have no
need, much less the ability to carry, treasure.
In Your Campaign
Since the akyanzi don’t deal any fire damage, the fire subtype is
just window dressing for their origin story. In reality, you can
keep the stats and either drop or change the subtype to better
suit your needs as GM. Perhaps akyanzi in your game come
from spellcasters slain by drow weapons, or slain by weapons
forged in a specific geographic area.
A disembodied humanoid head speeds through the air toward
you. Its eyes and throat glow with a crimson radiance,
highlighting its otherwise featureless coal-black skin. The head
dives quickly, sharp teeth bared for combat.
To further feature this monster, there is a new minor artifact
for this monster called the
Seven-Headed
Sword
(see the New
Magic Items section later in this book).
Akyanzi are the heads of spellcasters who are slain by a fire-
enchanted weapon. After slain (and likely beheaded) by
victorious warriors, negative energy wells from the caster’s
anger at being defeated by a non-spellcaster and animates
the head only. Oddly enough, it is not the death of the blade
wielder that the akyanzi desires, it is the destruction of the
weapon, and to a greater extent, all magic weapons. Without
weapons, the undead believes, non-spellcasters cannot hope to
achieve positions of power in the world. Obviously, the akyanzi
have been less than successful in their quest to eliminate all
magical weapons, but this does not dissuade them from trying.
Barrow Wight (Template)
“Barrow wight” is a template that can be added to any sentient
creature with an organic body and a culture with death rituals
and has recently died either by a barrow wight’s energy drain
ability or naturally; if naturally, the creature must be raised as
a barrow wight by some magical force (referred to hereafter
as the “base creature”). The creature’s possession of a soul is
a determination for the GM to make, but in most campaigns it
includes any dragon, giant, humanoid, or monstrous humanoid.
Fey, elementals, and other such creatures depend on the
campaign’s cosmology; creatures that are a type of spirit are
not subject to being raised as a barrow wight. It uses all the
creature’s statistics and special abilities except as noted below.
Akyanzi lair close to crossroads or even on the tallest buildings
of larger communities. They attack blacksmiths on sight and
often do the same to sword-bearing caravan guards. They
reserve a special enmity for those expert smiths of magical
weapon-crafting—dwarves.
Combat
Akyanzi ignore creatures themselves, going straight for their
magical weapons. This often pits them against more powerful
foes, since low-level characters do not likely carry such items.
Undaunted, the akyanzi attacks until the weapon is disenchanted
and then speeds back to its lair.
Size and Type:
The base creature’s type changes to undead. As
base creature
Hit Dice:
Change to d12, and adjust hit points bonus for ability
score modifications.
Speed:
Same as the base creature but 5 ft. in daylight.
Eat Enchantment (Su):
Akyanzi are inherently disruptive
to a weapon’s magical enchantments. Any time a sword-
eater comes into contact with an enchanted weapon, whether
Armor Class:
The barrow wight has +4 natural armor or the
creature’s natural armor, whichever is better, though it loses any
manufactured armor bonuses.
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