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Knollman
Size/Type: Medium Undead
Hit Dice: 10d12+3 (68 hp)
Initiative: +9
Speed: 40 ft.
Armor Class: 20 (+5 dex, +5 natural), touch 15, flat-footed 15
Base Attack/Grapple: +5/+8
Attack: Claws +10 melee (1d6+3)
Full Attack: Claws +10/+5 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Chill Touch, Entangle, Leech
Special Qualities: Darkvision 60 ft., Damage Reduction 5/Slashing, Undead Traits
Saves: Fort +7, Ref +11, Will +13
Abilities: Str 17, Dex 20, Con -, Int 5, Wis 14, Cha 15
Skills: Hide +7, Intimidate +7, Listen +4, Move Silently +7
Feats: Improved Initiative, Iron Will, Toughness, Weapon Finesse
Environment: Burial mounds of ancient kings
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always chaotic evil
Advancement: 11-13 HD (Medium), 14-17 HD (Large)
Level Adjustment: -

“Underneath the mound at Keldar’s Hill lies an evil beyond description. It has grown darker with the years and rumors have it that more than one thief has tried his luck and failed. Their bones now lie scattered on the cavern floor. One such thief was my father, infamous for his quick feet and sharp wits, but he never returned from Keldar’s Hill either.”

The knollmen are broken spirits trapped in the mounds of ancient kings. They look much like human skeletons, though they have pieces of rotten meat attached to the white bones. A white layer of spiderweb coats the bones, as if spiders had lived there for a long time. The skull is the least rotten part of this creature, and it has wrinkled skin and eyeballs and even a layer of thin white hair. The fingers are long and sharp and look quite deadly. They are also a reminder to the unlucky adventurer, that this is no normal undead human being.

These undead are angry spirits, protective of the mounds where they are trapped. Their existence is a curse, as they are bound by an oath to the king in whose mound they are trapped. They can never leave this place and must keep anyone from entering the inner sanctum. The mound is their domain and they control it completely.

They often guard ancient treasures and only an exceptional thief or graverobber will manage to escape with their lives. This fragment was found in a tome of unknown origin: “The darkness was all around, ancient as kings long dead and buried, and in the darkness grew an evil, twisted and angry, yet sworn to an oath not taken lightly. The mound’s guardian had long since lost his skin from his white bones, yet in the fading twilight, the old shape of an old human could be seen.”

Combat[]

The knollman fight fiercely, using all their powers to gain the upper hand and keep any from entering their king’s grave. They are fearless and control their surroundings completely.

Chill Touch (Su): A single word, and the bony hands of this creature begins to glow with a blue light. Each attack delivered afterward also delivers an additional 1d6 +4 negative energy damage for 1d8 rounds. This power can be used once per day.

Entangle (Sp): The knollman is the master of his domain, and has the power to call forth the roots of the earth, which will entangle any creature within the mound. This power works as the spell of the same name, and is cast as an 8th level druid.

Leech (Su): Instead of making a normal attack, the knollman makes a ranged touch attack and, if successful, the creature leeches the strength of its victim, dealing 1d4 points of Strength damage which the knollman gains until it is healed. The victim makes a Fortitude save (DC 15), and takes no damage if he is successful.



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