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Publication:Dread Codex 2/Monsters

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Undead Monsters Edit

These are all new monsters, which can be used for any campaign settings. They are all of undead nature, and could be introduced in dungeons, mountains, strange ruins and other locations where undead may be found.

Dragonman Skeleton Edit

Dragonman Skeleton
Size/Type: Large Undead
Hit Dice: 4d12 (26 hp)
Initiative: +6
Speed: 40 ft.
Armor Class: 14 (+2 dex, -1 size, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/+10
Attack: Scimitar +5 melee (1d6+4) or bite +5 melee (1d6+4)
Full Attack: Scimitar +5 melee (1d6+4) and bite +0 melee (1d6+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Dragon Fright, Spell-Like Abilities
Special Qualities: Darkvision 60 ft., Damage Reduction 5/Bludgeoning, Undead Traits
Saves: Fort +1, Ref +3, Will +5
Abilities: Str 19, Dex 15, Con -, Int 8, Wis 10, Cha 14
Skills: Climb +7, Hide +2, Intimidate +7, Jump +6, Listen +2, Move Silently +4, Sense Motive +2, Spot +1
Feats: Improved Initiative, Iron Will
Environment: Any
Organization: Any
Challenge Rating: 2
Treasure: None
Alignment: Usually lawful evil
Advancement: 5-6 HD (Large)
Level Adjustment: -

“Deep at the heart of the Paragon Mountains lies many strange ruins. Here the large undead known as the Dragonman Skeletons are found, gathering their large armies. They are creatures to be feared, not only for their strength, but for their intelligence as well. It is known that they follow the will of Dreaded Skrailwing, the huge red dragon who rules the Paragons.”

These large skeletons are the remains of a dead race, called the dragonmen. Their bones are strong and thick, held together by a force of negative energy, and their skulls have many small spiky horns which once pierced the thick golden skin that stretched over these bones.

The dragonman skeleton is very different from other skeletons in that it has some semblance of intelligence. A red stone hovers within the large skull, and red light can be seen through the eye sockets. Some believe that these skeletons are cursed; that they remain in the world for some unknown purpose which they must fulfill. Some of these skeletons have armor (a breastplate), though most do not, and the most common weapon found in these undead creatures hands is the scimitar, a rather exotic weapon for the northern mountains.

These undead can be found in many different environments, though they are often found in the mountains and underground. Here they gather around ancient battlefields and plan their next battles. Their motives are strange, and why they choose to attack a specific city or village is often a mystery. They seem to be looking for something, however.

There is a clearly defined hierarchy among them, and often an army of dragonman skeletons will be under the influence of an undead commander chosen among themselves, though sometimes these creatures are ruled by a death knight, or perhaps a powerful red dragon. These undead creatures speak Abyssal and Draconic.

Combat Edit

The Dragonman Skeleton is a powerful adversary, with its strength and intelligence. They are not mindless automatons like other skeletons, but know battle tactics, and will organize the fight between them so that they use their greater numbers to their advantage. They are rarely alone, and are usually found in armies of at least a hundred dragonman skeletons. They are known as quite fearless monsters.

Dragon Fright (Su): These are the remnants of an ancient race called the dragonmen, who had strong ties to the dragons, and they have retained some of their old powers. With this power, the skeletons awake the dragon within them, and make a loud and bestial roar. This roar will make most men fearful, and works like a fear spell, cast as a 7th level wizard. They will use this power to spread fear in their enemies before brutally slaughtering them.

Spell-Like Abilities: The dragonman skeleton is able to cast the following spells once per day, as a 4th level wizard: resistance, touch of fatigue, mage armor, and shocking grasp.

Skills: These undead have strong senses, and gain a +2 racial bonus to Listen and Spot checks, and a +4 racial bonus to Intimidate. They are fear-striking creatures, tall and with a fierce grin as their strong jaw hangs below the skull, with sharp teeth, as if they were cut for the purpose.

Knollman Edit

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 Edit

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.

Sage Whisperer Edit

Sage Whisperer
Size/Type: Medium Undead (Incorporeal)
Hit Dice: 5d12 (32 hp)
Initiative: +4
Speed: Fly 60 ft. (average)
Armor Class: 17 (+4 dex, +3 deflection), touch 17, flat-footed 13
Base Attack/Grapple: +2/-
Attack: Incorporeal touch +6 melee (1d4 + 1d6 intelligence drain)
Full Attack: Incorporeal touch +6 melee (1d4 + 1d6 intelligence drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities, Wail of Death
Special Qualities: Darkvision 60 ft., Incorporeal Traits, Undead Traits
Saves: Fort +3, Ref +7, Will +6
Abilities: Str -, Dex 19, Con -, Int 20, Wis 16, Cha 14
Skills: Knowledge (primary) +13, Knowledge (secondary) +9, Appraise +8, Bluff +8, Concentration +8, Decipher Script +13, Intimidate +10, Listen +13, Sense Motive +11, Spellcraft +11, Spot +10
Feats: Alertness, Combat Casting
Environment: Any (often in ruined libraries)
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually chaotic neutral
Advancement: 6-10 HD (Medium)
Level Adjustment: -
The great library lies at the heart of Elderbridge, and it is known as a place of many secrets. The good folk say that the tallest tower is haunted, and that a Sage Wraith guards the most dangerous of tomes, if this is true, I cannot say, though sometimes at night, a strange whispering have been heard on the hallways. Maybe I will journey there one day and see for myself.
—Falnor the Ill-Fated

Most of the time, the Sage Whisperer is unseen and only their harsh and ancient whispering tell the observant adventurer about their presence. But as most incorporeal undead, this creature also has the power to take on a terrifying shape, to strike fear in their foes. It remains incorporeal, yet now the adventurer sees an old man with a long white beard and wrinkled skin which seem almost rotten. The eyes are white, and the Sage Whisperer looks to be blind, which he certainly isn’t. Their bodies looks much like a wraith’s, and these undead creatures are also called Sage Wraiths.

Some say, that the Sage Whisperers are the undying souls of Dragon Sages and Savants of the Dead, but these are merely speculations. They are often found on sites of ancient libraries that has burned to the ground, even if a new building has been build in its place. If they do not feel threatened, they will remain a whisper in the air, and some may even talk to the Sage Whisperer, though if threatened, they will take on the new form and attack. The voice sounds much like that of an old man, yet it is not a voice of this world. They whisper their memories, and most often talk an old tongue, or either Abyssal or Celestial. Their knowledge is great, and one who successfully makes a friend of the Sage Whisperer will have access to this knowledge and can ask them questions. They have two knowledge skills (chosen by the DM), the primary has a collected bonus of +13, and the secondary +9. They cannot answer other questions than those within these skills, which reflects their memories.

Combat Edit

The Sage Whisperer is not necessarily violent, unless he is provoked into battle. He will defend the place to which he is bound, until he is no more.

Intelligence Drain (Su): The Sage Wraith is an eater of memories, and will drain the Intelligence of their victims. Those who are hit by the incorporeal touch must make a Fortitude save DC 14 or take 1d6 points of intelligence drain. On each successful attacks, the Sage Wraith gains 5 temporary hit points.

Spell-Like Abilites: The Sage Whisperer is able to use the following spell-like abilities at will, as a 5th level wizard: detect magic, flare, ghost sound, and ventriloquism. They can also use the following spell-like abilities once per day: detect thoughts, shatter, and whispering wind.

Wail of Death (Su): When an enemy reaches 0 hit points, the Sage Wraith has the power to make a deadly wail which instantly kills all victims with 0 hit points or below. This wail is loud and high-pitched, and is annoying to all those who hear it, yet only those near death are affected.

Zombie Rats Edit

Zombie Rats (Dread Codex 2 Monster)



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