
Rom
Huge
Undead
Hit Dice: 15d12
Initiative: +1
(Dex)
Speed: 30 ft
AC: 21 (-2 size, +1 dex, +12 natural)
Attacks: Slam +24/+19/+14
melee; or Rock +12/+7/+2 ranged
Damage:
Slam 2d6+12 plus Str drain; or Rock
2d12+12
Face/Reach: 10 ft by 10 ft/ 15 ft
Special Attacks: Energy
Drain, Rock Throwing
Special
Qualities: Undead, Rock Catching, Damage
Reduction 10/+2, Frightful Presence, Bardic Inspiration
Saves: Fort +16, Ref +6, Will
+6
Abilities: Str 35, Dex 13, Con - , Int 7, Wis 13, Cha
13
Skills: Climb +16, Jump +16, Listen +10, Perform +18 (sing, poetry,
musician), Spot +10, Sense Motive +10
Feats: Alertness, Cleave,
Great Cleave, Power Attack, Skill Focus (Perform)
Climate/Terrain:
Any land and
underground
Organization:
Tribal (1d8)
Challenge Rating: 11
Treasure:
Standard
Alignment: Lawful
Evil
Advancement: By character class
The Rom are a race of
subterranean, undead giants that withdrew from the surface world in the
distant past. They are sullen, malicious, and angry creatures,
attacking any who disturb their final dwelling places or
cairns.
Rom are all male. They have tall muscular physiques,
similar to humans in proportion, with thinning, bone-white hair, sunken,
glassy eyes, curling fingernails, and ashen-gray skin. They stand
about 17’ tall. They speak with sad, resonant voices. All are
talented singers, poets, and musicians.
The rom, like most living
giants, carry some of their belongings in a large sack or bag. Their
more valuable treasures remain hidden safely in their cairns.
Rom
are the remnants of an ancient race of giant herdsmen. They were a
quiet, peace-loving people whose end came when their wives produced only
male children; there were no further generations. Shaking their
fists at the sad destiny Fate had passed upon them, they built enormous
stone cairns for themselves. Entire clans of rom descended into
their self-made tombs, burying themselves alive. However, so great
was their collective self-pity and anger at Fate that their existance
persisted beyond death. Their granite cairns can still be found
today, towering over the plains or nestled among the hills. They are
shunned by all forms of animal and insect life. Nearby vegetation
appears stunted and lacks its usual color. All is quiet near these
tombs during the day, but at night, one can hear a loud lamentation rising
from within the cold, stone cairns, a plaintive cry against
Fate.
Combat
The rom are terrifying enemies. Intruding
upon their cairns uninvited is a good way to earn their enmity and an
early demise.
Energy Drain
(Su): A slam attack from a rom
drains 1d4 points of strength. When a victim’s strength drops below
0, he is slain, drained of life force by the rom’s chilling touch.
Lost strength points return at a rate of 1 point per day of
rest.
Frightful Presence
(Su): Rom radiate an aura of fear
in a 30’ radius. One must make a Will save (DC 30) or
flee.
Rock Throwing
(Ex): Although rom rarely have the
opportunity to throw rocks in their subterranean crypts, they have been
known to hurl them at retreating intruders, or while defending their lairs
against an assault. They can throw rocks up to 300
yards.
Bardic Inspiration
(Ex): The giants are known to
receive brave visitors during the night who politely knock on the entrance
to the tombs and humbly request hospitality for the evening. Brave
bards who have visited with them for only a short while are said to have
been inspired to compose a masterful, if tragic, song or epic poem.
If recited or sung at night, the audience must make a will save (DC 13) or
be shaken for 10 minutes. The performance is so demanding on the
bard that it can only be attempted once per week.
Al Qadim Monsters | Monsters
of Inzeladun | Inzeladun Updates | The
World of Inzeladun | About Vincent N. Darlage
| Conan the Barbarian for Third Edition D&D
| Short Stories of Inzeladun | Artwork
of Inzeladun | http://arabianadventures.org
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