Converting Creatures from Other Campaign Settings

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Shade

Monster Junkie
More undead horror!

Saugh, Dearg-Due
CLIMATE/TERRAIN: The Shadow Rift
FREQUENCY: Uncommon
ORGANIZATION: The Saugh (Loht's Army)
ACTIVITY CYCLE: Night
DIET: Human blood
INTELLIGENCE: Average (8-10)
TREASURE: Nil
ALIGNMENT: Neutral evil
NO. APPEARING: 2d6
ARMOR CLASS:: 8
MOVEMENT: 12
HIT DICE: 5
THACO: 15
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d8 (headman's axe)
SPECIAL ATTACKS: Choking cloud
SPECIAL DEFENSES: Spell immunity
MAGIC RESISTANCE: Nil
SIZE: M (6' tall)
MORALE: Fearless (20)
XP VALUE: 650

The saugh are an army of the dead created by Loht, Prince of the Sith, to serve him when he moves against the lands of mankind. The ghoulish dearg-due serve as the front ranks of this menacing army. Their true master is Gwydion, but Loht does not know that, and for now they obey his commands. Dearg-due look much like living men, but they have grown gaunt with their time in the grave. While they are clearly undead creatures with flesh drawn tight across their features, they have not decayed in the slightest. The faces of dearg-due are unsettling, for their eyes have been plucked from their sockets, leaving only empty holes through which they somehow see.

Dearg-due are able to speak as they did in life, although their words are slurred and slow in forming. Few have ever conversed with these dark creatures, however, for they have little to do with mortals outside of combat.

Combat: Though dearg-due move about at the command of Loht, they are not mindless creatures. In fact, these cunning creatures often strike from hiding or under the guise of parlay.

In battle, the dearg-due wield great axes with broad blades that resemble those employed by an executioner at a beheading. They employ these weapons with great skill, inflicting 1d8 points of damage with each blow.

Though they can be hit by any sort of weapon, cold iron inflicts double damage on these vile creatures. Any blow that strikes a dearg-due is as dangerous to the attacker as it is to its target. When the skin of these fetid creatures is broken, a foul mist boils out from the wound in a five foot radius around the dearg-due. This acidic cloud burns the skin, eyes, and lungs of those within range. If the attacker fails a saving throw vs. breath weapon, he or she suffers a number of points of damage equal to half those inflicted on the dearg-due by his or her weapon (or normal damage if using cold iron); he or she suffers no damage on a successful save.

Being undead, dearg-due are immune to the effects of charm, sleep, hold, and other life- and mind-affecting spells. Similarly, diseases and toxins have no power over them.

Habitat/Society: These horrifying creatures dwell in and around the mountain which holds the Obsidian Gate, guarding this structure for their dark master. As stated above, Loht believes that this army, created by his sith and sithkin, is his to command, but this state of affairs lasts only until Gwydion returns.

Ecology: Though they need not eat to survive, these creatures delight in feeding on the flesh of corpses. After battle, the dearg-due ravenously consume all casualties.

Originally appeared in Shadow Rift (1998).
 


freyar

Extradimensional Explorer
I think that's usually a flat number or flat die. Probably something like 1d6 in this case.

Vulnerable to cold iron? Or switch to some kind of DR?
 

Shade

Monster Junkie
Well, there's this precedent from one of my favorite critters. :)

Aura of Retribution (Su): This effect is always active in a 30-foot-spread centered on the jovoc. Whenever the creature takes damage from any source, every non-tanar'ri within the area immediately takes an equal amount of damage. A successful Fortitude saving throw (DC 15) halves the damage. (For example, if an opponent deals 12 points of damage to a jovoc, the opponent and every other nontanar'ri within 30 feet also immediately takes 12 points of damage each, or 6 points with a successful Fortitude save). Regardless of the source of the damage to the jovoc, the damage dealt to nontanar'ri by this effect is not subject to negation or reduction because of resistance, immunity, damage reduction, spell resistance, or the like. The save DC is Constitution-based.

On the other hand, the divine retribution does this...

The retribution deals 1d6 points of damage per caster level you possess (maximum 15d6) and 1d4 points of ability damage.
 

demiurge1138

Inventor of Super-Toast
I could go for the retribution doing half damage dealt to the creature, with a save to reduce that further to 1/4 damage.
 

Shade

Monster Junkie
That works for me. These things sound a bit like ghouls and ghasts. Since they are closer in HD to the ghast, shall we modify its ability scores slightly?

Str 17, Dex 17, Con —, Int 13, Wis 14, Cha 16

These are only average Int, and sound a bit stronger. Both ghouls and ghasts have Wis 14, so maybe...

Str 19, Dex 17, Con —, Int 10, Wis 14, Cha 14?

Perhaps drop Dex to 15 or even 13, since these things have poor AC and don't seem to rely on agility?
 




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