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Special Conversion Thread: Moldvay's Undead


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Undead fey isn't a bad idea, actually. And, yes, I like those three abilities.

Okay, I'll revise the Special Abilities list to include those 3 powers.

I'll also modify the Horrifying Appearance so it doesn't include manifestation - since you don't like it :-S:.-( - and I'll do a proposal for invisibility while I'm at it.

Finally, I'd like to curb Deathly Shriek so it only works at night against creatures which don't have any anti-evil spells on them.

Revising...

Eldritch Glow (Su): A galley beggar can surround itself with an eerie light with the same effects as the faerie fire spell. This light allows the galley beggar to use its frightful appearance power in conditions of darkness. Galley beggars can create or extinguish their eldritch glow as a free action.

Deathly Shriek (Su): Once per day, a galley beggar can utter a horrifying scream. A galley beggar's deathly shriek can not harm any creature that is in daylight (natural or from a daylight spell) or that is protected by a consecrate, magic circle against evil, protection from evil or similar spell. Otherwise, any living creature within 60 feet that hears this deathly shriek must succeed on a DC 14 Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same galley beggar's deathly shriek for 24 hours. The save DC is Charisma-based.

Frightful Appearance (Su): A galley beggar can unsettle foes with its mere presence. The ability takes effect automatically whenever the beggar attacks, charges, or suddenly appears (usually by dropping its greater invisibility). Creatures within a radius of 60 feet are subject to the effect unless they have more HD than the galley beggar. A potentially affected creature that succeeds on a DC 14 Will save remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with up to half the beggar's HD become panicked for 4d6 rounds, while those with more HD become shaken for 4d6 rounds. The save DC is Charisma-based.

Ghostly Hand (Su): A galley beggar can telekinetically move small objects as by the mage hand spell, except its ghostly hand has a range of touch.

Greater Invisibility (Su): A galley beggar is normally invisible. A galley beggar can suppress its invisibility as a free action, but can not become visible in daylight (natural or from the daylight spell). An invisible galley beggar can not use its frightful appearance special attack on creatures unable to see invisible creatures. Galley beggars can resume their greater invisibility as a free action.

Turn Resistance (Ex): A galley beggar has +2 turn resistance.
 


This is looking pretty good. I'm on board with that.

Let's use that then.

I still fancy Rejuvenation for them, can I bring you round?

Shall we talk Skills and Feats.

Its got bonuses in Hide, Intimidate, Listen, Search and Spot so might as well put its points in those.

Divide the ranks Hide 3, Intimidate 7, Listen 4, Search 3 and Spot 4?

Featwise, here are some incorporeal Undead for inspiration:

Shadows get Alertness and Dodge.
Wraiths get Blind-Fight and Combat Reflexes with Alertness and Improved Initiative as bonus feats.
Ghosts keep the feats they had in life.

Hmm, how about using a Wraith's feats but swap its Combat Reflexes for Dodge?

Feats: Alertness (B), Blind-Fight, Dodge, Improved Initiative (B)
 




I still don't really like rejuvenation, but I do like the skills and feats.

Well I'll have to leave the rejuvenation for the Cleon Special then.

So the skills & feats are:

Skills: Hide +9, Intimidate +17, Listen +11, Search +7, Spot +11
Feats: Alertness (B), Blind-Fight, Dodge, Improved Initiative (B)
 


These are looking pretty good.

Environment: Any land
Organization: Solitary (They strike me as pretty much loners, but I don't mind adding an org.)
Challenge Rating: 3 (I think the special abilities are good enough for that, maybe CR 4.)
Treasure: None
Alignment: Always chaotic, never good
Advancement: 5-8 HD (Medium) (Based on spectre and wight)
 

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