OK, back to regular monsters. Tom Moldvay continues his exploration into the ranks of the undead with this article, where he explores skeletons, zombies, and ghouls. He included the wendigo as a type of ghoul, and I used some of that information for
my version as well. He draws his ranks of new undead from literature, mythology, and, for one of them, a cartoon.
The first undead to be converted is the
bloody bones, an originally English monster otherwise known as Rawhead-And-Bloody-Bones (in the U.S., it became two different creatures who worked together, or a single monster with two bodies, depending on the region). Bloody Bones was a bogeyman of sorts, the type used as a threat to get children to behave, but who also punished gossips. For the game, however, it’s an undead risen from the corpse of an executed criminal—but who is magically aware if people talk about it.
Art by Jennell Jaquays
Bloody Bones
The Ungrateful Dead, Dragon Magazine #138
Created by Tom Moldvay
Resembling a corpse left to hang in a gibbet, the bloody bones is a particularly nasty type of skeletal undead. Shreds of muscle and sinew hang from their bones and they constantly drip blood from blood from their exposed tissue and empty eye sockets.
Dead Criminals. Nearly all bloody bones rise from corpses of vicious criminals who were executed for their crimes, especially (but not limited to) bandits, thieves, and kidnappers who murdered unnecessarily while committing lesser crimes. The bloody bones continue their crimes even after death. They lurk in dark, wet places: caves, ruins, cellars, wells, and murky ponds. From there, they terrorizing anyone who comes close, sometimes venturing out only after dark to commit more crimes and other perversions of civilized taboos. Bloody bones don’t emerge every night. Many only come out at certain times, such as the anniversaries of their most famous crimes or of their death, or on the nights of the new moon—or when they hear someone invoke their name—and spend the rest of the time among their piles of stolen goods, compulsively sorting and counting it.
Unwanted Treasure. A bloody bones is compelled to steal, but the treasure itself is meaningless. Their lairs are full of stolen goods which they throw about without a care, or even purposely break. Nevertheless, they jealously guard their treasure, even as they treat it as if it were garbage. Should anyone steal from them, even the smallest trinket, they will track that individual down and destroy them.
Guilds and Groupies. A bloody bones becomes a bogeyman of sorts. Its pre-death identity is known to all, even if few refuse to speak its name, and its original crimes, no matter how severe they actually were, become blown far out of proportion. Its name is used as a warning for children: obey your elders, or the bloody bones will get you. But at the same time, a strange sort of madness will descend upon the area, and up-and-coming hoodlums often begin to draw inspiration from the bloody bones’ crimes and form groups based around them. These groups often quickly come to terrible ends, either from the law or from the bloody bones’ cruelties (many bloody bones despise copycats), but in a few cases, the bloody bones takes it upon itself to create something akin to a thieves’ guild, particularly if the bloody bones was a thieves’ guildmaster in life). While these guilds rarely last long, they can wreak terrible havoc while they exist.
Legends and Lore
With an Arcana or Religion check, the characters can learn the following:
DC 10. Bloody bones are the undead remains of executed criminals, and they are compelled to continue their criminal activity even after death.
DC 15. Although not particularly intelligence, bloody bones have a low cunning that makes them tricky foes, and their lairs are often filled with traps.
DC 20. A bloody bones can hear you if you speak its name.
Bloody Bones Encounters
Terrain: forest, hill, ruin, settlement
CR 3-4 bloody bones; bloody bones with 1d4+1 bandits
Treasure: 160 gp, 304 sp, citrine (50 gp), tarnished silver ring with moonstones (150 gp), torn fur-trimmed cloak (25 gp, if fixed), dented masterwork dagger with onyx pommel, thieves’ tools,
potion of poison.
Signs
1. A trail of blood droplets.
2. People speak in hushed tones of a famed criminal.
3. Corpses hanging in gibbets.
4. A raven, watching the party
Behavior
1. Threatening and torturing a kidnapped victim.
2. Counting its stolen coins, then throwing them over its shoulder.
3. Destroying stolen goods.
4. Hostile; will attack on sight.
Names
Bette the Brute, Crazy-Eyes Eli, Solomon the Jester, Mad Gannon, Reaper Read
Bloody Bones
Medium undead
Challenge 5 (1,800 XP)
AC 15 (natural armor)
HP 67 (9d8+27; bloodied 33)
Speed 30 ft., climb 30 ft., swim 30 ft.
STR 15 (+2)
DEX 19 (+5)
CON 16 (+3)
INT 8 (-1)
WIS 12 (+1)
CHA 14 (+2)
Proficiency +3
Maneuver DC 16
Saving Throws Dex +8, Int +2
Skills Perception +4, Sleight of Hand +8, Stealth +8 (
+1d4)
Damage Immunities poison
Condition Immunities fatigue, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life
Blood Frenzy. The bloody bones has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Blood Trail. Attempts to track the bloody bones using Wisdom (Survival) checks are made with advantage.
Double-Jointed. The bloody bones can move through a space large enough for a Small creature without squeezing.
Sneak Attack (1/Turn). The bloody bones deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the bloody bones that isn’t incapacitated and the bloody bones doesn’t have disadvantage on the attack roll.
Speak My Name. The bloody bones is aware if a creature within 10 miles of it uses the name it went by in life, and knows that creature’s location.
Sunlight Sensitivity. While in sunlight, the bloody bones has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Undead Fortitude (1/Day). If the bloody bones is reduced to 0 hit points by damage that isn’t radiant or from a critical hit, its instead reduced to 1 hit point, falls prone, and is stunned until the end of its next turn, appearing to be dead.
Undead Nature. The bloody bones doesn’t require air, food, drink, or sleep.
Actions
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 9 (2d4+4) slashing damage.
Horrifying Visage. Each non-undead creature within 60 feet and on the same plane of existence that can see the bloody bones makes a DC 14 Wisdom saving throw. On a failure, a creature is frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, it is immune to this bloody bones’ Horrifying Visage for 24 hours.
King of the Gibbet (1/Day). The bloody bones summons a swarm of ravens for 1 minute. On each of its turns, the bloody bones can use a bonus action to send the swarm to attack a creature within 60 feet of it. If the swarm takes damage from a creature other than the target, the swarm takes half the damage (rounded down) and the other half is dealt to the target. The swarm has 20 hit points, takes up the target’s space, and is resistant to bludgeoning, piercing, and slashing damage. When the ravens are summoned, and at the start of each of the bloody bones’ turns, the target must make a DC 16 Dexterity saving throw, taking 7 (2d6) piercing damage on a failed save, or half as much on a successful one. On a failed save, the creature is also slowed until the end of its next turn.
Bonus Actions
Cunning Action. The bloody bones takes the Dash, Disengage, or Hide action.
Rapid Attack. The bloody bones attacks with its claws.
Combat
Bloody bones attack from ambush whenever possible, using Cunning Action to disengage or hide in order to gain advantage for sneak attacks.
Variant: Ravenking
Sometimes, a bloody bones will have a raven assistant, which it will use as a spy. This raven is one that fed on the bloody bones corpse after it died but before it arose as undead. It acts as a familiar, allowing the bloody bones to use its action to use the raven's senses as its own while being blinded and deafened in regards to its own senses, and the raven's type is fiend. If the raven dies, the bloody bones can resurrect it with a 1-hour ritual that requires no material components.