Special Conversion Thread: Moldvay's Undead


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Shall we start talking about spells?

I'm thinking Death and Darkness fit best for the Domains.

The Darkness domain's 3rd to 5th level spells look the best Domain picks - blacklight, armour of darkness and summon monsters V (1d3 shadows). For the 2nd level domain spell death knell has a nice ring to it, and obscuring mist is marginally more useful than cause fear for a monster of its likely CR.

Typical Cleric Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; save DC 14 + spell level):
0—x, x, x, x, x, x;
1st—obscuring mist*, x, x, x, x, x;
2nd—death knell*, x, x, x, x, x;
3rd—blacklight*, x, x, x, x;
4th—armour of darkness*, x, x, x;
5th—summon monsters V* (1d3 shadows), x;
*Domain spell. Domains: Darkness and Death.
 

I suppose they should, even though it seems a bit odd. :)

Since it serves "the gods of death and evil", let's add Evil as a third domain option (but go with the original two for the example).

The spell selection looks great so far.

Updated.
 

A few suggestions...

Typical Cleric Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; save DC 14 + spell level):
0—detect magic (x3), guidance, read magic, virtue;
1st—bane, command, deathwatch, divine favor, doom, obscuring mist*;
2nd—bull's strength, darkness, death knell*, desecrate, enthrall, owl's wisdom;
3rd—animate dead, bestow curse, blacklight*, dispel magic, prayer
4th—armour of darkness*, divine power, freedom of movement, poison;
5th—plane shift, summon monsters V* (1d3 shadows);
 

A few suggestions...

Typical Cleric Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; save DC 14 + spell level):
0—detect magic (x3), guidance, read magic, virtue;
1st—bane, command, deathwatch, divine favor, doom, obscuring mist*;
2nd—bull's strength, darkness, death knell*, desecrate, enthrall, owl's wisdom;
3rd—animate dead, bestow curse, blacklight*, dispel magic, prayer
4th—armour of darkness*, divine power, freedom of movement, poison;
5th—plane shift, summon monsters V* (1d3 shadows);

That looks good.

I've been thinking. These things' flavour text says they are sent to fetch souls for their masters, kind of like an AD&D Night Hag, so how do they do this?

At the minimum, they need the ability to travel between the Lower Realms and the Prime Material (maybe adapt the Genie's Plane Shift?) and an ability to capture an evil soul.

They can do the former using plane shift (although I wouldn't mind giving them a variation on a genie's Plane Shift), but how do they harvest souls?

Some "Harvest Soul" ability?
 

This all looks great so far.

Either version of plane shift is good, and flavor text might be good enough for Harvest Soul (since the night hag doesn't even have a special ability for that). Still, something that makes raising more difficult would be fine by me.
 

Sure, let's go for the genie's plane shifting. We'll need to determine its home plane(s) to specify in the ability.

What 5th-level spell should replace plane shift?

I agree that soul harvesting will suffice as flavor text.
 

How about slay living?

Hades? A neutral evil aligned plane?

I'm getting fonder of the idea that creatures killed by charuntes can't be returned from the dead as easily. See whether you like this:

Harvest Souls (Su): Charuntes carry the souls of those they kill back to their dark master. A creature killed by a charuntes cannot be returned to life by raise dead; a resurrection spell or more powerful magic is necessary.
 

I can go for all that. Updated.

Suggested flight maneuverability?

Suggested natural armor bonus?

Damage reduction 5/good?

Con damage for the poison? 1d6 primary and secondary?
 

Agreed to DR and Con damage.

I'm inclined to say poor maneuverability, though average is ok.

AC ought to be in the 21-26 range for a comparable outsider (since I'm guessing these are about CR 9). Maybe +4 natural?
 

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