Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
The Fright Brigade (and Other Defeated Monsters)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mark Chance" data-source="post: 2373941" data-attributes="member: 2795"><p>In the dwarven catacombs beneath the lair of the red dragon Magmar (defeated by the party), our heroes encountered a few undead that were once not undead, but lost their lives and their souls after being sent on a fool's quest into the dwarven catacombs by their dragon master.</p><p></p><p>Four <strong><span style="color: red">Mummified Hellhounds:</span></strong> CR 5; Medium Undead (Evil, Extraplanar, Fire, Lawful); HD 4d12; hp 26; Init +5; Spd 30 ft.; AC 26 (+1 Dex, +15 natural), touch 11, flat-footed 25; Base Atk +4; Grp +12; Atk Bite +12 melee (1d8+12 plus 1d6 fire); SA breath weapon, despair, fiery bite, mummy rot; SQ darkvision 60 ft., DR 5/-, immunity to fire, scent, undead traits, vulnerability to cold; AL LE; SV Fort +4, Ref +5, Will +6; Str 27, Dex 13, Con --, Int 2, Wis 14, Cha 10.</p><p><span style="color: black">.....</span><strong><span style="color: red">Languages:</span></strong> Hell hounds do not speak but understand Infernal.</p><p><span style="color: black">.....</span><strong><span style="color: red">Skills and Feats:</span></strong> Hide +13, Jump +19, Listen +9, Move Silently +13, Spot +9, Survival +9. Improved Initiative, Run, Track. (Hell hounds receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.)</p><p><span style="color: black">.....</span><strong><span style="color: red">Breath Weapon (Su):</span></strong> 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 12 half. The save DC is Charisma-based.</p><p><span style="color: black">.....</span><strong><span style="color: red">Despair (Su):</span></strong> At the mere sight of a mummy, the viewer must succeed on a DC 12 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours.</p><p><span style="color: black">.....</span><strong><span style="color: red">Fiery Bite (Su):</span></strong> A hell hound deals an extra 1d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon.</p><p><span style="color: black">.....</span><strong><span style="color: red">Mummy Rot (Su):</span></strong> Supernatural disease - slam, DC 12 Fortitude save, incubation period 1 minute; damage 1d6 Constitution and 1d6 Charisma. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.</p><p><span style="color: black">.....</span>To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease. An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.</p><p></p><p>Two <strong><span style="color: red">Mummified Fire Goblin Packmasters:</span></strong> Rogue 5; CR 7; Small Undead (Fire, Goblinoid); HD 5d12; hp 32; Init +8; Spd 20 ft.; AC 27 (+1 size, +4 Dex, +10 natural, +2 armor), touch 15, flat-footed 27; Base Atk +3; Grp +6; Atk Slam +12 melee (1d4+9) or masterwork shortbow +9 ranged (1d4/x3); SA despair, mummy rot, sneak attack +3d6; SQ darkvision 60 ft., DR 5/-, evasion, immunity to fire, trapfinding, trap sense +1, uncanny ddoge, undead traits, vulnerability to cold; AL LE; SV Fort +1, Ref +8, Will +3; Str 24, Dex 18, Con --, Int 10, Wis 14, Cha 10.</p><p><span style="color: black">.....</span><strong><span style="color: red">Languages:</span></strong> Draconic, Goblin, Infernal.</p><p><span style="color: black">.....</span><strong><span style="color: red">Skills and Feats:</span></strong> Balance +12, Disable Device +8, Handle Animal +4, Hide +18, Listen +10, Move Silently +14, Open Lock +12, Search +8, Spot +10, Tumble +12. Improved Initiative, Stealthy.</p><p><span style="color: black">.....</span><strong><span style="color: red">Despair (Su):</span></strong> At the mere sight of a mummy, the viewer must succeed on a DC 12 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours.</p><p><span style="color: black">.....</span><strong><span style="color: red">Mummy Rot (Su):</span></strong> Supernatural disease - slam, DC 12 Fortitude save, incubation period 1 minute; damage 1d6 Constitution and 1d6 Charisma. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.</p><p><span style="color: black">.....</span>To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease. An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.</p><p><span style="color: black">.....</span><strong><span style="color: red">Possessions:</span></strong> Two <em>potions of neutralize poison</em>, masterwork leather armor, masterwork dagger, masterwork shortbow, quiver with 10 arrows, 5 silvered arrows, masterwork thieves' tools.</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 2373941, member: 2795"] In the dwarven catacombs beneath the lair of the red dragon Magmar (defeated by the party), our heroes encountered a few undead that were once not undead, but lost their lives and their souls after being sent on a fool's quest into the dwarven catacombs by their dragon master. Four [b][color=red]Mummified Hellhounds:[/color][/b][color=red][/color] CR 5; Medium Undead (Evil, Extraplanar, Fire, Lawful); HD 4d12; hp 26; Init +5; Spd 30 ft.; AC 26 (+1 Dex, +15 natural), touch 11, flat-footed 25; Base Atk +4; Grp +12; Atk Bite +12 melee (1d8+12 plus 1d6 fire); SA breath weapon, despair, fiery bite, mummy rot; SQ darkvision 60 ft., DR 5/-, immunity to fire, scent, undead traits, vulnerability to cold; AL LE; SV Fort +4, Ref +5, Will +6; Str 27, Dex 13, Con --, Int 2, Wis 14, Cha 10. [color=black].....[/color][b][color=red]Languages:[/color][/b][color=red][/color] Hell hounds do not speak but understand Infernal. [color=black].....[/color][b][color=red]Skills and Feats:[/color][/b][color=red][/color] Hide +13, Jump +19, Listen +9, Move Silently +13, Spot +9, Survival +9. Improved Initiative, Run, Track. (Hell hounds receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.) [color=black].....[/color][b][color=red]Breath Weapon (Su):[/color][/b][color=red][/color] 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 12 half. The save DC is Charisma-based. [color=black].....[/color][b][color=red]Despair (Su):[/color][/b][color=red][/color] At the mere sight of a mummy, the viewer must succeed on a DC 12 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. [color=black].....[/color][b][color=red]Fiery Bite (Su):[/color][/b][color=red][/color] A hell hound deals an extra 1d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon. [color=black].....[/color][b][color=red]Mummy Rot (Su):[/color][/b][color=red][/color] Supernatural disease - slam, DC 12 Fortitude save, incubation period 1 minute; damage 1d6 Constitution and 1d6 Charisma. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. [color=black].....[/color]To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease. An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind. Two [b][color=red]Mummified Fire Goblin Packmasters:[/color][/b][color=red][/color] Rogue 5; CR 7; Small Undead (Fire, Goblinoid); HD 5d12; hp 32; Init +8; Spd 20 ft.; AC 27 (+1 size, +4 Dex, +10 natural, +2 armor), touch 15, flat-footed 27; Base Atk +3; Grp +6; Atk Slam +12 melee (1d4+9) or masterwork shortbow +9 ranged (1d4/x3); SA despair, mummy rot, sneak attack +3d6; SQ darkvision 60 ft., DR 5/-, evasion, immunity to fire, trapfinding, trap sense +1, uncanny ddoge, undead traits, vulnerability to cold; AL LE; SV Fort +1, Ref +8, Will +3; Str 24, Dex 18, Con --, Int 10, Wis 14, Cha 10. [color=black].....[/color][b][color=red]Languages:[/color][/b][color=red][/color] Draconic, Goblin, Infernal. [color=black].....[/color][b][color=red]Skills and Feats:[/color][/b][color=red][/color] Balance +12, Disable Device +8, Handle Animal +4, Hide +18, Listen +10, Move Silently +14, Open Lock +12, Search +8, Spot +10, Tumble +12. Improved Initiative, Stealthy. [color=black].....[/color][b][color=red]Despair (Su):[/color][/b][color=red][/color] At the mere sight of a mummy, the viewer must succeed on a DC 12 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. [color=black].....[/color][b][color=red]Mummy Rot (Su):[/color][/b][color=red][/color] Supernatural disease - slam, DC 12 Fortitude save, incubation period 1 minute; damage 1d6 Constitution and 1d6 Charisma. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. [color=black].....[/color]To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease. An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind. [color=black].....[/color][b][color=red]Possessions:[/color][/b][color=red][/color] Two [i]potions of neutralize poison[/i], masterwork leather armor, masterwork dagger, masterwork shortbow, quiver with 10 arrows, 5 silvered arrows, masterwork thieves' tools. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Fright Brigade (and Other Defeated Monsters)
Top