Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)
Astonishing Swordsmen & Sorcerers of Hyperborea
Undead: ENERGY DRAIN: Some creatures in Hyperborea (particularly the undead) are infused with negative energy said to originate from the hoary depths of the Black Gulf. When these creatures touch a living being, they can effect an energy drain, absorbing and/or destroying a portion of the victim’s life force. For player characters, energy drain is reflected in the loss of experience levels. The victim generally is allowed a death saving throw to resist; if this roll fails, he is drained to the halfway point of the resulting level (e.g., a 5th-level cleric drained to 4th level is at 12,000 XP).
When a character is drained of a level, the level gain checklist (see p. 267: Experience Points, gaining levels of experience) should be applied in reverse, deducting hit dice and abilities accordingly. A character drained below 1st level is killed (and oft arises as an undead himself ).
Animal Undead: These are the risen skeletons of animal carrion, raised to serve the vile purposes of some wicked necromancer.
Small Animal Undead: Animate Carrion spell.
Animate Carrion II spell.
Animate Carrion III spell.
Medium Animal Undead: Animate Carrion spell.
Animate Carrion II spell.
Large Animal Undead: Animate Carrion III spell.
Ghast: A ghast's slain victims later become ghouls, though with 2-in-6 chance to become ghasts.
Animate Dead II spell.
Ghost: Many forms of ghost exist, from benevolent to malign, with several degrees of nuisance and inconvenience betwixt and between. Harmful, malicious ghosts manifest as apparitions of dead men, haunting and nebulous images. Cursed with undeath, these hateful, restless beings despise living men and find perverse pleasure in draining their life essences to derive sustenance.
Ghost Banshee, Baobhan Sith: Two different types of banshee are known; both are hazy, ghostly manifestations of a female spirit.
Ghoul: This is a repugnant humanoid, once a man, now cursed with undeath.
A ghoul's slain victims later become ghouls.
A ghast's slain victims later become ghouls, though with 2-in-6 chance to become ghasts.
Animate Dead II spell.
Mask of the Plague Doctor magic item.
Lacedon, Aquatic Ghoul: A victim of a Class xiii lesser daemon's bite must make death (poison) save or die, rising three days later as an aquatic ghoul (lacedon).
Lich: A lich is the mummified body of a powerful sorcerer, knight, overlord, or king who chose a path to (or was made to suffer) unspeakable atrocities. Imbued with the power of damonkind, liches are gaunt, fleshless undead.
Mummy: A mummy is an undead monster born of maleficent necromancy using the prepared corpse of a man. In general the corpse is dehydrated and wrapped in resin-coated linen strips that prevent the introduction of moisture. The rites and incantations then performed by the sorcerer are forbidden and rightly damning to one’s soul, oft requiring the use of sacred mystery tomes. Some mummies are born of pacts agreed upon by the imminent dead (whilst still mortal) and damons or other netherworldly agents. Rarest is the mummy able to retain its former will and intelligence; termed the sons of Nyarlathothep, these mummies crave power and domination.
Son of Nyarlathotep: A mummy is an undead monster born of maleficent necromancy using the prepared corpse of a man. In general the corpse is dehydrated and wrapped in resin-coated linen strips that prevent the introduction of moisture. The rites and incantations then performed by the sorcerer are forbidden and rightly damning to one’s soul, oft requiring the use of sacred mystery tomes. Some mummies are born of pacts agreed upon by the imminent dead (whilst still mortal) and damons or other netherworldly agents. Rarest is the mummy able to retain its former will and intelligence; termed the sons of Nyarlathothep, these mummies crave power and domination.
Bog Mummy: Bog mummies are foul corpses that have been preserved by the foetid, acidic water of a peat bog. As sacrificial victims of unspeakable cruelty, they also suffer the dreaded curse of undeath, restless beings that despise humanity.
Foul corpse that has been preserved by the foetid, acidic water of a peat bog.
Ice Mummy: Ice mummies are corpses that were preserved in gruesome, withered forms by cold temperatures and which became inhabited by Evil spirits of the Hyperborean ice.
Ice Mummy Thrall: An ice mummy's victims are buried in snow and rise as ice mummy thralls a day later.
Ice Mummy Noble: ?
Skeletal Warhorse, Large Undead Animal: ?
Shadow: Any creature drained to 0 ST by a shadow becomes a shadow in thrall to the one that transformed him, and likewise does he become utterly hateful of all corporeal creatures.
Shadow Rattle magic weapon.
Skeleton: Animated and conjured to service by the baleful sorcery of magicians, clerics, and the like, these are the bones of men or humanoids, undead creatures typically found in crypts, dungeons, and other forsaken locales.
The bones of a man or other humanoid risen to undeath through foul necromancy.
Animate Dead spell.
Danse Macabre spell.
Large Skeleton: Large skeletons are the animate bones of albino apes, carnivorous apes, mountain apes, or minotaurs.
Animate Dead spell.
Giant Skeleton: Giant skeletons are the animate forms of fire giants, frost giants, or hill giants.
Animate Dead spell.
Spectre: These malevolent, incorporeal undead beings are empowered by the negative energy of the Black Gulf.
If a man is drained to 0th level by a spectre, one day later he will become a spectre serving the one who drained him.
Swinish Shade: It is well known amongst savants that orcs are the spawn of fleshly men and damons, given life by the fell bargains of desperate folk in ancient times. What is less known is that the damonic essence lingers even after the foul orcish flesh is buried, burnt, or (oftest) eaten by fellow orcs. In a place where many orcs died in a short time, such as a great battlefield or an orcish settlement whose inhabitants were massacred, these unseen swinish shades can be numerous enough to affect the world of the living.
In a haunted area (usually no more than one square mile), swinish shades will manifest during hours of darkness as a foul wind that plucks and tears at the bodies of the living and torments their souls.
Vampire: This notorious undead monster is a cursed man arisen from the grave to prey on the weak and drink their blood. Vampires take many forms, some being incorporeal manifestations that haunt locales of unfortunate occurrences. The most common vampires are those oft told of in folklore: malevolent corpses that dwell in cursed tombs, ruins, and other desolate places, where they slumber in coffins, sarcophagi, or like receptacles.
Wight: This dreadful creature is formed when a negative-energy spirit inhabits a cadaver.
Wraith: Wraiths are composed of negative energy of sepulchral stench.
A man slain by a wraith will become a wraith in 24 hours, serving the monster that slew him.
Zombie, Walking Dead: These undead humanoids, sometimes referred to as the “walking dead”, are the soulless corpses of men or humanoids animated by witchcraft, necromancy, or a netherworldly curse; in other cases the affliction of zombiism is akin to disease transmission.
A zombie's bite infects victim with the zombiism disease (no saving throw allowed). Infection manifests 1 turn after bite and begins with intense fever, followed by loss of consciousness 1d6+6 turns later. Within 1d10+2 hours the victim dies; 1d6 turns thereafter he rises as a zombie. Cure disease can disrupt and alleviate this process, if cast before victim’s death.
Animate Dead spell.
Danse Macabre spell.
Death Soldier's Muster magic weapon.
White-Speckled Blue Lotus lotus.
Intestine Zombie: Originally created by the Ixian necromancer Yileenda, intestine zombies present as common zombies.
Zuvembie: The zuvembie is the result of a woman imbibing a black brew.
Giant Skeletal Cobra, Large Undead: ?
Centurian, Skeleton: ?
Skeletal Hand: Skeletal Hands spell.
Skeletal Servant: Skeletal Servant spell.
Ghost Ship: ?
Skeletal Pirate: ?
King Yleil, Lich: ?
Animate Carrion
Level: nec 1 | Range: 10 feet | Duration: permanent
Raised are the bones or carrion of Small animals: amphibians, birds, mammals, and reptiles of natural sort. The undead animals will obey the simple instructions of the caster (essentially one-word commands) and follow him unless either slain or turned (see Vol. III, p. 252: Combat Actions, magic); the dispel magic spell (q.v.) also will nullify the connexion betwixt the sorcerer and the undead animal. The caster can animate and maintain no more than 1 HD of undead animals per CA level. Whether or not desiccated flesh remains on their bones, the undead animals have statistics as noted in Vol. IV. Animated carrion loses any special abilities possessed in life (e.g., flight, musk, venom).
Animate Carrion II
Level: nec 3 | Range: 10 feet | Duration: permanent
As animate carrion, but effecting undead animals of Small or Medium size. The caster can animate and maintain no more than 2 HD of undead animals per CA level.
Animate Carrion III
Level: nec 5 | Range: 10 feet | Duration: permanent
As animate carrion, but effecting undead animals of any size. The caster can animate and maintain no more than 3 HD of undead animals per CA level.
Animate Dead
Level: mag 5, nec 4, wch 5; clr 3 | Range: 10 feet |
Duration: permanent
From the bones or cadavers of dead men or humanoids are the undead created: skeletons or zombies. The undead will obey without question the commands of the caster, following, attacking, or standing guard as directed. They will continue to serve until either slain or turned (see Vol. III, p. 252: Combat Actions, magic); the dispel magic spell (q.v.) also will nullify the connexion betwixt the sorcerer and the undead. Through this necromancy the sorcerer can animate and control 1 skeleton or zombie per CA level. If suitable remains are at hand, the sorcerer can opt to raise 1 large skeleton per 3 CA levels, or 1 giant skeleton per 6 CA levels, though zombies may only be created from the whole corpses of men (or cave-men).
Animate Dead II
Level: nec 6 | Range: 10 feet | Duration: permanent
From the fresh graves of men are raised ghouls by means of unspeakable rites and forbidden incantations. The selected graves must be no older than one week and dug properly. The ghouls will claw out from the earth to obey without question the commands of the sorcerer, following, attacking, or standing guard as directed. They will continue to serve until either slain or turned (see Vol. III, p. 252: Combat Actions, magic); the dispel magic spell (q.v.) also will nullify the connexion betwixt the sorcerer and the undead. Through this necromancy the sorcerer can animate and control 1 ghoul for every 2 CA levels. If a 12th-level sorcerer raises 5 ghouls and has them in his keeping whilst animating another, the 6th may emerge as a ghast on a 2-in-6 chance.
Danse Macabre
Level: nec 2 | Range: 180 feet |
Duration: 1 turn per CA level
The corpse of a man or humanoid is animated to undeath and thenceforth controlled like a marionette, the necromancer waving his fingers and dictating the movements of the creature. The danse macabre subject is either a skeleton or a zombie. It can be directed to move, pick up objects, or even attack, but requires the constant chanting and gesticulating of the caster. Once the caster ceases to direct, or when the spell’s duration elapses in any event, the creature will crumple to the ground. Either form can be turned as Undead Type 1 (see Vol. III, p. 252: Combat Actions, magic).
Skeletal Hands
Level: nec 2 | Range: 30 feet | Duration: 1 turn
A pair of bony members materializes, floating before the sorcerer and aglow with crimson lambency. The sorcerer manipulates the skeletal hands by gesturing with his own. Always the hands must be kept together, and if the caster ceases to concentrate and gesticulate, the hands will disappear.
The hands can perform simple tasks such as lifting things, opening doors, and retrieving items. Each hand can hold five pounds of weight individually, or 15 pounds when working together. Skeletal hands can also be used to attack with the following statistics: MV 20; DX (as caster); AC 5; HD 1 (hp 2 [1 hp each]); #A 2/1 (claw/claw); D 1d4/1d4; SV (as caster). The hands can also be terminated via dispel magic or turn undead (Undead Type 0; see Vol. III, p. 252: Combat Actions, magic).
Skeletal Servant
Level: nec 1 | Range: 240 feet | Duration: 6 turns (1 hour)
This ritual requires 1 turn to cast, using the complete skeleton of a man or humanoid. The skeleton is animated to an undead creature of limited means. This skeletal servant will attend the caster; it can clean, fetch / carry a 10-pound item (or drag a 20-pound item), tie a simple knot, mend a torn cloth or sack, open an unlocked door, or perform other menial tasks throughout the duration of the spell, so long as it remains within 240 feet of the sorcerer. The creature cannot fight. Its relevant statistics are: AL CE; SZ M; MV 30; AC 7; HD .; #A 0; D —; SV 17. Special: Immune to sleep, charm, and cold magic. Edged and piercing weapons inflict 1/2 damage. Turned as Undead Type 0.
Black Brew: This gruesome swill typically is concocted by a witch or shaman. It consists of tannin-rich bog water that contains ground rattlesnake bones, bat’s blood, dew from a nighthawk’s wings, black lotus pollen, and mushrooms grown from the corpse of a sorcerer. These ingredients must be stirred together in a copper vessel whilst a forbidden incantation (passed down orally) is sung aloud.
Any male who dares drink this potion must make a death (poison) saving throw or die instantly, his jellied brain melting out his ears, nose, and mouth. A female who drinks the brew becomes a bizarre form of free-willed zombie known as a zuvembie. If a black brew is administered to a woman who is unwilling to become a zuvembie, she must make a transformation save to resist conversion; otherwise, the change occurs over the next 1d6 turns (death followed by undeath).
Mask of the Plague Doctor: This peaked hat with beaked mask marks the uniform of those charlatans who peddled fraudulent cures as the Green Death ravaged Hyperborea. For some of these dealers in false hope, the gods took notice, and Mordezzan claimed them as his own. Their masks grew to be part of them, and no matter the desperate, disease-riddled settlement in which they tarried, the plague doctors knew no sickness. Many were the last survivors in the towns of men, alone amongst the corpses until, from the dark and charnel abysses of the earth, the undead crept forth to sate their hunger.
The wearer of a mask of the plague doctor will find that he cannot remove it. Only remove curse and a successful transformation saving throw will allow the mask’s removal. The wearer, though, is completely immune to all disease (including zombiism) and receives a +2 bonus on all poison and radiation saving throws.
A charnel smell clings to the wearer, and ghouls view him with affinity. No ghoul or ghast ever will attack the wearer, though this protection does not extend to companions. Moreover, there is a 1-in-4 chance that any man killed by the wearer will rise a day later as a ghoul. Such casualties will be drawn to follow after the mask wearer, if able, attempting to hunt down his companions and free him from the stink of the living.
Club, War +1, Shadow Rattle: Each of these fearsome totems comprises a blackened skull mounted upon a stout shaft of oak. The skull’s eyes are stopped with obsidian and lead, and a horn of unknown provenance is mounted in its centre. Inside the empty brain case, bits of bone and stranger substances rattle to ancient inhuman rhythms that chill the blood and threaten to strip away the thin veneer of human meaning that covers a more ancient, uncaring world.
The shadow rattle functions as a +1 war club for most wielders; it is a +2 war club for any shaman. Once per day any wielder can shake the rattle to cast darkness with a 60-foot range (120 feet if used by a shaman). Once per day a shaman can use the shadow rattle to summon 1d6 shadows that take the shape of his or her totem animal. They will serve for the duration of one combat, but if they do not completely drain one human of strength and take the new shadow back to their realm, then the shaman must sacrifice 1,000 XP instead. If the shaman does not have enough XP, he will become a shadow and be taken back to the darkness.
Sword +1, Death Soldier’s Muster: This razor-sharp falcata has a bone hilt, and from its lower grip a talon projects from a thumb-like extension. The blade of this weapon is grooved with deep fullers that never are completely free of dried blood. The death soldier’s muster is a +1 weapon, but when wielded by a death soldier (a necromantic warlock), its full power is released: It performs as a +2 weapon and also adds 3 to the death soldier’s dexterity for determining who strikes first when initiative is tied. Any man killed with this blade by a death soldier will rise in 1 turn as a zombie to serve him for one day.
White-speckled Blue Lotus: These lotuses grow on the cadavers of men and beasts. They resemble a crop of poppies, with lilac-blue blossoms dappled white. They grow in tight profusion, mantling the body in which they take root. When a lotus-covered body is approached within five feet, a cloud of blue pollen releases. At once the victim will fall to a fit of coughing and sternutation, identical to the effect produced by dust of sneezing and choking (see Vol. V, p. 474: Magical Treasure, miscellaneous magic items); death is inevitable.
White-speckled blue lotus blossoms must be gathered when the flower closes, from an hour after sunset to an hour before sunrise. (This condition of course implies certain periods when the flowers never close and are thus practically impossible to collect.) Gathered blossoms must be sun-dried and ground to produce dust of sneezing and choking. Rumours persist that a man killed by the white-speckled blue lotus becomes host to an alien intelligence that can animate his corpse (viz. a zombie) and ambulate to a new locale; this effect is not known to manifest in victims of dust of sneezing and choking.