Wednesday, April 24, 2013

New Monster: Umbral Walker

“There!” Nimble’s dagger tumbled through the air, dispersing the short shadowy form, and clattering into the stone wall beyond it. “Tell me you saw it this time?”

“I did” Feris nodded.

“As did I” Allianora said, holding her golden holy symbol.

“Do you think it was a ghost?” Rathgar asked.

Allianora paused before answering. “Maybe... but I don’t think so.”

The companions continued searching the room. Numerous pillars, alcoves and statues made the process slow. Insectile clickings seemed to randomly emanate from the darkness around them as they searched.

“What is that noise?” Rathgar hissed.

“I don’t know, but I haven’t actually seen any signs of bugs.” Feris whispered back.

The next statue checked was of a 6 armed, 2 faced dwarf. The insect clicking got louder, and was clearly coming from multiple directions.

“Guys? I think we’re surrounded.”

Umbral Walker

Armor Class: 7
Hit Dice: 3+1** (S)
Move: 150' (50')
Attacks: 1
Damage: 1d6+1
No. Appearing: 1d6 (3d4)
Save As: MU4
Morale: 9
Treasure Type: B (on ethereal plane)
Intelligence: 9
Alignment: Neutral
XP Value: 100

Umbral Walkers are a race of creatures that resemble shadowy goblins/halflings, but are actually a species of beetle from the Ethereal Plane. They are extremely curious but completely alien to the prime plane, and are just as likely to dissect something they’re curious about as to study its behavior.

Anyone attempting to attack an Umbral Walker from the Prime Plane must make a save vs. rod/staff/spell or the attack will cause no damage. The save is modified by the magical bonus of the weapon or half the level of the spell used. Umbral Walkers can also retreat fully back into the Ethereal Plane, effectively becoming invisible.

1 comment:

  1. Great minds think alike: I did umbral horrors for my A-Z entry: