Wednesday, August 7, 2013

New Monster: Bone Ghul

The grey skinned man-thing hissed as Rathgar’s sword sliced across its arm. Instead of blood, maggots dropped to the stone floor. In retaliation it slammed its clawed hand into the center of Rathgar’s chestplate, knocking him back.

Nimble’s shortsword cut through the knee of the monster, dropping it to the ground. Allianora stepped over it, brandishing her golden sun-disk. “May the cleansing light of all that is holy burn this filth from the earth.”

The creature shuddered for a moment before dissolving into a pile of grave dirt and maggots just as another rounded the corner, this one significantly larger than the last.



Bone Ghul
Armor Class: 5
Hit Dice: 3+** (M-L)
Move: 120’ (40’)
Attacks: 2 Claw
Damage: Varies
No. Appearing: 2d4 (2d4)
Save As: F3-6
Morale: 12
Treasure Type: none
Intelligence: 3
Alignment: Chaotic
XP Value: 3HD = 65
4HD = 175
5HD = 425
6HD = 725

Monster Type: Undead, Enchanted (Rare)
Bone Ghuls are created by necromancers and dark cults as instruments of fear and death. They
attack with their claws which cause 1d4+1-2 or 1d6+1-2) (depending on HD) and if both hit, automatically bite for an additional 1d6/1d8 points of damage. Bone Ghouls of 5HD or more are large creatures.

Bone Ghouls can paralyze one creature of equal or less HD with a glance (save vs death ray to avoid, new save every 10 rounds) every round.

Bone Ghuls must kill every night, or they will turn on their creator. Those that are unable to kill or those killed in combat will collapse into a pile of grave dirt and maggots.

To create a Bone Ghul, the necromancer must first find or research the ritual to do so. In addition to 1,500 gp worth of components, the ritual also requires the soul of an intelligent creature. Creating a Bone Ghoul is a difficult process, and the results are not guaranteed. At the final stage of the ritual the caster must slay the victim used to power the ritual, and spill their blood (1d4 points of damage worth), and make a saving throw vs. breath weapons. A failed saving throw results in the failure of the ritual, and an additional 3d4 points of damage. Succeeding the saving throw results in the creation of a 3HD Bone Ghoul. Succeeding the saving throw by more than 3 results in a 4HD Bone Ghoul, more than 6 results in 5HD, etc. For every Bone Ghoul the necromancer controls, there is a -1 penalty to the saving throw. Every additional soul used to create the Bone Ghoul provides a +1 bonus to the save.



Inspired by the Throne of the Crescent Kingdom. Check back tomorrow for the Serpent Throne!

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