With a final shove, Rathgar and Allianora forced the stone trapdoor open. The funk of stale air and rot filled the crypt, oozing up from the long dark stairs below. “Any idea what’s down there?” Nimble asked the groundskeeper who lurked outside the door.
“My da’ said that before the orc tide came and destroyed the city that the under-crypts were where bodies were put cause all the crypts were already full.”
“Under-crypts hua?” Nimble sighed. “Any idea how big they are?”
“Da’ said that some were small, just an extension of the family crypt above, but that others got so big they bumped into each other, and that eventually it was a big ol maze.”
“And they were closed up after the orcs came?” Allianora asked, hoping to let a bit more fresh air circulate before going down.
“Yeah… Well, after the orcs went down and didn’t come back up. Figured that was safer. Plus they didn’t need them no more, not after they started just burning the bodies, rather than burying them.” The groundskeeper fidgeted as he watched the party digest the latest bit of info.
After what felt like forever to the groundskeeper, the party collectively shifted into action, but rather than grabbing their packs, they drew their weapons.
“What? What is it?”
“Something’s coming…”
At the edge of the darkness below somethings moved. In a burst of motion hulking forms loped up the steps below the main crypt, grossly deformed, swollen and hairless, with gaping jaws, they were upon the party in an instant. The first up the stairs tried to block Rathgar’s sword with its hand, but both the hand, and its head fell lifelessly to the floor. Allianora called upon the Lords of Light, and the creatures faltered. Nimble shot a bolt of lightning down the stairwell, and the smell of ozone and charred flesh replaced the stale rank air in the crypt.
Crypt Ghast
Armor Class: 6
Hit Dice: 4+1* (M)
Move: 120' (30')
Attacks: 2 claws and 1 bite
Damage: 1d6+1, 1d6+1, 1d6+1+ Special
No. Appearing: 1d4 (2d4)
Save As: F6
Morale: 11
Treasure Type: B
Intelligence: 6
Alignment: Chaotic
XP Value: 200
Crypt ghasts are hulking undead brutes, fearless, and tenacious. Like ghouls, the mere touch is enough to freeze even a large creature (hill giant or smaller) in its tracks. Medium sized creatures suffer a -2 penalty to their saving throws vs paralysis. The paralysis lasts 2d4 turns unless magically cured. The crypt Ghast turns as a Mummy.
Crypt Ghast (5e Stats)
Medium Undead, Chaotic Evil
AC 14 (natural armor)
HP 60 10d8+20
Speed 30ft
Str 18 (+4)
Dex 10
Con 15 (+2)
Int 6 (-2)
Wis 6 (-2)
Cha 6 (-2)
Damage Resistance: Necrotic
Damage Immunity: Poison
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses: Darkvision 60 feet. Passive perception 10
Languages: Common
Challenge: 3 (700xp)
Stench. Any creature starting its turn within 5 feet of the crypt ghast must succeed in a DC12 Constitution saving throw or be poisoned until the start of it's next turn. On a successful save, the creature is immune to the crypt ghast's stench for 24 hours.
Turning Defiance. The crypt ghast and any ghoul within 30 feet have advantage on saving throws against turning.
Actions
Claws. Melee weapon attach. +7 to hit reach 5 feet, one target.
Hit: 3d6+4 slashing damage. If the target creature isn't undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect if successful.
Bite. Melee weapon attack. +5 to hit, reach 5 feet, one target.
Hit: 3d8+4 piercing damage
Reaper’s Ghast, of which I have 5 (1 from the original Bones kickstarter (painted above), and 4 from Bones 2) doesn’t really fit any of the classic D&D monsters very well, so I decided to stat this up. In all honestly though, I think the figure works out better for a roided out post-apocalyptic zombie thing.
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