Post by StoryTeller on Jan 22, 2006 6:24:28 GMT
UNDEAD CREATURES
THE SEPULTURA
Climate/Terrain: Any
Frequency: Very Rare
Organization: Summoned
Activity Cycle: Any
Diet: Nil
Intelligence: Average (10-12)
Treasure: None
Alignment: Lawful Evil
No. Appearing: 1 (1-9)
Armor Class: 0
Movement: FL 12
Hit Dice: 6+6
THAC0: 15
No. of Attacks: 2
Damage/Attack: 1d10+1/1d10+1
Special Attacks: Enervation, Breath Weapon
Special Defenses: Regeneration, +1 Weapon to hit, See Below
Magic Resistance: See below
Size: M(5’ft. - 6ft. tall)
Morale: Fearless (20)
XP Value: 8,000
A sepultura is a hideous non-corporeal undead being. It is the badly
decomposed upper torso, arms and head of a humanoid being with a long
snake-like tongue that constantly flicks at its intended prey. Its hair is long
and wispy, and it has glowing purple pinpoint eyes. The spinal cord is
longer than normal, and it snakes downward and writhes about.
Combat: The sepultura can fly about and attack creatures twice per round. Its
deadly touch causes moderate wounds in living beings for 1d10+1 points of
damage each. Thrice a day, it can hurl black bolts of lightning that is
charged with negative energy. In game terms this translates as an
enervation spell, cast by a necromancer, at 10th level of ability. Once per
turn, the sepultura can exhale a powerful breath weapon that combines the
effects of a cone of cold spell and a gust of wind spell both at 10th level of
ability. The cold has the numbing effect of death and it will fully effect
creatures normally protected against the cold. Victims can make a saving
throw vs. breath weapon for half damage where applicable. The sepultura
has immunities to death spells, all spells and psionics that effect the mind,
cold-based spells, electrical spells, fire-based spells, poison, and to
turning/command attempts. Mundane weapons cannot strike it; they need
at least a +1 enchantment to damage this creature.
Habitat/Society: The Sepultura is a summoned entity under complete control of the
summoning caster. It is intelligent and follows the caster's commands to
the best of its abilities. It remains in existence only as long as the duration
of the spell that summoned it or if the caster is slain, whichever comes first
Ecology: The sepultura is only brought into existence on the whim of a necromancer
casting a sepulcher spell to bring forth the malevolent spirit into the prime
material plane. Sages speculate how such a powerful undead could be
summoned after the grave's occupant has long been laid to rest. However,
it is not the spirit of the deceased that animates the moldering remains of
the grave, but a minor negative plane elemental who uses the corpse as a
focal point to enter the prime material realm. As a summoned undead
creature, the sepultura serves no ecological niche.
THE SEPULTURA
Climate/Terrain: Any
Frequency: Very Rare
Organization: Summoned
Activity Cycle: Any
Diet: Nil
Intelligence: Average (10-12)
Treasure: None
Alignment: Lawful Evil
No. Appearing: 1 (1-9)
Armor Class: 0
Movement: FL 12
Hit Dice: 6+6
THAC0: 15
No. of Attacks: 2
Damage/Attack: 1d10+1/1d10+1
Special Attacks: Enervation, Breath Weapon
Special Defenses: Regeneration, +1 Weapon to hit, See Below
Magic Resistance: See below
Size: M(5’ft. - 6ft. tall)
Morale: Fearless (20)
XP Value: 8,000
A sepultura is a hideous non-corporeal undead being. It is the badly
decomposed upper torso, arms and head of a humanoid being with a long
snake-like tongue that constantly flicks at its intended prey. Its hair is long
and wispy, and it has glowing purple pinpoint eyes. The spinal cord is
longer than normal, and it snakes downward and writhes about.
Combat: The sepultura can fly about and attack creatures twice per round. Its
deadly touch causes moderate wounds in living beings for 1d10+1 points of
damage each. Thrice a day, it can hurl black bolts of lightning that is
charged with negative energy. In game terms this translates as an
enervation spell, cast by a necromancer, at 10th level of ability. Once per
turn, the sepultura can exhale a powerful breath weapon that combines the
effects of a cone of cold spell and a gust of wind spell both at 10th level of
ability. The cold has the numbing effect of death and it will fully effect
creatures normally protected against the cold. Victims can make a saving
throw vs. breath weapon for half damage where applicable. The sepultura
has immunities to death spells, all spells and psionics that effect the mind,
cold-based spells, electrical spells, fire-based spells, poison, and to
turning/command attempts. Mundane weapons cannot strike it; they need
at least a +1 enchantment to damage this creature.
Habitat/Society: The Sepultura is a summoned entity under complete control of the
summoning caster. It is intelligent and follows the caster's commands to
the best of its abilities. It remains in existence only as long as the duration
of the spell that summoned it or if the caster is slain, whichever comes first
Ecology: The sepultura is only brought into existence on the whim of a necromancer
casting a sepulcher spell to bring forth the malevolent spirit into the prime
material plane. Sages speculate how such a powerful undead could be
summoned after the grave's occupant has long been laid to rest. However,
it is not the spirit of the deceased that animates the moldering remains of
the grave, but a minor negative plane elemental who uses the corpse as a
focal point to enter the prime material realm. As a summoned undead
creature, the sepultura serves no ecological niche.