Creatures of Death
Creatures of Death are summoned from corpses; they tend to be found in unholy or desecrated temples.
Rank 1 (Common)
Ghoul
Ghouls are nasty creatures with poisonous claws. Anyone slain by a ghoul rises from the grave, as undead serving the ghoul's master, after a day; this may be prevented by destruction of the body.
Bite(14): 1d+2 cutting. Carrier attack: 1d toxic, R-HT.
Traits: Immunity to Metabolic Hazards; Infectious Attack; Resist Cold (DR 10); Unhealing
Skills: Brawling-14.
Notes: Regular Summon (80/1, 6 units). See the Animate Dead spell for effects of being raised as undead.
Skeleton
Skeletons are inexpensive summoned creatures; their open structure makes them quite resistant to small projectiles, though they are not otherwise notably durable.
Sword(14): 1d+1 cutting
Traits: Immunity to Metabolic Hazards; Injury Tolerance: Homogenous, No Brain, No Vitals; Resist Cold (DR 10); Unhealing, Fragile (Brittle)
Skills: Sword-14, Shield-14.
Notes: Regular Summon (25/1, 6 units).
Zombies
Lesser undead created from fresh corpses; they are not normally summoned.
Bash(14): 1d+2 crushing, melee C,1
Traits: Immunity to Metabolic Hazards; Injury Tolerance: No Brain, No Vitals; Resist Cold (DR 10); Unhealing
Skills: N/A
Notes: Can only be generated by the Zombie Mastery spell in play, but they're treated as common chaff for purposes of lairs and wandering monsters.
Rank 2 (Uncommon)
Night Stalker
This monster cannot be seen at a distance, but at close ranges its dreadful gaze inflicts lethal terror.
Bite(14): 3d cutting, melee C,1
Death Gaze(14): Affliction 2 (Heart Attack), Range 5, Cosmic (Ignores DR).
Traits: Immunity to Metabolic Hazards; Injury Tolerance: No Brain, No Vitals; Invisible (Limited), Resist Cold (DR 10); Unhealing
Skills: N/A
Notes: Regular Summon (250/1;1 unit). Night stalkers can be seen at close ranges -- requires a normal Per roll, modified by range, with no 'in plain sight' modifier (i.e. at 10 yards, Per -4). When seen, attack rolls are at -4 (not the normal -6 for invisibility).
Shadow Demon
These incorporeal demons fly and attack with arcane blasts.
Touch(14): 2d burning, melee C,1
Shadow Bolt(14): 2d+2 burning, Range 50/100, Acc 2. 24 shots.
Traits: DR 10 vs normal weapons; Flight, Immunity to Metabolic Hazards; Injury Tolerance: No Brain, No Vitals; Insubstantial; Regeneration (Instant); Resist Cold (DR 10)
Skills: N/A
Notes: Regular Summon (325 energy, 7 maintenance; pack of 4). During overland travel, can phase between Arcanus and Myrror.
Werewolves
Normal creatures cursed with lycanthropy. Werewolves regenerate and are immune to normal weapons.
Claw(14): 2d cutting, melee C,1
Traits: DR 10 vs normal weapons; Immunity to Metabolic Hazards; Regeneration (Instant); Resist Cold (DR 10)
Skills: N/A
Notes: Overland spell, enchants a normal unit; 180/5(6 units).
Rank 3 (Rare)
Demon
Flying demons, impervious to mundane weapons.
Claw(14): 5d+2 cut, Reach C,1
Traits: DR 10 vs normal weapons; Immunity to Metabolic Hazards; Resist Cold (DR 10); Unhealing
Skills: N/A
Notes: Can only be summoned by demon lords (combat summon), but seem to be treated as rare for purposes of wandering monsters and lairs.
Wraith
Soul-sucking incorporeal terrors.
Chill Touch(14): 3d+2 burning, and followup: 3d Toxic (R: HT-3). The wraith heals damage equal to the toxic damage done.
Traits: DR 10 vs normal weapons; Immunity to Metabolic Hazards; Insubstantial; Resist Cold (DR 10); Unhealing
Notes: Regular Summon (500/5; 4 units). Creatures slain by wraiths rise as Undead the next day.
Rank 4 (Very Rare)
Death Knights
Undead terrors that ride shadowy flying horses and steal life by touch.
Lance (16): 3d(2) Imp (Reach 2,3), and followup: 4d toxic(R: HT-4). The death knight heals damage equal to toxic damage done.
Sword (16): 3d+2(2) Cut (Reach 1), and followup: 4d toxic(R: HT-4). The death knight heals damage equal to toxic damage done.
Traits: DR 10 vs normal weapons; Immunity to Metabolic Hazards; Insubstantial; Resist Cold (DR 10); Unhealing
Skills: N/A
Notes: Regular Summon (600/8; 4 units). Creatures slain by Death Knights rise as Undead the next day.
Demon Lord
Master of lesser demons, with the ability to summon allies, and steal life with both touch and blast.
Blast (18): 10d burn (Range 50/100, Acc 2), and followup: 5d toxic(R:HT-5); the demon lord heals damage equal to toxic damage done.
Sword (18): 8d cut; reach 1-2, and followup: 5d toxic(R:HT-5); the demon lord heals damage equal to toxic damage done.
Traits: Immunity to Metabolic Hazards; Resist Cold (DR 10); Summonable Allies (3 Demons); Unhealing
Skills: N/A
Notes: Regular Summon (900/15; 1 unit).