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).