WITHERED
HUSK
FREQUENCY:
Rare
NO.
APPEARING: 1-12
ARMOR
CLASS: 7
MOVE:
12”
HIT
DICE: 3+1
%
IN LAIR: 80%
TREASURE
TYPE: Nil
NO.
OF ATTACKS: 1
DAMAGE/
ATTACK: 1-10
SPECIAL
ATTACKS: Fear
SPECIAL
DEFENSES: See below
MAGIC
RESISTANCE: See below
SAVE:
Fighter 3
INTELLIGENCE:
Low
MORALE:
See below
ALIGNMENT:
Neutral evil
SIZE:
M
PSIONIC
ABILITY: Nil
LEVEL/
X.P. VALUE: IV/ 125 + 4/hp
These
undead creatures resemble wrinkled, dried out zombies. Their
gangrenous skin is tougher than leather and their eye sockets hold an
undefinable darkness. Withered husks normally attack by striking
with their arms. Their hands are fused into claw-like members,
making grasping weapons or manipulating tools impossible. They do
have a sense of their own condition and this serves only to make them
more hateful of the living. Due to their hateful condition, the
withered husk need never make a morale check, but can be commanded to
retreat by its master.
Seeing
a withered husk will cause fear. Creatures of 2 hit dice or
levels or less will save at -4. Creatures of 3 hit dice have normal
saving throws. Four hit die creatures save at +4 and creatures of 5
hit dice or more are unaffected. Individuals affected by fear
flee at their fastest rate for the two to five melee rounds.
They
can be turned or destroyed as if they were shadows, but can not be
compelled by evil clerics the way other undead can, although evil
clerics may turn or destroy them. They are immune to mind-affecting
spells such as sleep, charm, and hold, and
suffer no damage from normal or magical cold.
A
withered husk can be created by a magic-user using an animate dead
spell and a fear spell, or by a cleric casting animate dead
and cause fear. In either case the body must belong to a
murderer convicted in a righteous court and the body must be embalmed
in a special solution for a week in order for the magic to take
effect. The cost in materials is 100 gold pieces per hit point of
the creature. This solution gives the husk its leathery, wrinkled
appearance.
Following
this process, the cleric or magic-user can force the withered husk to
obey in the same fashion as a zombie, but it is far easier to set it
to guard an area than to let it roam. Should the withered husk be
sent on a mission where it can encounter living things without its
master present there is a 10% cumulative chance per day that its
hatred of life will cause it to abandon its master's orders and begin
attacking those it meets indiscriminately. In such cases there is a
chance equal to the master's level plus intelligence that it they can
regain dominance, but they have only one attempt to be successful,
and after that the husk is beyond their control forever. A cleric or
magic-user can control a number of withered husks equal to their
level.
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