Name: Scarecrow
Type: Undead (Modified zombie)
Hit Die: 2d12+3 (16 hp)
Initiative: -1
Speed: 30
AC: 11
Bonuses to hit: +2 melee
Damage: Claws 1d6+1
Face/Reach: 5 by 5/5
Special Attacks: Fear Aura 1 (DC 12)
Special Defense: Undead. Immune to damage from blunt and ranged weapons. X2 damage from fire
Saves: Fort: +1. Ref:-1. Will: +3
Abilities: STR: 13. Dex: 8. Con:-.Int:-.Wis:10. Cha: 1.
Skills: Move Silent 5. Hide in shadows: 1.
Feats: Toughness
Climate/Terrain: Any rural/Farmland
Organization: Small squad (6-10)
Treasure: Incidental or none
Advancement: 3HD
Alignment: Neutral
Challenge Rating: ½ per scarecrow
Scarecrows are modified zombies created to blend in to the rural farm areas that you would most likely find their none animated counterparts. The process to create a scarecrow is similar to that of a zombie but the corpse is first stuffed with straw and then decorated with clothing and bits of fabric to better blend in. When they are animated they appear much like a normal scarecrow and can remain motionless for days at a time. Though a close inspection will revile the telltale smell of death about them.
Combat:
Once activated the scarecrows pressure their goal with an mindless efficiency. Pummeling anything that gets in their way with their powerful fists and claws.
1: Undead: Scarecrows are immune to mind influencing effects, poison, sleep, paralysis, stunning and disease. They are not subject to critical hit rules, subdual damage, ability or energy drain attacks or instant death from massive damage. Due to their make up they are also immune to the damage from blunt and ranged weapons (That straw padding) but on the other hand this same make up renders them extremely vulnerable to fire. They take X2 damage from flame based attacks.
2: Fear Aura. There is something very frightful about these creatures, even more so then their zombie counterparts. Anyone within 1 of a Scarecrow must make a will check at DC: 11 or be overcome with the effects of a Fear spell. This lasts for 1d6 rounds.
Name: Bee Keeper
Type: Undead (Modified skeleton)
Hit Die: 2d12+3 (16 hp)
Initiative: +5
Speed: 30
AC: 13
Bonuses to hit: + 0 melee. Bees +1 melee.
Damage: Claws 1d6. Bees 2 pts per sting.
Face/Reach: 5 by 5/5
Special Attacks: Bees
Special Defense: Undead
Saves: Fort: +0. Ref: +1. Will: +2.
Abilities: STR: 10. Dex: 12. Con:-.Int:-.Wis:10. Cha: 1.
Skills: Hide in shadows 1. Animal handling 2.
Feats: Improved Initiative
Climate/Terrain: Any land
Organization: Small squad (6-10)
Treasure: Incidental or none
Advancement: 3HD
Alignment: Neutral
Challenge Rating: 1 per bee keeper
Bee keepers are animated skeletons that have been modified to better blend in to a city environment and that carry a nasty surprise. Originally created by the Necromancer Belton their sue has since spread to other city based Necromancers of the same twisted imagination.
Bee keepers are created just like normal skeletons with the addition that a working bee hive is placed in their chest cavity. They are then dressed much like their name sake. In a long robe with gloves, boots and a wide brimmed hat with a mesh face covering. As such the skeletons appear much like a normal Bee Keeper.
Once completed they are sent on their missions, usually acts of sabotage and assassination.
Combat:
Bee keepers pursue their mission until destroyed for that is what they were built to do.
1: Undead. Immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hit rules, subdual damage, ability and energy drain attacks and death from massive damage rules. Bee keepers are immune to cold and take ½ damage from piercing and slashing weapons.
2: Bee Hive. The Bee keepers have a bee Hive in their chest cavity and can send forth swarms of angry bees when needed up to Three (3) times per day.
Bee: AC: 10 HP: 2. +1 melee. Sting 1d2 pts + Venom.
Venom DC: 10 or 1d4 con. 3d10+10 bees in a swarm
Name: Blazing bones
Type: Undead (Modified skeleton)
Hit Die: 1d12+3 (11 hp)
Initiative: -1
Speed: 30
AC: 11
Bonuses to hit: +2 melee
Damage: Claws 1d6+1. Fire bolt 2d6+2
Face/Reach: 5 by 5/5
Special Attacks: Fire Bolt (DC15)
Special Defense: Undead. Immune to fire
Saves: Fort: +1. Ref:-1. Will: +3
Abilities: STR: 13. Dex: 8. Con:-.Int:-.Wis:10. Cha: 1.
Skills: Fire Building 1
Feats: Blind Fight
Climate/Terrain: Any \
Organization: Small squad (2-5)
Treasure: Incidental or none
Advancement: 3HD
Alignment: Neutral
Challenge Rating: 2 per Blazing bones
Blazing bones appear as normal skeleton with two exceptions... Their bones have a fire blackened look about them and small flames fill their eyes. Also a small fire seems to remain burning in their chest cavity, raging and dimming with the precision of a heart.
This appearance is very disturbing but not as disturbing as their pyromaniac tendencies.
Blazing bones are designed to cause panic and terror, their ability to create fire only adds to this.
Combat
1: Undead. Immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hit rules, subdual damage, ability and energy drain attacks and death from massive damage rules. Blazing Bones are immune to cold, fire and take ½ damage from piercing and slashing weapons.
2: Fire Bolts. The blazing bones most deadly weapon is its ability to project fire; powered by the fiery forge in their chest they can use this ability up to five times a day.
Their fire bolts are treated as a ranged melee attack with a DC of 15 to avoid. The bolts do 2d6+2 fire damage.
Name: Bone Golem
Type: Large Construct
Hit Die: 7d10 (63)
Initiative: -1
Speed: 30
AC: 15
Bonuses to hit: + 8 melee
Damage: 2 Fists 2d6+4
Face/Reach: 5 by 5/10
Special Attacks:
Special Defense: Construct. Magic Immunity. DR: 10 (+1)
Saves: Fort: +2. Ref: +1.Will:+2.
Abilities: STR: 19. Dex: 10. Con:-.Int:-.Wis:11. Cha: 1.
Skills: Move Silent 5.
Feats: Toughness
Climate/Terrain: Any land or underground
Organization: Solitary
Treasure: Incidental or none
Advancement: 4HD
Alignment: Neutral
Challenge Rating: 6
The Bone Golem is the subject of much debate. True necromancers find is construction an abortion of their art, while enchanters and Golem Designers find it a useful training golem but not as powerful or practical as true golems.
Still the Bone Golem does show up from time to time, mostly due to the fact that it is easier to build then the other golems.
The Bone golem is built from the bones of several large creatures and its appearance is that of a hulking misshapen humanoid skeleton wrapped in copper wire. It costs about 2000GP to build a Bone Golem including the 500GP for the bones. The creator must be at least 8th level and be able to cast Animate Dead, Shocking Grasp and Shield
Combat:
A Bone Golem will remain inert until activated. It attacks with a quiet efficiency, methodically pounding on its foes till either it or they are destroyed.
1: Construct. Can not be turned. Immune to sleep charm and mind influencing effects. Immune to poison, disease and ageing. Not subject to critical hit rules, subdual damage, ability or energy drain or death from massive damage rules. Immune to cold and electricity. Takes ½ damage from slashing and piercing weapons. Fire slows them down for 2d6 rounds with no saving throw.
Name: Spawnlings (Snotlings)
Type: Mutated Goblin
Hit Die: 1d8+2
Initiative: +2
Speed: 30
AC: 12
Bonuses to hit: +2 melee
Damage: Short Swords 1d6. Short Bows 1d6. Grenades (See below)
Face/Reach: 5 by 5/5
Special Attacks: Grenades. Swarm.
Special Defense: Strong Life. Elemental resistance.
Saves: Fort: -. Ref+1. Will: -
Abilities: STR: 8. Dex: 16. Con: 8.Int:8.Wis:8. Cha: 1.
Skills: Move Silent 5. Hide in shadows: 3. Stalk 3.
Feats: Scent. Blind Sight. Blind Fight.
Climate/Terrain: Any ruin/ Underground
Organization: Swarm (10-60)
Treasure: Incidental
Advancement: +1d8+1 HD per CL
Alignment: Chaotic Evil
Challenge Rating: ½ per spawnling
Spawnlings are a race of goblin like creatures that were somehow mutated during the great cataclysms. They are darker skinned then normal goblins and can even have blue or black skin. They dress in rags and tatters but have a strange fondness for hats. They inhabit caves, ruins and other forgotten areas where they can serve their High Priest. Females are never seen and may not even exist.
Combat:
Spawnlings fight in large swarms, using crude short bows and short swords to beat their targets down. They occasionally also employ crude grenade like weapons of their own design. They fight to the death but are not above running out of a combat are to regroup and come back.
1: Swarm. If there are 10 or more Spawnlings in the attacking force they can use the Swarm rules (See the Monster manual and the DMG)
2: Strong Life: Spawnlings can fight till -10 hit points.
3: Elemental resistance: Spawnlings receive a +2 fort save vs. Fire and Cold based damage.
4: Grenades: The spawnlings are known to manufacture a primitive grenade like weapon. The grenade itself is made out of fragile pottery and its contents are a combination of fungus, waste product, sulfur and dust.
When the grenade impacts the target, the pottery casing shatters and the area is filled with a thick green smoke (5 radius) all within the area of the green smoke must make a FORT save at DC 15 or be effects as if under a Stinking Cloud spell. The effects last for 2 rounds.
Name: Spawnling High Priest
Type: Mutated Goblin
Hit Die: 2d8+2
Initiative: +2
Speed: 30
AC: 14
Bonuses to hit: +2 melee
Damage: Shaman Stick 1d8
Face/Reach: 5 by 5/5
Special Attacks: Spell like abilities
Special Defense: Strong Life. Elemental resistance.
Saves: Fort: -. Ref+1. Will: -
Abilities: STR: 8. Dex: 16. Con: 10.Int:10.Wis:10. Cha: 4.
Skills: Move Silent 5. Hide in shadows: 3. Stalk 3.Spellcraft 2. Religion 2
Feats: Scent. Blind Sight. Blind Fight.
Climate/Terrain: Any ruin/ Underground
Organization: Small (1 per every 10 spawnlings)
Treasure: Incidental
Advancement: +1d8+1 HD per CL
Alignment: Chaotic Evil
Challenge Rating: 2 per cleric
These misshapen dark skinned goblin like creatures are the leaders and clerics of the spawnling community. They wield strange shaman sticks and wearer elaborate, ugly headdresses and they command the spawnlings in all areas of life.
Combat.
The High Priest hides behind their loyal Spawnling minions, using their spells to bolster their ranks. If forced to fight they will sue their Shaman Stick as a club like weapon.
1: Spell Like abilities: Spawnling high priest can use the following spell like powers at will, once per round. These are cast at 3rd level with a DC of 15. Cure Light Wound (1d8+3). Magic Missile (2d4+2). Gaseous Cloud. Animate Dead Spawnling.
2: Strong Life: Spawnlings can fight till -10 hit points.
3: Elemental resistance: Spawnlings receive a +2 fort save vs. Fire and Cold based damage.
Name: Precious metal Golem
Type: Construct
Hit Die:
Initiative: 0
Speed: 30
AC: 20
Bonuses to hit: +12 melee
Damage: 3d6+6
Face/Reach: 5 by 5/Face=5
Special Attacks: Depends on metal used.
Special Defense: Construct.
Saves: For: +3. Ref:-. Will: +1
Abilities: STR: 20. Dex: 10. Int:-.Wis:-. Con:-. Cha: 1
Skills: Heal self 6.
Feats: Toughness
Climate/Terrain: Any
Organization: Small (1-6)
Treasure: Incidental
Advancement: +2d12 per CL
Alignment: Neutral
Challenge Rating: 12
A typical humanoid golem made out of any one of the precious metals. They tend to be smaller and more elaborately decorated then their Iron cousin and are often used as guards for wealthy merchants who can afford to make a 2000 pound solid gold man.
Combat
The Golem will do as it is ordered by its master. Its combat style tends to be pretty straight forward. Bash something till it stops moving. They have several special abilities available to them depending on what metal was used in their construction.
1: Construct: Immune to all charm and mind influencing spells. Immune to all normal magic and spell like abilities. Immune to Critical hit rules, subdual damage and death by massive damage. Immune to disease, poison and age. Immune to psionics and can not be commanded by any one other then their creator and the individuals designated by its creator.
2: Special Abilities.
Gold Golem: Is not immune to fire and in fact take X2 damage from fire, but takes no damage from blunt weapons and only ½ damage from slashing weapons. DR: 12(+1) vs. all other weapons. The Gold Golem is the strongest of the precious metal golems and may add +3 to hit and an additional +6 to damage on each attack. It is also the slowest and may only attack once a round.
Silver Golem: DR: 13(+2). Takes X2 damage from cold. May strike intangible, astral and Supernatural creatures as if they were normal. May strike twice per turn. Can sense the presence of Invisible and Astral creatures in a 20 radius (always on)
Copper Golem: DR 14(+3). In addition to the normal immunities of its creation, it is also immune to electrical damage. In fact electricity heals it of any damage it has taken during a combat. May strike once a round. Once every 3 rounds may discharge an Electrical wave equal to a Lightning Bolt. This Bolt has a range of 15 and does 5d6 (DC20)
Bronze Golem: DR: 15(+3). X2 damage from electricity. May strike twice a round and on a Critical role of 19-20 it may make a Vorpil attack (See Vorpil weapon in the DMG).