Grave Risen
CR 4 XP:
1,200
CE
Medium undead
Init
+2; Senses Darkvision 60 Ft.; Perception +8
AC 15,
touch 12, flat-footed 13 (+3 natural, +2 Dex)
HP 52
(5d12+20)
Fort
+3, Ref +3, Will +6
Resist
Turn Resistance +2
Speed
30 ft.
Melee
2 claws +4 (1d4+2 plus blood poisoning)
Special
Attacks Animate Dead, Blood Poisoning
During
Combat Since grave risen are rarely encountered anywhere but cemeteries, burial
grounds, or the like, they usually begin combat by animating corpses and
sending them against their aggressors. After animating corpses, the grave risen
attempts to down its foes with its filthy claws. Slain foes are destroyed (as
detailed above) and are not consumed by a grave risen.
Str
14, Dex 15, Con -, Int 13, Wis 14, Cha 16
Base
Atk +2; CMB +4; CMD 16
Feats
Toughness, Weapon Focus (Claw)
Skills
Climb +7, Escape Artist +5, Perception +8, Stealth +6
SQ
Undead Traits
Environment
any
Organization
Solitary or troupe (1 grave risen plus 2-5 Medium zombies)
Treasure
None — Grave risen see any equipment and treasure as part of their living
existence and throw each piece they find as far away as possible; most likely
into the nearest running water source.
Animate
Dead (Sp) Once per day, a grave risen can animate dead, as the spell (caster
level 5th).
Blood
Poisoning (Ex) A creature hit by a claw attack must succeed on a DC 15
Fortitude save or contract blood poisoning. This deals 1 point of Constitution
damage to the victim per minute until the victim dies or the blood poisoning is
healed. A neutralize poison or remove disease spell rids the victim of blood
poisoning, as does a DC 15 Heal check. Multiple wounds to the same foe do not
result in multiple instances of blood poisoning. The save DC and check DC are
both Charisma-based.
This
rotting, worm-ridden corpse is draped in tattered and loose fitting rags and
dented armor. Blackened eye sockets serve as its eyes, and the stench of death
clings to its body. Its nails are long and filthy, caked with soil from the
grave.
Grave
risen are rotting undead creatures that upon first glance resemble zombies.
They are created from a normal corpse in an area where the blood of a
spellcaster is spilled and permeates the ground. The blood fuses with a corpse
which sometimes animates as a grave risen. These creatures rarely wander far
from the area where they were risen, preferring the stench of death and the
serenity of death that lingers in the air.
Grave
risen have no love for the living and attack living creatures on sight. Living
creatures slain by a grave risen are clawed and mutilated and then buried in a
shallow grave by the grave risen as a mockery of its own current existence.
Grave risen do not speak or communicate; only occasionally loosing guttural
tones from their rotting vocal organs.
In
Your Campaign
Besides
the locations listed above, PCs are likely to encounter grave risen on former
battlefields where spellcasters have also fallen and shed blood. As such, there
is still a heap of corpses the grave risen can animate as needed. The grave
risen work well in adventures where a main villain isn't present. For example,
perhaps the PCs are sent to find a magical weapon lost in a battle decades ago.
When they arrive at the battleground, the area is littered with grave risen.
The
problem is two-fold here; for even if the PCs could dispatch all of the grave
risen and their zombies (or otherwise sneak onto the battlefield to search
without being noticed), how can they be sure that the weapon has not already
been pitched like these undead do with all treasure. If the PCs come up
empty-handed on a search, they might try throwing another sword into the
protected area. Then they can monitor what happens when a grave risen finds it.
Does he throw it somewhere obvious, like a nearby river, or does he drop it
into a deep chasm which was hidden to the PCs up until that point?
No comments:
Post a Comment