Thursday 15 January 2015

The Elder Scrolls Conversion Project; Iconic Creatures Part I, The Undead

Many of the D&D monsters presented in the Monster Manual can be used in all kinds of fantasy worlds, like animals, they appear in many works of fiction. Some monsters however in the Elder Scrolls universe are significantly different to be fully converted, either because they remind us something cool and memorable from the games, or because they are integral part of the world. In these posts you can see many creatures that we learned to love and appreciate (or hate and despise) in Elder Scrolls games.


The undead presented here are completely optional, and you could use the undead presented in the Monster Manual, but I feel that these will evoke the Elder Scrolls feel more closely. Also, these creatures are often found in other works of fiction, so you can use them in any fantasy setting (including the D&D settings if you prefer these to the official ones)
These are just a few undead, you can create more easily. I created my undead with the following ideas in my head
Undead creating guidelines:
All undead are resistant to physical damage, to represent their though, unliving body and their inability to feel pain. (Skeletons are an exception, see below)
All undead are immune to poison and necrotic damage, as well as they are immune to the poisoned condition and being exhausted.
All undead are vulnerable to radiant damage.
Skeletal undead have a 50% chance to ignore ranged attack damage
Ethereal undead are immune to physical damage. Magic and silver weapons can ignore this immunity

There will be more monster posts to come.

Skeleton
Medium undead, neutral evil

Armor class: 12
Hit points: 20
Speed: 30 ft.

STR 12 (+1)
AGI 12 (+1)
END 14 (+2)
INT 6 (-2)
WILL 8 (-1)
PER 5 (-3)

Damage vulnerabilities: Bludgeoning, Radiant
Damage resistances: Piercing, Slashing from non magical weapons
Damage immunities: Poison, Necrotic
Condition immunities: Exhaustion, Poisoned
Senses: Darkvision 60 ft, passive perception 9
Languages: Understands all it knew in life, but cannot speak
Challenge rating: 1/2

Skeletal body: Physical projectiles have a 50% chance to pass through the body of the skeleton without damaging it.

Actions

Iron shortsword: Meele weapon attack: +4 to hit, reach 5ft, one target. Hit: 5 (1d6+2) piercing damage
Wooden shortbow: Ranged weapon attack: +4 to hit, range 80/320 ft, one target. Hit: 5 (1d6+2) piercing damage

Skeleton Guardian
Medium undead, neutral evil

Armor class: 17 (chain shirt + rusty iron shield)
Hit points: 50
Speed: 30 ft.

STR 16 (+3)
AGI 12 (+1)
END 14 (+2)
INT 8 (-1)
WILL 8 (-1)
PER 5 (-3)

Damage vulnerabilities: Bludgeoning, Radiant
Damage resistances: Piercing, Slashing from non magical weapons
Damage immunities: Poison, Necrotic
Condition immunities: Exhaustion, Poisoned
Senses: Darkvision 60 ft, passive perception 9
Languages: Understands all it knew in life, but cannot speak
Challenge rating: 2

Skeletal body: Physical projectiles have a 50% chance to pass through the body of the skeleton without damaging it.
Multi attack: The Skeleton Guardians make two attacks on its attack action

Actions

Steel longsword: Meele weapon attack: +5to hit, reach 5ft, one target. Hit: 8 (1d8+3) slashing/piercing damage


Zombie
Medium undead, neutral evil

Armor class: 8
Hit points: 62
Speed: 20 ft.

STR: 16 (+3)
AGI: 6 (-2)
END: 16 (+3)
INT: 6 (-2)
WILL: 8 (-1)
PER: 5 (-3)

Damage vulnerabilities: Radiant
Damage resistances: Piercing, Slashing, Bludgeoning
Damage immunities: Poison, Necrotic
Condition immunities: Exhausted, Poisoned
Senses: Darkvision 60 ft, Passive perception 9
Languages: Understands all it could in life, but cannot speak
Challenge rating: 2

Disease ridden: Every time the zombie damages an opponent, it must make an Endurance saving throw of DC 13. On a failed save roll a d20 to determine which one of these diseases is contracted:
1: Astral vapors: Magicka no longer regenerate naturally at long rests
2-5: Black heart blight: -2 Strength and Endurance
6-9: Rockjoint: Add only half of your proficiency bonus to weapon attack rolls
10-13: Wither: You only regain half as much health at short and long rest, you would normally
14-17: Brainrot: -2 Intelligence and Willpower
18-20: Witbane: Roll all intelligence checks with a disadvantage.

Actions

Scratch: Meele weapon attack: +5to hit, reach 5ft, one target. Hit: 8 (1d4+3) slashing damage
Bite: Meele weapon attack: +5to hit, reach 5ft, one target. Hit: 8 (1d6+3) piercing damage

Draugr
Medium undead, Neutral evil

Armor class: 15 (Ancient nordic half plate)
Hit points: 110
Speed: 25

STR: 15 (+2)
AGI: 10 (0)
END: 16 (+3)
INT: 8 (-1)
WILL: 10 (0)
PER: 8 (-1)

Damage vulnerabilities: Fire, Radiant
Damage resistances: Bludgeoning, Piercing, Slashing
Damage immunities: Cold, Poison, Necrotic
Condition immunities: Poisoned, Exhausted
Senses: Darkvision 60 ft, passive perception 10
Languages: Understands and speaks Old nordic and draconic.
Challenge rating: 3

Thu'um: Ancient warriors of the Dragon Cult, they were trained using the Thu'um. As an action the Draugr can use the shout Unrelenting Force.
Enchanted weapon: The Draugr can freely spend a charge of his weapon if it hits, to deal an extra 1d6 frost damage to its target. The weapon has 1d6-1 charges.
Cumbersome armor: The draugr wears an Ancient Nordic half plate. It has a strength requirement of 13 and it decreases the speed of the wearer by 5 foot. (already included in the stats) Otherwise it is identical to half plate armor.
Multi attack: The draugr makes two weapon attacks on its attack action

Actions

Ancient nord longsword of minor frost: Meele weapon attack: +4to hit, reach 5ft, one target. Hit: 8 (1d8+2) slashing/piercing damage
Shout: 15 feet cone, targets in the area must make a Strength saving throw at DC 13, or be pushed back 10 feet fall prone. On a successful saving throw the targets don't fall prone and are only pushed back 5 feet. Recharge 5-6

2 comments:

  1. Just wanted to say I'm thoroughly inspired by this and by your entire blog.

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    Replies
    1. Well I'm glad you enjoy it :) I will keep them coming

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