Armor Class: 6 [13]
Hit Dice: 1+1
Attacks: Shadowy Weaponry (1d8)
Saving Throw: 18
Special: Dread
Move: 12
Challenge Level/XP: 1/15
In the days before the Overlord's violent rise to power, the Nightwatchmen served the purpose the City Guard serve (or are supposed to serve) today. Yet by the time of the Overlord's ascension, they had grown into a corrupt, Temple-sponsored boysclub that did as they pleased while the weaker classes were preyed upon unchecked by the organized criminals of the Citystate. No one is sure who placed the curse upon them that causes their spirits to patrol the streets now on starless nights, but when they do they are implacable and incorrupt, taking a bloody toll of any they find in contempt of the law, which includes adventurers out after "curfew". The Nightwatchmen appear as whispy, shadowy, guardsmen. They inspire terror in those they attack, requiring a saving throw to face them bravely without suffering a -2 penalty to hit.
The Hellboar of Bywater
Hit Dice: 10
Attacks: Gore (3d8)
Saving Throw: 5
Special: Spell Immunity, Breath Weapon
Move: 12
Challenge Level/XP: 11/1,700
Deadman's Dirk
The thieves of the City State live and die by their blades, and some thieves' spirits never leave their favorite sidearm. A Deadman's Dirk is a haunted +2 dagger that carries a malicious poltergeist around with it. The spirit will generally taunt and harrass its weilder in its ragged, whispery voice, angrily throw things around (strength of an unseen servant), and will whisper nightmares in its owner's ear as he sleeps.
I really like the Hellboar, that's a great monster with a lot of flavor.
ReplyDeleteYep, definitely finding a place for the Hellboar. Do I detect a Princess Mononoke inspiration in there?
ReplyDeleteYep, definitely a little Mononoke, as well as some Amityville Horror and Erikson.
ReplyDelete