In my desire to set up
the Barrowmaze for my DCC game, I’ve got a lot of undead to convert over. The problem is, a lot of 1E/5E undead are
repetitive and boring, or have way too many abilities to work well in a DCC
game. Let’s look at the 5E Barrowmaze
treatment of the Barrow Abomination – good idea, a haunted skeleton that
weapons don’t work on, but the 5E stat block has multiple abilities that all
pretty much do the same thing – chill touch, ray of sickness, ray of
enfeeblement, blight, ghostly tentacle – things that reach out and mess up an
adventurer. Those can be distilled into
one ability.
I also changed
it’s reanimation abilities. Far cooler
to have the adventurers come back a week later and the monster is back to where
it was. Killing it permanently (or is
that un-un-deading it?) should be more a bit of a challenge for something this
dangerous.
So here’s my
take on the Barrow Abomination, hope you like it.
Barrow
Abomination
This creature appears to be skeletal un-dead but is
actually a coalescing evil shadow using bones at hand to manifest a physical
form. Upon disturbing it’s rest, a
barrow abomination will draw itself up from piles of bones until it resembles a
roughly humanoid shape about eight feet tall.
Barrow Abomination:
Init +4; Atk icy touch +5
melee (1d8 cold); AC 16; HD 10d8 (45 hp); MV 30’; Act 2d20; SP un-dead traits,
immune to non-magical weapons, spatial awareness, reanimation,
enveloping entropy; SV Fort +2, Ref +2, Will +6; AL C.
Non magical weapons cannot harm it, passing through the bones while the shadow gathering it together is unharmed.
A barrow abomination can sense all life within 60 feet of it, and has no need to see.
If reduced to 0 hp, the abobmination’s skeleton collapses to the ground and the shadow evaporates, but it will re-coalesce in 1-3 days unless the bones are sanctified with holy water and given a proper burial.
The abomination can use an action to extend it’s shadow to envelop a target within 10’, causing 2d8 cold damage and 1d6 Strength damage. If the target makes a Will save of DC 14, they only suffer 1d8 cold damage and 1 point of Strength damage.
Non magical weapons cannot harm it, passing through the bones while the shadow gathering it together is unharmed.
A barrow abomination can sense all life within 60 feet of it, and has no need to see.
If reduced to 0 hp, the abobmination’s skeleton collapses to the ground and the shadow evaporates, but it will re-coalesce in 1-3 days unless the bones are sanctified with holy water and given a proper burial.
The abomination can use an action to extend it’s shadow to envelop a target within 10’, causing 2d8 cold damage and 1d6 Strength damage. If the target makes a Will save of DC 14, they only suffer 1d8 cold damage and 1 point of Strength damage.
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