DCC Bestiary - Restless Soul

So a looong time ago, I started converting monsters before I started posting them on my blog.  In a conversation with Daniel Bishop and his take on the Coffer Corpse that he just posted recently, I recalled I had done my own version, which I decided to call the Restless Soul, which is a few different undead all wrapped into one.

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he idea of a ‘defeated’ undead jumping back up is a great idea, but like a lot Old School monsters, there’s a lot of one shot deceptions that don’t work a second time – but creating a fear/morale check solves that.  Choking attack, add in a ‘suck the warm lifeforce out of nearby folks’ ability, and voila!

A
lso, one of the memorable moments from my game involved my players encountering this monster in a random encounter that ‘wandered by their camp, and was so cold, wanting to just sit by the fire’ … freaked them all out, nearly killed the 2nd level party en masse, and was eventually stopped with holy water.  I may have increased the paranoia of my players from that.

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houghts, ideas, uses of this monstrosity in your game?  Drop me a line at archadethered@gmail.com.

 

Restless Soul

     A restless soul is an emaciated un-dead that slain traveler who has suffered an unfortunate fate in the wilds, and their spirit causes their corpse to wander paths and roadways, seeking the warmth of living bodies.
     At a distance, a restless soul appears as a cloaked traveler, wearing mud-stained and tattered clothing.  To the causal eye they may be mistaken as living until they approach. 

     Restless Soul: Init -1; Atk slam +5 melee (1d6+2); AC 12; HD 4d12 (26 hp); MV 25’; Act 2d20; SP un-dead, choking grasp (1d10 damage), darkvision 100 ft, feed on living souls, risen from the dead, immunity to non-magical weapons; SV Fort +4, Ref +1, Will +2; AL C.
     If both melee attacks result in a hit against the same target, the un-dead wraps both hands around their opponent’s neck, choking them in subsequent rounds with automatic hits, but it cannot use its actions to make further melee attacks while doing so.
     While near living creatures, they leech warmth and life from the air – nothing dramatic, just a few degrees drop in temperature, and a sense of misplaced unease.  That is how they feed their hunger.  If provoked, they can increase their pull on the souls of the living, causing nausea and chills.  The restless soul can take an action on its turn to feed on all souls within 30’, causing 1d6 cold damage unless a DC 12 Fortitude save is successfully made.
     Restless souls are un-dead, and thus can be turned by clerics.  They do not eat, drink or breathe.  As un-dead, they are immune to sleep, charm and hold spells, as well as other mental effects and cold damage.
     This unquiet corpse can only truly be slain by magical weapons or spells – if it appears to be damaged by non magical weapons, and If a restless soul suffers 10 or more points of damage in one strike (magical or not), or are reduced to “0 hp” by mundane weapons, they fall motionless to the ground, but 1d3 rounds later they rise again with full hit points and unharmed.  Any witnessing a rising restless soul must make a DC 12 Will save or be shaken (-2d to all checks, attacks and saves for 1d3 turns (10-30 minutes).

 

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