283 lines
15 KiB
Plaintext
283 lines
15 KiB
Plaintext
The Dragon's Bestiary from DRAGON(R) issue #162
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Two hauntingly good (but definitely bad) undead
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by Spike Y. Jones
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(C)1990 TSR, Inc. All Rights Reserved.
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<Spiritus Anime>
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CLIMATE/TERRAIN: [Anywhere dead bodies can be found]
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FREQUENCY: [Very rare]
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ORGANIZATION: [Solitary]
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ACTIVITY CYCLE: [Any]
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DIET: [Nil]
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INTELLIGENCE: [Semi- (2-4)]
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TREASURE TYPE: [See below]
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ALIGNMENT: [Neutral evil]
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NO. APPEARING: [1]
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ARMOR CLASS: [7 (skeleton)/8 (zombie)/6 (spiritus)]
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MOVEMENT: [12 (skeleton)/6 (zombie)/24 (spiritus)]
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HIT DICE: [3]
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THAC0: [17 (in all forms)]
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NO. OF ATTACKS: [1 (as skeleton or zombie)/Nil (as spiritus
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anime)]
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DAMAGE/ATTACK: [1-6 (skeleton)/1-8 (zombie)]
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SPECIAL ATTACKS: [Nil]
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SPECIAL DEFENSES: [See below]
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MAGIC RESISTANCE: [Nil]
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SIZE: [M (as skeleton or zombie), or T (1' diameter cloud
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as spiritus)]
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MORALE: [Elite (13)]
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XP VALUE: [270 +5 per animated body]
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The spiritus anime is an undead creature, in the shape of a
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formless vapor, capable of animating the bodies of dead creatures
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in its vicinity. Its appearance is that of a glimmering cloud of
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dust with a tenuous thread of dust motes attaching it to the body
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the spiritus wore in life (its "home body," which is almost
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invariably buried). This cloud is normally [invisible], but a
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[detect invisibility] or [true seeing] spell reveals it as a
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glowing nimbus around the bodies it animates, or as a cloud if
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found without bodies. In addition, if someone actively tries to
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see this monster without magical aid, the attempt will succeed if
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a save vs. spells is successfully made. The viewer must be within
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10' of the spiritus anime in order to have a chance of seeing it.
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<Combat>: In its natural, cloudlike form, the
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spiritus anime makes no attacks; to fight, it possesses and
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animates a corpse or skeleton within 100 yards of its original
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home body. When in one of these bodies, it fights as if it were a
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normal animated undead, either a skeleton or a zombie, with the
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animated body having all appropriate statistics (the body's hit
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dice and hit points are separate from the spiritus anime's own).
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Damage done to the animated body is not taken by the spiritus
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anime; when a body that the spiritus anime inhabits is "slain,"
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the monster merely animates another corpse on the following round
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and once more rises to the attack (having a +4 penalty added to
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its initiative roll on the first round of a new body's use).
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"Slain" undead cannot be animated again by the same spiritus
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anime, though zombies that are "slain" can be reused as skeletons
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months later, once the flesh has rotted from their bones. Only
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the remains of human, demihuman, or humanoid beings can be so
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animated.
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There are four ways to halt a spiritus anime's attack. The
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easiest is to retreat more than 100 yards from the spiritus' home
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body, the distance beyond which it cannot move an animated host
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body. (Theoretically, a spiritus anime could use an animated body
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to carry its home body to a distant site, in order to find a
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larger supply of corpses to animate or to follow a particular
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enemy to which it has developed some special attachment, but such
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an intelligent plan would surely be beyond it.)
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The second method is to destroy the supply of dead bodies
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that it can animate as weapons, a time-consuming process that can
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be counterproductive if some of the attacking party dies in the
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melee, allowing their bodies to be animated as zombies by the
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spiritus anime (in preference to the weaker skeletons).
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The third way is to destroy the spiritus anime's home body,
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instead of merely dispatching its host bodies. If attackers
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manage to identify and dig up its home body, they can "slay" this
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body and, in so doing, kill its spiritus anime. The home body has
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the statistics of either a skeleton or zombie, though if not
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animated it will not attack. When an attack on the home body is
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begun, the spiritus will concentrate its efforts on protecting
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its home body either by using animated bodies or by animating its
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home body and attempting to flee with it. Normal weapons are
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effective against a spiritus anime's home body, and holy water
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does 1-4 hp damage per vial both to the body and to the spiritus
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anime itself.
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The final method of killing a spiritus anime is through
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magic. If any [cure wounds] spell is used on a body the spiritus
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anime is animating, the spiritus anime permanently loses a number
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of hit points from its own hit-point total (not from the
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hit-point total of the animated body) equalling the number of hit
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points that the spell would have cured. [Bless] causes 1-4 hp
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damage to the spiritus anime if it fails a saving throw vs.
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spells, and [exorcise, dispel evil, spiritwrack, raise dead, ]and
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[resurrection] will all kill it without a saving throw.
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A spiritus anime can be turned by a cleric as if it was a
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ghoul. A "D" result destroys the body the spiritus anime is
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animating but does not harm the spiritus anime itself. If a
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spiritus anime is turned, it can leave the body it is animating
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and resume its attacks in the next round by entering a new body,
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just as if the first body had been destroyed. A [bless ]spell
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cast upon a body that has not been animated will permanently
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protect that body from animation by a spiritus anime. If the
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spell is cast on the spiritus anime's home-body, the spiritus
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anime takes the usual 1-4 hp damage, no matter where it is or
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what it is doing.
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Once in a while (10%), a particular spiritus anime will have
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developed a special and deceptive battle tactic. It will abandon
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a wounded host body before the body is completely destroyed, only
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to return to it later. As those fighting against the undead will
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have assumed that they slew the first body, having it rise a
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second time will make them believe that the undead bodies are
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impossible to slay--a frightening prospect indeed. Up to three
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bodies may be so manipulated.
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<Habitat/Society>: A spiritus anime is a type of
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undead created only when a human, demi-human or humanoid creature
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is buried alive, either intentionally (as a torture or sacrifice)
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or by accident (such as a landslide or the result of a tragedy
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involving a disease, a [feign death] spell, etc.). Many (40%) of
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those so buried become spiritus animes, desperate to escape
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burial and return to the surface.
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Because such circumstances are usually uncommon, only
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solitary spiritus anime are typically encountered. If more than
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one of them haunts a single site, the only sign that they
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acknowledge each other's existence is that they usually refrain
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from animating each other's home bodies unless there are no other
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bodies available to them. If this does occur, and one of these
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home bodies is slain, this automatically slays the spiritus anime
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to which the body belongs, without materially affecting the
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spiritus that had been animating the body. Thus, "killing" a
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zombie on one side of a graveyard could actually slay a spiritus
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anime on the other side of the field, causing two undead bodies
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to fall, in different locations, when only one was struck (though
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a third body might soon arise!).
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Although both skeletons and zombies can be created from the
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bodies of any dead monster, a spiritus anime animates only bodies
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that are similar to the one it wore in life, for it feels
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comfortable in that shape alone. If the body animated is of the
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same species as the spiritus once was, then the animation is
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handled with ease. If there is a minor difference in size (such
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as that caused by a once-human spiritus anime using a dwarven
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skeleton), the animated body fights at -1 to hit; if there is a
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major difference between the bodies (such as the size difference
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between a halfling and an ogre, or the presence of extra body
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parts such as the tail of a troglodyte or the four arms of some
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sahuagin), the body fights at -4 to hit.
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<Ecology>: Spiritus anime are not natural creatures
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and do not participate in any way in the food chain, except to
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create carrion in their immediate vicinities that attracts
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scavengers, insects, etc. As these creatures are usually found in
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areas shunned by civilization, they are set very much apart from
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the world's everyday functioning. They exist only to procure
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additional host bodies to preserve their "lives" aboveground
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until they are finally laid to rest.
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Spiritus animes do not collect treasure, but sometimes they
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will have incidental treasure. If in a proper graveyard, each of
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the bodies they animate, plus their home bodies, will have only
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the normal burial goods of that region, ranging from a burial
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shroud to the riches of a major tomb. If the bodies used are the
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result of an accidental burial, then the treasure will consist of
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the normal goods carried by the creatures when alive.
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<Ankou>
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CLIMATE/TERRAIN: [Any inhabited area]
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FREQUENCY: [Very rare (Rare)]
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ORGANIZATION: [Solitary]
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ACTIVITY CYCLE: [Night]
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DIET: [Nil]
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INTELLIGENCE: [Low (5-7)]
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TREASURE TYPE: [Nil]
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ALIGNMENT: [Neutral evil]
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NO. APPEARING: [1]
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ARMOR CLASS: [6]
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MOVE: [6]
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HIT DICE: [8]
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THAC0: [13]
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NO. OF ATTACKS: [1]
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DAMAGE/ATTACK: [By weapon type (doubled)]
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SPECIAL ATTACKS: [Nil]
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SPECIAL DEFENSES: [Never surprised; detects hidden or
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invisible beings within 60']
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MAGIC RESISTANCE: [Nil]
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SIZE: [M]
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MORALE: [Champion (15-16)]
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XP VALUE: [1,400]
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The ankou is an undead creature who was a miserly farmer or
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peasant in life, a person so debased as to have murdered his own
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family out of greed or to have allowed his family to perish
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rather than share his hoard of food with them. When death claims
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such a person, his soul sometimes returns as an ankou, roaming
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the countryside in search of other victims to collect.
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An ankou appears quite ordinary at a distance, seeming to be
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a poor farmer on the road late at night, perhaps returning from a
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market town. It wears typical rural clothing: ragged shoes or
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boots; worn, patched and dusty work clothes; and sometimes a
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broad-brimmed work hat set to cover its eyes. Closer inspection
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reveals it as an emaciated old man, with parched lips and with
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skin pulled tightly across the face and body.
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Three things upset this picture. First, an ankou is usually
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armed with a farmer's scythe (50%), a long sword that it carries
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without a scabbard (20%), or a large club (20%); it is unarmed
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10% of the time. Second, as an ankou takes its slow, stiff, and
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deliberate steps forward, its head never ceases to turn from side
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to side, its glowing, flame-red eyes scanning the land to either
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side looking for prey. Third, the ankou is always followed by an
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apparently sourceless, wooden, creaking sound. This is a product
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of an [invisible] cart pulled by an equally [invisible
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]ox or horse that is even more emaciated than the ankou. The
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purpose of the cart (a gift of some netherworld god of evil) is
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to carry away the bodies of the ankou's victims, leaving behind
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nothing to mark its victims' last struggles. Sometimes the sound
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of the cart can be heard minutes before the ankou appears,
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apparently stepping out of the lengthening shadows of dusk or
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merely approaching along a darkened road.
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<Combat>: The ankou is not particular about whom it
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kills, but it is more likely to be encountered by solitary
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travelers than by groups (treat the ankou as if it were only
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"rare" on such occasions). It has excellent senses of hearing and
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sight, so it can detect anyone in hiding and cannot be surprised.
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Even with this ability, it will still attack only those who are
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accessible. The ankou cannot cross open water or flame, though
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rough ground slows neither itself nor its beast-drawn cart.
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In combat the ankou usually fights with a weapon, doing
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double damage on all hits (2-16 hp damage with a sword, club, or
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scythe) because of its great strength and carefully aimed
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attacks. As it is as slow as a zombie at attacking, it gets only
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one attack per round and always strikes last.
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If unarmed, an ankou attacks by grabbing at its opponent and
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attempting to wrap its thin arms around the victim's chest to
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crush him. The ankou needs to make a single to-hit roll; if it
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succeeds, the ankou has caught the victim in a bear hug of
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fantastic strength, its fingers locking together with startling
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power. Every round thereafter, the ankou does damage equal to the
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victim's armor class (armor type and magical bonuses apply, but
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shield and dexterity bonuses do not, for the purposes of this
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calculation). Victims with armor classes of 1 or less take no
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damage. The hugged victim may attack the ankou with a one-handed
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melee weapon at -2 to hit; he may instead elect to attempt to
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break the ankou's hold, which can be done if he makes a
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successful bend bars/lift gates strength roll (one attempt per
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round allowed with no limit to the number of attempts).
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Being undead, the ankou is unaffected by spells involving
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[sleep, hold, charm], or cold of any sort, and its
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excellent senses negate the effects of many illusions (giving it
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a bonus of +3 on saving throws vs. illusions). It can be turned
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by good clerics (or caused to ignore evil ones) as if it were a
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spectre. The touch of holy water instantly causes it and its cart
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to return to the nether realms of Tartarus without the
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possibility of a saving throw.
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The [invisible] cart and beast of burden can be
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directly attacked only by casting a [dispel evil] or [exorcise]
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spell upon them, which will instantly destroy them (though they
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will re-form on the following night if the ankou still exists).
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Weapons blows and magical effects are ineffective against them.
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<Habitat/Society>: The ankou is a very slow and
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patient creature with the ceaseless endurance of the undead. If
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an ankou's victim escapes alive, it will follow him at its slow,
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plodding pace for the rest of the night, until it either catches
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and dispassionately kills him, or until the first light of dawn
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intrudes, banishing the ankou back to Tartarus until the next
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dusk. It has no memory to speak of and so will not resume its
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pursuit the next night out of any spite. But if the ankou
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encounters the same traveler on some subsequent night, it may
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attack him normally, as if the first encounter had never
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occurred.
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<Ecology>: The ankou is probably the undead that
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contributes the least to the ecology of a world. As with others
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of its ilk, it neither eats nor can be safely eaten by Prime
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Material plane dwellers. But unlike other undead, it does not
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leave even the lifeless bodies of its victims behind to be eaten
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or picked through for treasures. All that remains after an
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ankou's attack are a line of the victim's footprints that end at
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the point where the victim was waylaid by the driver of an ox- or
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horse-pulled cart, and the wheel ruts that continue down the
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road, eventually fading to nothingness.
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END FILE
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