Undead: Knight, Scourge (Minor)     

Species: N/A. Type: Scourge Knight. Class: Undead. Align: Evil. Gender: N/A

 

Level: 20 + 1-D12. Damage-Points: 4-D10 x level.

Number encountered: 1

Experience-Points: 100 x level.

 

Characteristics:

Awareness: Hearing: 35, Sense of Smell: 0, Sixth Sense: 40, Taste: 0, Touch: 35, Vision: 35,

Charisma -: Appearance: See: "Description". Speech: 30, Constitution: 90, Coordination: 40, Dexterity: 40, Intelligence: 30, Mental-Strength: 100, Strength: 90, Wisdom: 30.

 

Movement:

Flying: Can't.

Grounded: Steed: 21, On Foot: 15.

Swimming: Steed: 7, One Foot: 5 (will walk through water; not swim).

 

Luck: 2-D20 + 1-D6 per level.

               Luck Regeneration: 1-D4 per turn.

               Special: This Undead does NOT lose its next Offensive turn when it uses luck.

 

Oxygen-Points: Not applicable. This creature does not need oxygen to exist.

Blood-Points: Not applicable. This creature does not need blood to exist.

 

Attacks:

Dark Blade --- : 3 (+3 actions for having the ability of "Spirit of The Warwindfall").

Damage -------- : 1-D8 (+ 1-D8 per level advanced).

Range ---------- : 1 space (5').

Attack type --- : Sharp.

Special --------- : x3 damage on a Maximum-Strike of +50 over its defender's roll.

                           Note: This blade is considered at a Mandoble sword for damage

                                      in the hands of another (is is a one-handed blade).

 

Defense: 40 (70 if level 32+). Offense: 40 (70 if level 32+).

 

Treasure:

Yes for 1-D4 +1 item checks.

Begin rolling on the Rare chart.

 

Additional treasure checks are as follows:

20% chance of having 1-D4 Artifacts.
30% chance of having 1-D20 random Gems.

70% chance of having Money (Legendary). Amount rolled up will be multiplied by 2-D4.

15% chance of having 1-D4 random Special Gems.
7% chance of having 1 Oracle.
5% chance of having 1 Relic.

 

Note: The Revenant Knight will know and use the items it has.

 

Description:

Annihilation Strike?: Yes. Sudden Death Strike?: Yes.

Eye color: Hollow (Green-illumination). Eye shape: Medium-sized and oval. Height: 8' 0".

Posture: Biped. Skin color: Ancient withered and rotted, yet not consumed by atrophy.

Skin texture: Rotting corpse, yet not consumed. Weight: 500 Lbs.

 

Description - : This undead appears as long since rotted corpse, yet it's physical body is not wholly consumed by atrophy. It is encased in a full set of Scourge Knight Plate Armor. A sickened green illumination emanates from this horrific knight, escaping through every opening and decayed crack in its armor in a vapor-like mist.

 

Dislikes ----- : The living.

Disposition - : This undead desires the rule and domination over all living creatures. It desires nothing more than to be a dark overlord over the living. It will make deals with the living for power over the living, promising rewards to any who aid it. It will keep its promises, yet is traitorously deadly. If it can get out of the deal, it will, though it is wary to break a deal with a living creature that it can use to its end game ---- POWER and DOMINATION.

 

Fears -------- : None.

Habitat ------ : Dead (The Gray).

Immunities - : Beguile, Charm, Disease, Fear, Magic (direct damage magic spells do effect this undead if a spell can penetrate its magic-resistance), Poison (all), Remorse, Sickness.

 

Life-span --- : Undying (this creature's existence never fades), but it can be destroyed.

Likes -------- : Subjugating the living to its sickened, evil will.

Needs ------- : None.

Note --------- : None.

 

Special Abilities:

Dark Hope: The sickened green illumination that flows out through every crack and break in the Scourge Knight's armor will entice all within 6 spaces to join with it, to rule the world of mankind. A successful Avoidance-Roll vs. "Wisdom" will resist this temptation. Failure will be to join the Scourge Knight (only someone who can remove a curse upon you can break this).

 

Rage: Scourge Knight always has the Spirit of The Warwindfall (+3 actions per turn). This means it can swing its dark blade once, grab, punch, tackle, backhand, move 1 space, Etc., 3 times per turn (even before or after it attacks or uses an ability). This makes the Scourge Knight quite formidable.

 

Regeneration: As the Healer spell.

Reveal: As the Enchanter spell.

Spell-Points: 2-D20 + 1-D6 per level.

Ultra-Vision: As the Psychic spell.

 

Special Defenses:

Flowing Darkness: This Undead ever sheds a terrible darkness out

                                10 spaces in all directions that causes confusion

                                (1 in 6 chance of attacking your nearest ally for

                                1 turn).

 

Holy-Resistance ----- : 25%

Magic-Resistance --- : 40%

Mental-Resistance -- : 40%

Spiritual-Resistance - : 70%

Wish-Resistance ----- : 15%

 

Special Offenses: This is always in effect.

Fear: All who witness this creature (even from a distance)

          must make a successful avoidance-roll vs. "Fear"

          or become physically crippled for the entire

          encounter (as follows):

 

          1. -10 Defense.

          2. -10 Offense

          3. -30% Movement (rounded up - not in favor of the

              victim -- but no less than 1 movement per turn).

              Note: This avoidance-roll must be checked for when the

                        Scourge Knight is first noticed, and then every 5th

                        turn thereafter. Special: Fear resistant items and

                                                  abilities work against this fear, so

                                                  check for that. One who has no

                                                  fear is immune to this ability.

 

Also: Roll on the chart below to know what attack the

          Scourge Knight will attempt per turn:

 

          %Roll: Offense Scourge Knight will attempt per turn:

          01-13: Dead Man's Bell: Scourge Knight raises a rotten

                                                    hand. As it does, a cracked and

                                                    decayed bell appears and rings.

                                                    All within 4 spaces must make a

                                                    successful Avoidance-Roll vs.

                                                    "Death", or be slain.

 

          14-26: Dread Flames: This will devour all within view

                                               of the Scourge Knight into the

                                               inner-most chamber of the

                                               Scourge Knight's dwelling place.

                                               Those who enter herein must

                                               fight their way out through 3-D6

                                               random undead (roll the Undead

                                               encounters from the Labyrinth

                                               Setting of the region the Scourge

                                               Knight is encountered within).

                                               The Scourge Knight will be

                                               waiting for its victims if they

                                               emerge triumphant.

 

          27-39: Skeletal Hand of Doom: Putting forth its hand, a terrible

                                                               power will flow outward 10

                                                               spaces in all directions. All

                                                               caught within this power will be

                                                               permanently enslaved until a

                                                               successful Avoidance-Roll vs.

                                                               "Mental-Attack" is is rolled.

                                                               This Avoidance-Roll can be

                                                               attempted at the beginning of

                                                               each turn.

 

          40-52: Tolling Bell: Call forth 3-D4 random undead to

                                           aid the Scourge Knight. The

                                           Undead called for will be rolled

                                           from the Labyrinth setting of the

                                           region in which the Scourge Knight

                                           is encountered.

 

          53-64: Unearthly Moan: Scourge Knight lets out an

                                                   Unearthly Moan, causing all

                                                   to flee in terror for 1-D2 turns

                                                   unless they make a successful

                                                   Avoidance-Roll vs. "Fear".

 

          65-76: Unnatural Chill: All within 6 spaces must make a

                                                 successful Avoidance-Roll vs.

                                                 "Paralysis" every turn or be

                                                 physically slowed 50% in all

                                                 aspects. All who can only attack

                                                 once per turn can still attack,

                                                 yet only 1 time per 2 turns.

 

          77-88: Wail: Causes all to stop dead in their tracks, only

                                able to defend for the next 1-D2 turns unless

                                an successful Avoidance-Roll vs.

                                "Mental-Attack is rolled.

 

          89-00: Weaver's Night: 3-D6 Dark tendrils of substance

                                                  snake forth from outside the

                                                  parameter of the fight to strike

                                                  the Scourge Knight's foes with

                                                  blindness. The tendrils will only

                                                  strike once, and then vanish. If

                                                  struck by Weaver's Night, one

                                                  must make a successful

                                                  Avoidance-Roll vs. "Vision", or

                                                  be completely blinded for 1-D2

                                                  turns.

 

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Susceptibilities and Weaknesses: Holy attacks effect this undead at +50% (damage, duration, etc.).

 

Weapon Susceptibilities: Rank-7 (or better) enchanted weapon to harm.

Weapons which are not enchanted will still hurt this Undead as follows:

 

Magical ------- : 30%

Non-magical - : 5%

Silver ---------- : 50% - A silver weapon wielded against this Undead

                                      must be master crafted, or it will only do 20%