CLIMATE/TERRAIN: Any land environment (old
battlegrounds)
FREQUENCY: Rare
ORGANIZATION: Military unit
ACTIVE TIMES: Night
DIET: Nil
INTELLIGENCE: Average (8-10)
TREASURE: Incidental
ALIGNMENT: LE
REACTION MODIFIER: +3
NUMBER APPEARING: 2-8
ARMOR CLASS: 3
MOVEMENT: 9"
HIT DICE: 7
THACO: 10
NUMBER OF ATTACKS: 3/2 (as F7)
DAMAGE PER ATTACK: 1-10
SPECIAL ATTACKS: Strength drain
SPECIAL DEFENSES: +2 or better weapon
to hit
MAGIC RESISTANCE: Nil
SIZE: M (6' tall)
MORALE: Fanatical (20)
EXPERIENCE VALUE: VII | 1000 + 5
Swordwraiths are the spirits of warriors
cut down at the
height of battle, and kept from the dissolution
of death by
their own indomitable will.
Physical Appearance: Only seen at
night, or underground
where the sun
never shines, swordwraiths appear
as warriors, garbed in armor and armed
with assorted
weapons
of war. Although the armor and weapons are
unremarkable, the flesh within appears
insubstantial.
Under certain lighting conditions, all
that can be seen are
two glowing eyes within the shadow of
the helmet.
‘ Swordwraiths reek of mold and decay,
but this scent is carried <DSG: odor rules>
by their armor and weapons, not by the
creatures
themselves. They are surrounded by an
aura of intense
cold--uncomfortable,
but not enough to cause damage.
Combat: Swordwraiths, when they
were alive, were
hardened warriors, and even as undead
they retain their
knowledge of strategy and tactics: They
fight small-unit
engagements with textbook precision, knowing
exactly
when to attack, give ground, and counterattack.
They’re
intelligent, and speak the common tongue
of humanity,
and therefore they might accept parlay.
. . but only if it’s
asked by someone they consider their military
equal.
Swordwraiths attack as normal warriors
would, with
their varied weapons. No matter what weapon
is used, the
damage is the same: 1-10 hp. Each hit
also drains 1 point
of strength
from the victim. If a victim’s strength reaches 0,
death occurs. Strength lost to a swordwraith’s
attack can
only be regained by complete REST (1 point
per day of total
inactivity), or through a wish,
limited
wish or equally
potent magic.
Swordwraiths can only be harmed by +2
or better weapons.
They are totally immune to sleep,
charm and other
mind-affecting magic. They are turned
as vampires.
Habitat/Society: Swordwraiths were
once professional
soldiers: officers and mercenaries,
or others for whom
fighting was all there was in life. Though
slain on the field
of battle, their will was such that they
were unable to leave
behind the trade of violent death. In
many cases, their
stubborness is such that they won’t admit-even
to
themselves-that they are in fact dead.
Swordwraiths are
totally free-willed, and feel no kinship
towards other
undead (in fact, they hate the “mindless
lack of discipline”
that characterizes most other undead).
The creatures are active only at night,
or underground
where the sunlight
cannot reach. Their bodies were typically
interred in barrows or burial mounds.
During daylight
hours, intruders into such barrows may
meet
swordwraiths preparing for their nocturnal
activities.
Swordwraiths congregate in small units
and councils of
war, planning and executing midnight raids
on settlements
near their battleground resting places.
They are
also likely to attack any traveling party
unwise enough to
spend the night within their territory
(the “lawful” part of
their alignment refers to loyalty within
their group-to
other swordwraiths and to no one else).
Swordwraiths
gather no loot and occupy no captured
territory as a result
of these raids. They fight because fighting
is all they know.
If swordwraiths have a credo that they
“live” by, it would
have to be “Mercenaries don’t die; they
just go to Hades to
regroup.” They speak the common tongue
of humankind.
Swordwraiths are common in the Stark Mounds
region --
probably as a result of ancient territorial
wars between
Geoff && Sterich, or their forebears
-- but they can be found
in any other parts of the world that boast
old battlefields
and war graves.
Niche: Swordwraiths consume and
produce nothing.
Their only victims are travelers who wander
into their territory,
and the occupants of nearby settlements.