CLIMATE/TERRAIN: Shallow coastal waters,
salt and fresh <instead of standard blue for water, perhaps use the
shallow shade from the GH maps>
FREQUENCY: Rare
ORGANIZATION: Pack
ACTIVE TIMES: Night
DIET: Carnivore
INTELLIGENCE: Low (5-7)
TREASURE: [M]
ALIGNMENT: Chaotic Evil
REACTION MODIFIER: -3
NUMBER APPEARING: 2-24
ARMOR CLASS: 7
MOVEMENT: 6"//12"
HIT DICE: 5
THACO:15
NUMBER OF ATTACKS: 1
DAMAGE PER ATTACK: 1-10
SPECIAL ATTACKS: Stench, disease, spell
use
SPECIAL DEFENSES: Spell immunity
MAGIC RESISTANCE: Nil
SIZE: Medium (6 feet tall)
MORALE: Fanatical (20)
EXPERIENCE VALUE: 130 + 5/hp
Drowned ones (also known as sea zombies)
are the animated corpses of humans who died
at sea.
Although similar to land-dwelling zombies,
they are free-willed,
and are rumoured to be animated by the
will of the god [Nerull the Reaper].
Physical Appearance: The appearance
of drowned ones matches their name:
They look like human
corpses that have been underwater for some time --
bloated and discolored flesh dripping
with foul water,
empty eye-sockets,
tongue protruding from between blackened
lips.
Their visage and their stench of decay
are so disgusting that anyone seeing a drowned one or coming within 20
feet must save vs. poison.
A failed saving throw indicates that the
character is nauseated,
and attacks and defends at -1 for 2-8
rounds.
On land,
drowned ones move slowly,
with a clumsy shambling gait.
In water,
however, they can swim with frightening speed.
Combat: Like most undead,
drowned ones have an abiding hatred for
the living,
and attack them at any opportunity.
These attacks often show surprising cunning
(for example, luring ships onto the rocks,
then attacking sailors as they try to save themselves from the wreck).
Drowned ones take advantage of their swimming
speed by attackings ships as they lie at anchor --
climbing aboard the vessel and trying
to drive the sailors overboard, where they can deal with them more easily.
Drowned ones attack
with the weapons typical of sailors:
short swords, daggers, hooks, clubs, etc.
Because of the unnatural strength of the
creatures,
these weapons all do 1-10 points of damage.
The putrid water
that drips from the drowned ones contains many pathogenic bacteria,
so any successful hit has a 10% chance
of causing a severe blood disease in the victim.
<make link>
The water-logged
condition of the creature's flesh means that fire
and fire-based magic do only half <1/2>
damage.
Lightning,
electrical,
and cold-based attacks do double damage.
Drowned ones are immune to sleep,
charm,
illusion
and other mind-altering magics.
Because they are created by the direct
will of a deity,
they cannot be turned like other undead.
Many of the humans who
become drowned ones were clerics while alive,
and they retain their clerical powers
as undead.
There is a 50% chance that each drowned
one encountered is a cleric of level 1 to 4 (random determination).
These creatures are granted their spells
directly by Nerull,
and only receive baneful spells.
Habitat/Society: Drowned ones congregate
in loose packs.
Their only motivation is hatred for the
living.
Being undead,
they have no need to eat, <x>
although they sometimes rend and chew
the flesh of their prey (this is probably just to strike terror into others).
Underwater,
drowned ones are active around the clock,
and are often found in the sunken wrecks
of the ships in which they drowned.
They are only active above the surface
during the hours of night.
Drowned ones normally stray no more than
100 yards from the water.
If the wind drives a sea
fog onto the coast,
however,
they can roam inland as far as the
fog reaches.
When the fog
retreats,
or when the sun is about to rise,
they must return to the water.
Dwellers on foggy coastlines usually fear
the
fog,
although they might not know why;
in some areas (for example, among the
Amedio coastline),
human sacrifices
are often cast into the
fogs when they roll
inland,
in the hopes that the drowned ones will
take the offerings and leave everyone else alone.
Drowned ones communicate
among themselves via a form of telepathy,
and have no need of a spoken language
(other than for spell-casting).
The verbal components of spells are spoken
in hideous,
sibilant whispers.
Perhaps because the
Azure Sea provides a steady supply of raw materials (in the form of Amedio
pirates, and freebooters in general),
drowned ones are most common in the shallows
of this body of water.
The waters around Flotsom and Jetsom Islands,
Fairwind Isle,
and the Olman Islands are prime "breeding
grounds" for these hideous creatures.
Niche: Drowned ones consume and
produce nothing.
They interact among themselves only to
make their killing more efficient.