FREQUENCY: Rare
FREQUENCY: Rare ([Dungeon Level VI])
FREQUENCY:
Rare ([Cold Civilized Forest], [Cold Civilized Swamp])
FREQUENCY:
Very rare ([Cold Civilized Mountains], [Cold Civilized Hills], [Cold Civilized
Plains], [Cold Civilized Desert])
FREQUENCY: Rare ([Temperate
Civilized Forest], [Temperate Civilized Swamp], [Temperate Civilized Plains])
FREQUENCY: Very rare ([Temperate
Civilized Mountains], [Temperate Civilized Hills], [Temperate Civilized
Desert])
FREQUENCY: Rare ([Tropical
Civilized Forest], [Tropical Civilized Swamp], [Tropical Civilized Plains])
FREQUENCY: Very rare ([Tropical
Civilized Mountains], [Tropical Civilized Hills], [Tropical Civilized Desert])
NO. APPEARING: 1
ARMOR CLASS: Normal 10;
head and gut when detached 8
MOVE: As normal woman; head
and gut when detached 12"
HIT DICE: Body variable;
head and gut when detached 4
% IN LAIR: See below
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6 or by
weapon type
SPECIAL ATTACKS: Blood drain
SPECIAL DEFENSES: [SB]
MAGIC RESISTANCE: [SB]
INTELLIGENCE: Average
ALIGNMENT: Lawful evil (<Vile>)
SIZE: M
PSIONIC ABILITY: Nil <(Lost
at undeath?, or an error?)>
Attack/Defense
Modes: Nil
LEVEL/X.P. VALUE: Variable,
but at minimum V | 290 + 5
A female vampire-type
undead
of fearsome power and nauseating appearance, <1> <2>
<3>
this vile creature appears
during the day as an attractive human female
who may be of any character class.
This is the female <random
table, or use henchman table?> human which the penanggalan was before death.
She will fight with the
same combat abilities as she had when alive, will have spell-use if formerly
a spell-caster, thieving abilities if formerly a thief
and so on.
She will USE the weapon
(or at least the weapon-type) favoured by her <weapon-type is a little
confusing> in life.
Her body will take the same
amount of damage as it could before death
(when fully rested) and will fight as though of that experience level.
The head, however, will
take 4HD of damage and a
separate account of hits
needs to be kept in case the head itself is
struck in this form.
Exception: if the
penanggalan was a cleric before death,
of whatever
alignment,
she will be unable to use her 'good' spells in her new form and
must restrict her spells
to those of baneful effect.
A know
alignment spell cast on the creature in this form will reveal
the alignment the penanggalan
pursued while alive; as undead, however,
the creature will act in
accordance with the lawful evil
alignment.
In this form the penanggalan
is impervious to holy/unholy word symbols
and <disambiguate, and link>
and cannot be turned ||
dispelled. It is also immune (in either form)
to all spells which attempt
to control the mind or body, like other undead.
<note this at REF5>
In such a guise, the penanggalan
will seek to befriend any unwary <Perception?>
party of travellers and
attempt to join with them. It will prove extremely
useful -- over its years
of undeath it will have acquired an
extensive knowledge of the
dungeon in which it now roams; it will be
able to guide parties to
treasure and to warn them of possible <l: treasure>
dangers. Naturally, it will
find some plausible reason for this
knowledge and may sometimes
make 'deliberate mistakes' or feign
ignorance of areas of which
it has knowledge, in order not to arouse
the suspicion of the party
(whose members would naturally become
suspicious if their new
companion displayed near-omniscience).
Having joined a party of
adventurers, the penanggalan will remain
with that party, even to
accompanying them out of the dungeon. It
will never, however, ENCAMP
for the night with the party in the dungeon,
nor will it accompany them
to spend the night in the
supposed safety of the upper
world, making some excuse for being
elsewhere.
At night, the penanggalan
assumes its real undead form. Its head and
internal organs detach themselves
from the body, rising vertically
from the abdomen, and fly
in SEARCH of human prey, to feast on their
living blood. For this reason,
it will always return to one of its secret
lairs before nightfall (a
single penanggalan may have as many as six
identical lairs hidden in
various parts of the dungeon). It is particularly
fond of the blood
of young children or of pregnant females, but
lacking such a victim it
will select the party member who appears to
be most susceptible to hipgnosis,
preferring a female to a male. <cf. Len's Charisma article>
It will always attack humans
and will ignore even near-humans.
Any unfortunate witness of
the scene when the penanggalan head and
gut detach from the body
must make his saving throw against magic
or die immediately. If he
makes the saving throw, he is treated as if
the feeblemind
spell had been cast on him.
The head and gut will 'fly'
in SEARCH of a victim and, when one is discovered <cf. Astral searches
article>
the head will attempt to
hypnotise
the victim who must save
against magic at -3 or fall
completely under the control of the
creature for as long as
it takes to feed. It will make two small lacerations
in the victim's throat and
feast on the blood throughout the night.
For each night's feeding,
the victim will lose 1-6 hit points and
1 point each of strength
and constitution. The penanggalan
will select the same same
victim each night, if possible,
and will continue to visit
and feed night after night until the victim is dead.
If the victim survives the
night, he will remember none of the events
except in snatches, as if
from a faintly-remembered dream. If for
some reason he avoids the
subsequent attentions of the penanggalan,
he will continue to lose
hit points at the rate of 1 hit point per night
either until dead or until
[dispel evil] is CAST on him. Note that hit points drained
by the penanggalan cannot
be restored by magical
means such as cure wounds
spells -- in effect, the victim's maximum
hits are being drained.
Such spells will only take effect in respect of
the lost points after dispel
evil has been CAST, and even powerful spells such as
[restoration] will have
no effect. Similarly the victim's lost
strength and constitution
points cannot be recovered until after
[dispel evil] has been cast.
Once dispel evil has been cast, however,
the
hit points are restored
at the rate of 1 point per day and the
strength and constitution
points at the rate of 1 point of each per week. <maybe not a bad default,
for cases where Str and Con loss are not specified>
If the victim succumbs on
the first occasion to the penanggalan, the
creature must again hypnotise
him the next night before feeding is
possible. However
the victim's saving throw is progressively more
difficult; the throw is
made at -4 on the second occasion, -5 on the
third and so on. A break
in the sequence of one or more nights will
halt this progression; the
saving throw will again be at -3 if a renewed
attempt is made by a penanggalan
after a break of one or more nights.
If an intended victim makes
his save against the creature's attempt at
hypnosis, the penanggalan
will be able to exert no further influence
over him and will FLEE from
him in [fear] before searching for another
prey. Furthermore, that
person will be immune to further attempts by
that penanggalan and will
be able recognise one -- any one -- for
what it is, no matter in
what guise it appears. He will still, however, be
losing hit points at the
rate of 1 point per night, as described above,
if the creature has fed
at least once on his blood.
Note that the victim is 'asleep'
throughout the visitations of the
penanggalan. He will never
actually see the creature, even if he makes
his saving throw against
hypnosis. The creature will never attack a
victim who is awake. If
any person happens to see the head and gut
when detached from the body
(for example if the intended victim
awakens before the creature
has had time to commence hypnosis) <how long?>
he must save against [fear]
or FLEE in abject terror. When in this form, however
the creature can be turned
or dispelled by a cleric; treat as a
wraith on the cleric/undead
matrix. If the head and gut are thus turned,
they must return to the
lair and not venture forth again that night;
if they are dispelled (a
D result on the matrix) they are destroyed and
the body will decay (see
below). The head and gut will recoil before a
strongly-presented holy
symbol though it will not be harmed.
Should a penanggalan kill
a male victim, he remains lifeless, and if
an attemp is made to raise
him, his chances of surviving the system shock
will be half normal.
If the attempt fails, no further attempts
can possibly succeed. If
it kills a female victim, she will rise from the
grave after three days as
a penanggalan (not under the control of the
original creature). If an
attempt to raise her during that three-
day period, her chances
of surviving the system shock are half normal,
and failure of that attempt
means that no further attempt can
possibly succeed -- the
process by which she becomes a penanggalan
is then inexorable.
If an attempt to raise
any victim succeeds, however, the victim will
return to normal (all hit
points restored, strength and constitution
back to normal) after <2>
months of REST and recuperation;
furthermore that victim
will be immune to further attacks by a penanggalan
and will recognise one for
what it is.
After the penanggalan head
and gut have left the body in the lair, the
internal organs swell up,
whether feeding takes place or not, and
cannot return to the abdomen
until they have been soaked in vinegar
for an hour, during which
time they return to normal size. For this
reason, the creature will
always keep a large vessel filled with vinegar <define container>
concealed in each of its
lairs, and a penanggalan lair may often be <DSG smell rules>
detected by the distinctive
odor of vinegar which permeates it.
If a ray of sunlight strikes
the creature's head and gut when they are
detached from the body,
the head will be paralysed and will fall helpless
to the ground until nightfall.
Thus, the creature will always
attempt to reunite head
and body before cock-crow. In any event, if <WSG hours of daylight>
the head and body are not
reunited within <7> hours after initial
separation, both will start
to decay and the evil life-force which
animates the creature will
be forced to return to Hell. Thus,
to
destroy the body or the
head is a sure way of destroying the creature
itself.
When separated from the body, the head takes 4HD of damage.
In either form, the creature
takes normal damage from all weapons. IF
it is weaponless and in
human form, it can bite for 1-6 points of
damage, but it will try
to avoid using this mode of attack for fear of
revealing its true nature.
When detached from the body,
the internal organs constantly drip a
highly volatile and foul
mixture of blood and digestive juices which
cause 1-4 hit points of
damage on bare flesh (which breaks out in
sores and boils in a painful
eruption). This horrid liquid evaporates
after one round in contact
with air.
For purposes of aerial
combat, the penanggalan is manoeuvrability class D.
by Stephan Hellman
<1: morale
check adj?>
<2:
Come>
<3:
save adj. vs stinking cloud?>