FREQUENCY: Uncommon
NO. APPEARING: [SB]
ARMOR CLASS: [SB]
MOVE: [SB]
HIT DICE: [SB]
% IN LAIR: 50% (35 Pseudo-Undead: ancient
ruins, TPL42:6th, REF3.80)
TREASURE TYPE: [A]
NO. OF ATTACKS: [SB]
DAMAGE/ATTACK: [SB]
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: [SB]
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low to average
ALIGNMENT: Neutral evil
SIZE: M
LEVEL/X.P. VALUE: Treat as human fighters
(except pseudoghast, as below) <1>
The pseudo-undead are humanoid creatures
who prosper due to their physical similarity to certain undead
monsters,
such as ghouls,
ghasts,
wights,
wraiths,
spectres,
and vampires.
Each pseudo-undead looks and smells exactly
like its parallel.
The same number appear.
The AC,
movement rate, HD, number of attacks, and
damage are the same.
Thus they can be moderately dangerous.
However, the lack the special attack forms
(paralysis, level drain, etc.) of the undead, though they
have normal (6") infravision.
The pseudo-undead cannot be turned by a
cleric and have no connection to the Negative
Material Plane.
They avoid sunlight
but are not harmed by it.
They are never found with or near true
undead.
Normal attacks affect them.
Pseudo-Ghoul | Pseudo-Ghast | Pseudo-Wight | Pseudo-Wraith | Pseudo-Spectre |
- | - | Pseudo-Vampire | - | - |
<original art: REF3.81>
<MAGIC RESISTANCE: Standard or Undead?>
<1: level/XP values might not be correct>
PSEUDO-GHAST
FREQUENCY: Uncommon
FREQUENCY: Uncommon ([Dungeon Level IV])
FREQUENCY: Uncommon ([Cold
Wilderness Mountains], [Cold Wilderness Hills], [Cold Wilderness Swamp],
[Cold Wilderness Plains])
FREQUENCY: Rare ([Cold Wilderness
Forest])
FREQUENCY: Uncommon ([Temperate Wilderness Mountains],
[Temperate Wilderness Hills], [Temperate Wilderness Swamp], [Temperate
Wilderness Plains])
FREQUENCY: Rare ([Temperate Wilderness Forest])
FREQUENCY: Uncommon ([Tropical
Wilderness Mountains], [Tropical Wilderness Hills], [Tropical Wilderness
Swamp], [Tropical Wilderness Plains])
FREQUENCY: Rare ([Tropical
Wilderness Forest])
NO. APPEARING: 1-6 <+2-24 ghouls> || <1-6
(out of 2-24 ghouls : "ghoul" 4, 8, 12, 16, 20,
24)>
ARMOR CLASS: 4
MOVE: 15
HIT DICE: 4
% IN LAIR: 50%
TREASURE TYPE: [A]
NO. OF ATTACKS: 3 ~ 15
DAMAGE/ATTACK: 1-4/1-4/1-8
SPECIAL ATTACKS: Nausea
SPECIAL DEFENSES: Immune to sleep and charm
INTELLIGENCE: Very <Low to average, orig. Very>
ALIGNMENT: Neutral evil
SIZE: M
LEVEL/X.P. VALUE: IV | 170 + 5
SAVES: 13.14.15.16.16
Note that the stench of pseudo-ghasts has the same effect as that of ghasts. <strong odor> <>
<
"When
the pack attacks it will quickly become evident that
ghasts are present,
however, for they exude a carrion stench in a 10 r.
which causes
retching and nausea unless a save vs. poison is made.
Those
failing to make this save will attack at a penalty of
-2 on to hit dice rolls." - Ghast, MM
>
PSEUDO-GHOUL
FREQUENCY: Uncommon
FREQUENCY: Uncommon ([Dungeon Level III])
FREQUENCY: Uncommon
([Cold Civilized Mountains], [Cold Civilized Hills], [Cold Civilized Swamp],
[Cold Civilized Plains])
FREQUENCY: Uncommon
([Cold Wilderness Mountains], [Cold Wilderness Hills], [Cold Wilderness
Swamp], [Cold Wilderness Plains])
FREQUENCY: Rare
([Cold Civilized Forest], [Cold Wilderness Forest])
FREQUENCY: Uncommon ([Temperate Civilized
Mountains], [Temperate Civilized Hills], [Temperate Civilized Swamp], [Temperate
Civilized Plains])
FREQUENCY: Rare ([Temperate Civilized
Forest])
FREQUENCY: Uncommon ([Temperate Wilderness
Mountains], [Temperate Wilderness Hills], [Temperate Wilderness Swamp],
[Temperate Wilderness Plains])
FREQUENCY: Rare ([Temperate Wilderness
Forest])
FREQUENCY: Uncommon
([Tropical Civilized Mountains], [Tropical Civilized Hills], [Tropical
Civilized Forest])
FREQUENCY: Uncommon
([Tropical Civilized Swamp], [Tropical Civilized Plains])
FREQUENCY: Uncommon
([Tropical Wilderness Mountains], [Tropical Wilderness Hills], [Tropical
Wilderness Swamp], [Tropical Wilderness Plains])
FREQUENCY: Rare
([Tropical Wilderness Forest])
NO. APPEARING: 2-24
ARMOR CLASS: 6
MOVE: 9
HIT DICE: 2
% IN LAIR: 50%
TREASURE TYPE: [A]
NO. OF ATTACKS: 3 ~ 16
DAMAGE/ATTACK: 1-3/1-3/1-6
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Immune to sleep&&
charm
INTELLIGENCE: <Low to average, orig.
Low> <Low: 5-7>
ALIGNMENT: Neutral evil
SIZE: M
LEVEL/X.P. VALUE: III | 50 + 3
SAVES: 14.15.16.17.17
PSEUDO-WIGHT
FREQUENCY: Uncommon ([Cold
Wilderness Mountains], [Cold Wilderness Swamp])
FREQUENCY: Uncommon ([Temperate Wilderness Mountains],
[Temperate Wilderness Swamp])
FREQUENCY: Uncommon ([Tropical
Wilderness Mountains], [Tropical Wilderness Swamp])
FREQUENCY:
Uncommon ([Dungeon Level V])
NO. APPEARING: 2-16
ARMOR CLASS: 5
MOVE: 12"
HIT DICE: 4 + 3
% IN LAIR: 50%
TREASURE TYPE: [A]
NO. OF ATTACKS: 1 ~ 15
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Limited immunity to magical attacks
| immunity to : poison, paralyzation, sleep, charm
MAGIC RESISTANCE: Standard
INTELLIGENCE. Average <Low to average, orig. Average>
ALIGNMENT: Neutral evil
SIZE: M
LEVEL/X.P. VALUE: III | 130 + 5
SAVES: 11.12.13.13.14
PSEUDO-WRAITH
FREQUENCY: Uncommon ([Cold
Wilderness Mountains], [Cold Wilderness Swamp])
FREQUENCY: Uncommon ([Temperate Wilderness Mountains],
[Temperate Wilderness Swamp])
FREQUENCY: Uncommon ([Tropical
Wilderness Mountains], [Tropical Wilderness Swamp])
FREQUENCY:
Uncommon ([Dungeon Level VI])
NO. APPEARING: 2-12
ARMOR CLASS: 4
MOVE: 12"
HIT DICE: 5 + 3
% IN LAIR: 50%
TREASURE TYPE: [A]
NO. OF ATTACKS: 1 ~ 15
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Limited immunity to spells/magic |
Immunity to poison/paralysis <>
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very <Low to average, orig. average>
ALIGNMENT: Neutral evil
SIZE: M
LEVEL/X.P. VALUE: IV | 225 + 6
SAVES: 11.12.13.13.14
Pseudowraiths and pseudospectres cannot
fly but walk so lightly as to leave no trace,
and are often thought (unless closely
observed) to be floating above the surface,
although this is an illusion.
PSEUDO-SPECTRE
FREQUENCY: Uncommon ([Cold
Wilderness Mountains], [Cold Wilderness Swamp])
FREQUENCY: Uncommon ([Temperate Wilderness Mountains],
[Temperate Wilderness Swamp])
FREQUENCY: Uncommon ([Tropical
Wilderness Mountains], [Tropical Wilderness Swamp])
FREQUENCY:
Uncommon ([Dungeon Level VII])
NO. APPEARING: 1-6
ARMOR CLASS: 2
MOVE: 15"
HIT DICE: 7 + 3
% IN LAIR: 50%
TREASURE TYPE: [A]
NO. OF ATTACKS: 1 ~ 13
DAMAGE/ATTACK: 1-8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Partial magic and spell resistance
MAGIC RESISTANCE: Standard
INTELLIGENCE: High <Low to average, orig. high>
ALIGNMENT: Neutral evil
SIZE: M
LEVEL/X.P. VALUE: VI | 550 + 10
SAVES: 10.11.12.12.13
Pseudowraiths and pseudospectres cannot
fly but walk so lightly as to leave no trace,
and are often thought (unless closely
observed) to be floating above the surface,
although this is an illusion.
PSEUDO-VAMPIRE
FREQUENCY: Uncommon
FREQUENCY: Uncommon
([Cold Civilized Mountains], [Cold Civilized Hills], [Cold Civilized Forest])
FREQUENCY: Uncommon
([Cold Civilized Swamp], [Cold Civilized Plains], [Cold Civilized Desert])
FREQUENCY: Uncommon
([Cold Wilderness Mountains], [Cold Wilderness Hills], [Cold Wilderness
Forest], [Cold Wilderness Swamp], [Cold Wilderness Plains])
FREQUENCY: Uncommon
([Cold Wilderness Desert])
FREQUENCY: Uncommon ([Temperate Civilized
Mountains], [Temperate Civilized Hills], [Temperate Civilized Forest],
[Temperate Civilized Swamp])
FREQUENCY: Uncommon ([Temperate Civilized
Plains], [Temperate Civilized Desert])
FREQUENCY: Uncommon ([Temperate Wilderness
Mountains], [Temperate Wilderness Hills], [Temperate Wilderness Forest],
[Temperate Wilderness Swamp])
FREQUENCY: Uncommon ([Temperate Wilderness
Plains], [Temperate Wilderness Desert])
FREQUENCY: Uncommon
([Tropical Civilized Mountains], [Tropical Civilized Hills], [Tropical
Civilized Forest])
FREQUENCY: Uncommon
([Tropical Civilized Swamp], [Tropical Civilized Plains], [Tropical Civilized
Desert])
FREQUENCY: Uncommon
([Tropical Wilderness Mountains], [Tropical Wilderness Hills], [Tropical
Wilderness Forest],
FREQUENCY: Uncommon
([Tropical Wilderness Swamp], [Tropical Wilderness Plains], [Tropical Wilderness
Desert])
NO. APPEARING: 1-4
ARMOR CLASS: 1
MOVE: 12/18
HIT DICE: 8 + 3
% IN LAIR: 50%
TREASURE TYPE: [A]
NO. OF ATTACKS: 1 ~ 12
DAMAGE/ATTACK: 5-10 <(d6+4)>
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Exceptional <Low to average,
orig. exceptional> <Average: 8-10>
ALIGNMENT: Neutral evil
SIZE: M
LEVEL/X.P. VALUE: VI | 900 + 12
SAVES: 8.9.10.9.11 (assumes fighter as a base class)
Pseudovampires: Pseudo-vampires
have
red eyes and behave menacingly but have
NSA.
Pseudo-vampires are more nearly human
than others of the genre and have been known to interbreed.
Several clans of bandits
(q.v.) are known to have been thereby engendered,
their members ranging in power from that
of normal bandits (though of pale and menacing
visage) to leaders && spell casters of full pseudo-vampire status
in +addition+ to their bandit abilities.
Other man/pseudo-vampire
combinations may be possible.
<h, m>
<d>
Quote:
Originally Posted by Garnfellow
Gary,
Did you develop the pseudo-undead in the MMII? And if so, what was the story behind them?
While I dislike admitting
it, darned if I can recall the originator of the pseudo-undead concept.
I liked it as it gave the
clerics something to fret about when they went into turning mode.
Once in a while having the
seemingly undead monster threatening not subject to that clerical power
made adventues a bit more uncertain and exciting.
Cheers,
Gary