PSEUDO-UNDEAD

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

Ferran Martinez, Priest of Tyr

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