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Nightmare KnightFrequency: very rare Organization: loner Activiy cycle: night Diet: speciaņ Intelligence: supragenius (19-20) Treasure: none Alignment. Chaotic evil Number appearing: 1 AC: -4 Movement: 12 Hit dice: 15 THAC0: 5 (0) Attacks: 2 Damage per attack: 1d8+6/1d8+6 Special attacks: spells, Fear, +5 to hit Special defenses: see description MR: 80% (see description) Size: M (180 cm) Morale: Fearless (19-20) PX value: 21000 The nightmare knight is 1,8 meters tall, wears a plate mail black as coal, a long cloak of the same colour and has a completely black face without eyes, mouth or nose. He wears a fine quality helm and usually wields a pitch-black sword. The nightmare knight has a terrifying aspect and mits a freezing terror aura which can be felt from 30 meters away. Fight: the nightmare knight is a master in the use of the sword; he has a +3 to hit bonus and damage, which summed to the bonus geven by his Strength (18/51), becomes +5 to hit and +6 to damage. The sight of a nightmare knight causes terror: the first time he is met a ST versus Paralyis with -4 must be made, while for the following times the malus falls to -2. In a Ravenloft style campaign the DM might even impose a Horror check. The sword of a nightmare knight is cursed: when it strikes a foe, this
must save versus spells or be curse (see the invers of Dispel Curse);
if the ST fails with a natural 1, the victim will be stricken by a lethal
curse which will kill him in 2-8 days (only a Wish can save the poor one). Habitat/Society: Nightmare knights draw strength from the Plane of Shadows. The teleport on the Prime Material when darkness falls to torment the living killing them, if possible, with what they fear most. Ecology: nightmare knights are powerful undead magically created by evil sorcerors. These mages realize their creation using special magical items which can absorb under the form of negative energy the nightmares of the people, and these nightmares form nightmare knights.
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