The Dragonlance Nexus

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Kender Undead

D&D 3e (3.0/3.5) Rules

by Kipper Snifferdoo


A Visit To Kendermore

As I looked down on the ruins my heart broke. I had always heard how terrible it was but until I laid my eyes upon it I could never realize just how awful. It had been nearly forty years since its destruction. The city that was once full of energy and joy now lay still and silent like a corpse. Its life was stolen from it by the red marauder, Malystryx and her ogre armies.


I had lived here for a while when I was a young kender and I visited once when the city was full of carefree energetic kender bustling from one building to another. All around it were the rich green trees and sounds of music and merrymaking. Eventually my wandering led me far from Kendermore and even after its destruction it was not until I was given a mission by Belladonna herself that I decided to make the journey. The "other" kender in Hylo, the "afflicted" kender that us "true" kender could just never understand, began to make a little more sense to me.


I looked around to my companion. Blight Thistleknot was an afflicted kender. I could tell by the way he always questioned me on my motives and kept alert at all times scanning the sky and the environment around him. There was no child-like wonder in that gaze. There was no appreciation of the blue of the sky or the sound of the wind as it rounded a jagged outcropping of rock. There was only a paranoia of potential dangers. Not that I blame him much. The journey to reach Kendermore has had some fascinating, if not dangerous encounters along the way. Giant black boars, great fields of dog-sized trapdoor spiders, humungous ill tempered ogres and bears as big as a house are only a few of the dangers we had already encountered. I looked forward to more, but I could tell Blight would not be as excited by the prospect.

Blight was the only kender willing to go this far. The other kender, which called themselves Desolation Trackers, had remained behind, beyond the view of the city. Evidently the afflicted kender of the Desolation find Kendermore to be bad luck, a concept that is as foreign to any true kender as laziness is to a dwarf. Blight however was different. He did not like being here, but had decided to help me for his own reasons.

We approached the ruins from the foothills along the east where most of the destruction had occurred. When I asked Blight why we could not simply enter from the north gate which we happened to be facing he told me it might be watched. But he wouldn't tell me by who. He made it very clear that under no circumstances were we to remain in Kendermore after dark. This left me precious little time to search for what I was after.

As we made our way through the rubble of the walls and buildings in the east a preternatural chill came over me. I shivered and assumed it was because the Peak ofMalys had cast a shadow over the entire city in the early morning. Everything was covered in a thick layer of ash and it quickly attached itself to our clothing as we journeyed further into the city.

Easily the most recognizable structure in Kendermore must be the great library. Designed to look like the dwarven fortress Pax Tharkas the building was created with great slabs of granite and marble. The weight of the structure was so great that shortly after its completion the building began to sink into the ground. The ever optimistic kender decided that one day it may make a great underground library and drew up plans for new construction to be placed on top of it. But to their dismay after the first foot it only sank a few inches every year. Visitors to Kendermore have often wondered what the kender used such a structure for as book reading does not seem to be high on their list of priorities. Book reading may not, but collecting is. The library once held thousands of books borrowed from all over the continent. Plus the library was also a major hub of trade in the city. With the final attack on the city the hulking building survived, but the insides were put to the torch by the invaders.

The library was our first destination in the city. In the gloom of the mountains shadow we slunk around the decimated structures and made our way to it. Why were we slinking? I don't really know. It just felt right at the moment. As we approached the entrance to the library Blight stopped me and put an ash covered finger to his lips. Then he pointed to the doors of the building. Sitting on the steps of the building was an old kender crying. My first reaction was to immediately head over to the pour soul and see what I could do to cheer him up. Blight grabbed me by the shirt and dragged me back down.

He explained to me that I should never approach any other kender while in Kendermore. There were too many of them that refused to believe they were actually dead. I was stunned by this revelation. Undead kender? I couldn't believe it. Blight took a longer look at the figure on the stairs and said that the kender was a Feyrl. The Feyrl is an odd sort of undead that appears to be a living being. It even continues to grow older and can not be detected as undead. Most Feyrl are found wandering the Desolation in a state of madness. They are lost in fits of insane hallucinations and are easily enraged. Blight warned me that the kender would first seek to gain our sympathy before it attacked us in a wild rage and moved on to its next victim. A few moments later the sobbing undead kender walked down from the steps and into the maze of surrounding jagged broken walls.

Silently we crept into the library slipping beneath the thick hanging solid oak doors that were leaning precariously over the entrance. The inside of the library was dark and it took a few minutes for my eyes to adjust. A feeble light from a number of broken windows seeped into the room. Looking around the inside of the building I noticed it was just as dirty as the outside. It was also covered in a fine black ash and piles of broken furniture and heaps of cinders lay in the corners. Many of the bookshelves had been designed with the same stone used to construct the building and they lay haphazardly on top of one another. Blight waited by the door and I proceeded down one of the crooked aisles of broken stone.

I didn't think the artifact I was seeking was in the library, but Belladonna had insisted I find anything of value on my trip here. Being an older kender I understood that she was not referring to the toys, stones or shiny trinket that usually filled my pouches. She was after magic and it was well known that the library contained magical scrolls. That is if they could be found. Much like the city there was no true organization to the locations of items in the library. So when it came to finding a certain text it was generally hunt and peck. My hope was that any magical scrolls would have be resistant to the fire and survived the burning.
As I continued picking my way through the debris the sound of crumbled paper came to my ears. Thinking I had found something I continued to shuffle my feet in the ash looking for any sign of parchment. The sound became louder and I noticed it was not caused by my moving. I froze like a rabbit and the sound continued. I was not alone. My eyes darted left and right looking from one shadow to another. I couldn't see a thing but I could definitely hear something moving. My curiosity peaked and my nerves slightly on edge I jumped reflexively when a creature burst forth from the shadows.

It was a kender, or used to be. Its body was horribly charred and I realized it was its flaky skin that crackled when it moved. Its eyes were pinpricks of light and as it lunged at me the creatures head and hands burst into flame. The heat of the fires forced me back and I raised my hoopak defensively in front of me. In a split second Blight was there attacking the creature his sword flashing in the light of the creatures flames. The creature scored a hit on Blight and the afflicted kender's shirt caught on fire. Coming out of my trance I jumped into the fray swinging my hoopak. I may be old, but years of practice with my favored weapon made me a formidable warrior. We fought the creature back but not without any damage to ourselves. Blight had some pretty nasty burns and my trusted hoopak had been singed by the flames.

After the fight the sound of more crackling paper urged us to leave the library and find a safe place to rest. Blight told me he was afraid that we might encounter another burned one, as he called them, but he thought that most of them had been destroyed. Perhaps the twisted magic of the Desolation has a way of restoring or creating new undead I wondered aloud. Blight was not amused with the idea.
Knowing that Belladonna would not be happy that I was unsuccessful in finding any scrolls, but not seeing much of a choice we decided to move east into the city. Knowing a bit about kender architecture it was difficult to tell if the buildings we were currently skulking through were ruined or not. It was easy enough to tell that they were in a bad shape with much of the wood rotted away and everything covered in that black ash, but some of the missing walls and doors did not seem destroyed so much as missing by design. As we wandered along I indicated to my companion that the item I was looking for was located somewhere to the south of the city.

Here and there I could see signs of the fighting from nearly forty years ago. Great rings of blackened buildings with ogre bones at their center where the kender taunted and led the ogres into ambushes and burned them alive. In other places we discovered great pits with ogre bones where the kender had led their invaders on wild goose chases through the town toward additional pits and traps. In one place Blight stopped me from almost carelessly triggering a taunt twine with my upraised hoopak that would have resulted in a wall of stones toppling upon me. He said we had to be on the lookout for active traps from ages ago and even new ones. I asked who would be setting up new traps, but again he pointedly ignored me.

As we continued south I was surprised to see the south water tower still standing. Well most of it at any rate. The metal structure was half rusted and the upper casing of the water well had obvious holes in it. Inspecting the tower I noticed a figure looking down from above. Slipping into the shadows I caught Blights eye and nodded to the tower, but the figure was gone. Conversing in low whispers Blight cursed and muttered something about "creeps". He indicated we should change direction, but it was too late.

Before we knew it we were surrounded by a group of at least seven kender that I could see. Actually undead kender may be a more appropriate term. They were obviously dead. Their skin was stretched taunt over their skeletal forms and patches of skin and hair were missing. I remember wondering how I might look if I had grey skin and wondered if it would clash with my colorful clothing before one of them spoke. In a raspy voice that sounded like it was forcing wind through old unused pipes the undead kender warned us that the kender of Kendermore could not abide by the invasion of Malystryx into their home and were prepared to defend it against her minions. At first I was greatly relived to hear this and was about to introduce myself to one of them when I was pelted by a stone from one of the creatures. It was then I realized that they believed that Blight and I were the minions!

The next thing I realize Blight screams "Run!" and I take off like an old jack rabbit. We lose sight of each other as we thread our way through a labyrinth of broken walls and rotting wood. As I looked back I could see that the creeps, as Blight had called them, were right on my tail. They apparently had traveled this way before and had no trouble deftly jumping from one stable block to another. For undead, I thought, those kender sure can move. I on the other hand I was scrambling across blocks and ducking beneath beams. I knew they would catch me in a matter of minutes and I found a spot where I could put my back against a wall and prepared to defend myself.

I was breathing heavily as the creeps surrounded me and I tried to reason with them. I tried to explain I was a kender. I brandished my hoopak before me and began to launch into one of my favorite kender tales as the first creep lunged at me and hit me with the long curved blade of his sithak. A searing pain sliced through my side as I defended against the rest of the attacks. I was pelted with two more stones from slings and was deciding where to go from here when the sun crept over the edge of the debris and shined down upon the creeps. They screamed and fell back into the shadows. Taking my chance I turned and climbed the nearest pile of rubble away from them.

At the top of the pile I took a deep breath in the full sunlight and coughed as the black ash around me got in my lungs. Then through watery eyes I looked to the east. The creeps were still there, but they were slowly falling back as the sun continued to rise above the peak of Malys. All around the city the darkness was peeled back like the scab from a festering wound. I exhaled a sigh of relief and laid down on a slab of stone catching my breath and listening for anything out of the ordinary. Thus, I was not surprised when Blight appeared a short time later. His usual stern composure was even more pronounced as he crested the hill limping. I could see he had tied a strip of his shirt around what looked like a sword wound.

We spoke little. I could tell he fully blamed me for his situation and was only remaining because of some inner sense of duty or his refusal to abandon a fellow kender, either way I was in his debt. Gauging my distance from the water tower I started heading toward the east again and Blight followed seeming a bit more relaxed in the sunlight. But even the warmth from that light quickly began to change into a scalding heat. The heat became so relentless that we found ourselves looking forward to the relief the shadows offered.

After nearly four hours of searching we finally found the location I had been sent to find. It looked much like the rest of Kendermore. It was a massive ring of black and ruined buildings where pitch had been piled onto roofs and ignited. The bleached bones of ogres and kender alike were jutting up through a field of ash. Here and there you could see that the region had been disturbed by someone or something as it passed through. I began my search on the outskirts of the rings and over the next hour methodically made my way around the outlying buildings. Blight sat within the shadows of the highest structure keep an eye out for anything that moved.

Hot and sweating from the sun and tired from the exertion of the day I was near giving up when Blight called to me that it was time to go. It was an hour until sunset and he wanted to be well away before the creeps and other terrible creatures had a chance to emerge from their hiding places. It was just then that I stumbled across what I was looking for. A skull was grinning at me from under a collapsed building and I decided to check it out ignoring the afflicted kender's calls. Chipping away at a dried out rotten wooden beam I uncovered the skeleton of a kender. My heart started to flutter as I noticed a scrap of purple cloth under the body. The honored Purple Mayoral robes of Kendermore. Finally I had found her.

Paxina Thistleknot, so the stories were true. She had stayed until the very end and perished giving her life to save thousands of kender. She was also Blight's aunt, I thought of telling him, but decided against it at the time. I continued to search around her body until I found what I was looking for. There it was embedded in the soft ground, a hoopak carved from the branch of a Vallenwood with an elegant design of ivy and roses down the length of it. A gift from her father the tip of the hoopak was capped in pure platinum and in delicate script carved along the handle the inscription of her name was loving etched.

Blight appeared grumbling behind me about "some fools errand" when he spotted me holding the kender weapon. He gazed at me unbelievingly and gave me a look that I hadn't seen in him since I had met him. The curiosity and wonder that he displayed gave me a measure of hope for all afflicted kender, but the moment was fleeting. His face quickly returned to it's normally taciturn state and he bade us to go. I slipped Paxina's hoopak into a loop on my backpack and followed the desolation tracker.

We headed north as fast as we could across the crumbling broken landscape. The sun was falling alarmingly close to the western Goodlund Mountain range and with it the shadows began to deepen. It was then the ground gave way beneath us. It simply caved in around us as we made our way across what appeared to be a stable section of stone. We landed nearly thirty feet below the surface. Blight was knocked unconscious when a sliding slab of rock struck him in the head and I was left with a sprained ankle. After the fall I took a moment to gather senses and tried to wake Blight. He merely groaned.

As darkness descended around us I could hear a sound that made my middle begin to quiver. It started out softly but intensified with the encroaching darkness. It was a bevy of screams, cries and moans. Curious as to what was happening I began to climb up the side of the sinkhole. I used my hoopak to create a stable foothold in the sliding debris and worked my way to the top. The orange rays of the sun were disappearing behind the mountains and in the darkness I could make out faint outlines of movements here and there. I felt as if I was witnessing the death of Kendermore. I could see figures running through the streets. Blood curdling cries and heartbreaking sobbing was all around me and then as the last rays of the sun disappeared so did the horrendous sounds. I could still see figures milling about in the darkness and decided to see if I could get a better look. I glanced back at Blight and he seemed to be sleeping so I left him to rest.

I hobbled about twenty feet to the closest figure on my bad ankle and peeked over the edge of a broken wall. There, I spied the sad sight of a young kender woman. Her hair was unkempt and scraggly and her clothing was torn and dirty. The really amazing thing about her was that she was transparent. In the dying light I could just make out shapes of the ruins beyond her. Saddened by the sight I carelessly slipped and caught her attention. She began to walk toward me with her arms outstretched and I fell on my bad ankle. I reached for my hoopak but realized I had left it behind in the pit. Scrambling backwards I remembered Paxina's Hoopak and pulled it from behind me. As the wispy outline of the kender drew near I could see the hopelessness in her eyes. The mission was impossible.

Kendermore was cursed and now so was I. I might as well just give up. I'll just give up the hoopak and everything else.
Swinging the hoopak around in front of me I struck the apparition accidentally and the sense of hopelessness left me. I realized this sad creature was inflicting me with the same dread that haunted her. I sat up and swung the hoopak again and it let out a pitiful moan. The sense of hopelessness settled upon me again, but I managed to shrug it off. Brandishing the weapon I fought off the pathetic apparition as it faded away.

Unfortunately the commotion drew the attention of more undead. Kipper Snifferdoo how many times has your curiosity gotten you into trouble, I thought to myself. From what I could tell the kender surrounding me were more undead creatures. But unlike the creeps that chased us earlier in the day these creatures moved with stiff motions and mumbled unintelligible groans and they headed straight for me. I was just deciding to retreat into the sink hole and see if I could revive Blight to escape when one of the rotting corpses began speaking in a high-pitched screeching voice.

Now I have lived a long time, for a kender, and I have given and received a number of talented and inventive taunts over the years. This one undead kender unleashed a torrent of insults so vile and wicked that I found myself nearly rushing into the mass of undead without thought. If it had not been for my long time experience with kender insults I would have done just that. Gritting my teeth against the flurry of verbal abuse I limped back and slid down into the pit. I was just in time too. Something had a hold of my companion.

At first I thought it was merely dirt or mud as it was hard to see by the moonlight but it moved over him. Blight was squirming and wrestling around. He was pulling an oozing substance as it was attempting to slide into his mouth and covered his chest. I scrambled down and used the tip of the hoopak to stab at the monster and was disgusted to see an eyeball swim through the creature murky blubbering skin and focus on me. As half the creature wrestled with the afflicted kender the other half slithered over and began to engage me attempting to rise up and slam down on me. I beat it back with the hoopak and gore splattered with every stroke. My arms began to tire and my ankle throbbed painfully, but after a lengthy battle the creature stopped moving and seems to become nothing more than an inanimate puddle of sludge. The eye continued to stare at me so I kicked dirt over it to cover it up.

The zombie kender were nearly upon the pit now and the wrathful taunter among them continued to screech insults intended to drive us into an insane rage. Blight was unsteady, but able to move. We used the last reserves of our strength to climb out of the pit. We did not choose to stay and fight, but instead bull rushed our way past the undead creatures as they swiped at us. We fled into the night with the sounds of the undead howling all around us. I can't say that I have ever truly been scared, but that was an experience I do not want to have to relive again.

We finally made our way out the north gate with a trail of undead kender right behind us and we ran for what seemed like hours before the other desolation trackers appeared and assisted us in out plight.

Now, as I add this entry in my journal, I am resting beneath a sickly tree at the edge of the foothills north of Kendermore. The other kender are keeping watch as Blight and I recover from our wounds and the experience of our visit to Kendermore. I have been discussing the matter of Paxina's Hoopak with Blight and he has insisted that I bring it to Paxina's brother Kronn Thistleknot in Port Balifor. Yet, Belladonna has told me to bring it straight back to her. At this point however I don't think I am in any position to be traveling the Desolation alone. The weeks I have spent here have already shown me that this is not a place a kender wants to wander unaccompanied. So I will be forced to travel with these kender until I can proceed safely on my own. Now if I could just get this nagging sensation out of my head that something is still wrong.

As I begin to drift off to sleep the sounds of a giggling kender child touch my ears and a whispered message tells me that everything will be just fine... just fine.


 

Burned One 

Small Undead (Fire)

Hit Dice: 4d12 (26 hp)

Initiative: +7 (+3 Dex, +4 Improved Initiative)

Speed: 20 ft. (4 squares)

Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12

Base Attack/Grapple: +2/-3

Attack: Claw +2 melee (1d3 -1 plus combustion)

Full Attack: 2 Claw +2 melee (1d3 -1 plus combustion)

Space/Reach: 5 ft./5 ft.

Special Attacks: Combustion, improved grab

Special Qualities: Darkvision 60ft., death throes, undead traits

Saves: Fort +1, Ref +4, Will +4

Abilities: Str 9, Dex 17, Con 0, Int 8, Wis 10, Cha 12

Skills: Balance +5, Hide +18, Jump +3, Listen +7, Move Silently +1*, Spot +7

Feats: Alertness, Improved Initiative


Environment: Any land

Organization: Solitary, or Pair

Challenge Rating: 4

Treasure: None

Alignment: Always neutral evil

Advancement: 5-8 HD (Small); 9-12 HD (Medium)

Level Adjustment: -


Springing from the shadows you see a horrific sight of a small horribly burned figure. Its skin is blackened, flaking and cracked and it makes a sound of crumpled paper as it moves. Just as it exits the darkness it's head and hands burst into flames and it lets out a chilling shriek of pain.
Burned ones are kender that met their demise while being burned alive. They roam the area surrounding the region of their death looking to give payback to the living for the suffering they have endured. They dwell in the shadows of nearby ruins or caverns for days or months at a time writhing in agony as they relive the tortuous nature of their death. The sounds of their leathery crackling skin can usually be heard long before they can be seen. When aggravated or excited the burned one will explode into fire. It's head and hands will become enveloped in flame and any combustible material it touches catches on fire. When it dies the burned one explodes in a blast of hot ash and flame.
Combat
Despite being unable to control the fire that eternally consumes them burned ones are attracted to open flame. When in battle a burned one will usually unintentionally set a persons clothing on fire. If this happens the burned one will attempt to grapple the victim and immerse themselves in the flames, thereby causing additional fire damage to the victim each round.
When a living creature passes near a burned one it will first attempt to hide itself before it attacks in a crazed frenzy.

Combustion (Ex): Any opponent struck by a burned ones claws must make a Reflex save (DC 12) or take an additional 1d8 points of fire damage as clothing ignites and armor burns white hot. The damage continues for 1d4+2 rounds after the burned ones last successful attack.
Death Throes (Ex): When a burned one dies it's body explodes in a blast of fire and scalding ash dealing 2d6 points of damage to anyone within a 10-foot radius. Affected creatures can make a Reflex save DC 14 for half damage.
Improved Grab (Ex): If a Burned one hit's a medium-sized or small creature with a claw attack it may attempt to grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it latches on to the creature and deals an additional 1d8 points of fire damage every round until the grapple it broken.
Skills: A burned one has a -4 racial penalty on Move Silent from it's crackling skin and a +8 on hide while in surroundings such as ruins or burned out buildings.

 

Creep 

Small Undead

Hit Dice: 5d12 (32 hp)

Initiative: +4 (+4 Dex)

Speed: 30 ft. (6 squares)

Armor Class: 17 (+1 size, +4 Dex, +2 leather armor), touch 15, flat-footed 13

Base Attack/Grapple: +2/-1

Attack: Sithak +4 melee (1d4 +1)

Full Attack: 2 Sithak +4/-1 melee (1d4 +1/1d4 +1) or bite +4 melee (1d4 +0) and 2 claws -1/-6 melee (1d3 +0)

Space/Reach: 5 ft./5 ft.

Special Attacks: Energy drain, fear aura

Special Qualities: Darkvision 60ft., fast healing 3, scent, sunlight vulnerability, undead traits

Saves: Fort +1, Ref +7, Will +5

Abilities: Str 12, Dex 19, Con 0, Int 10, Wis 13, Cha 16

Skills: Balance +6, Climb +6, Escape Artist +4, Hide +13, Jump +8, Listen +5, Move Silently +7, Search +2, Sleight of Hand +4, Spot +5, Swim +1, Tumble +4

Feats: Die Hard, Lightning Reflexes


Environment: Warm land, underground

Organization: Solitary, Pair, Gang (2-5), or Patrol (5-20)

Challenge Rating: 5

Treasure: None

Alignment: Always chaotic evil

Advancement: 6-10 HD (Small); 11-15 HD (Medium)

Level Adjustment: -


The kender before you has a grey-green skin stretched tight across its bony frame. It has two red lights deep within it's eye sockets and moves with an unnatural gracefulness.
Creeps are the undead defenders of Kendermore. In their living years the creeps were comprised of a number of kender fighters, rangers, handlers and kender knights that defended Kendermore against the intrusion of outside forces. They were among the last kender to remain in the city when Malystryx descended upon the city and killed thousands of them.
The undead kender continue to perform their duty of defending the city even beyond their death. The magic of the Desolation twisted them into cruel and sadistic creatures. They ruthlessly seek to exterminate any "living" trespassers into the Ruins. By day they hide out in underground caverns, and buildings and structures above ground that can keep the sun off of them.
Creeps are most often encountered in patrols of 4 to 10 kender. They each will carry a kender weapon of some kind. Most prefer a sithak for its cutting blades and ability to shoot arrows. They are extremely agile and can gain access to almost any location within the city looking for intruders to maim an kill.
Combat
Creeps were experienced warriors before they died and attack opponents in an intelligent manner taking advantage of cover and flanking when appropriate. They have also been known to set traps and drive their opponents (or lead them) straight into them.
Energy Drain (Su): Living creatures hit by a creep's bite attack gain one negative level. The DC is 15 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the creep gains 5 temporary hit points.
Fear Aura (Su): Those creatures that come within 5 feet of a Creep must make a Will save (DC 14) or become panicked for 1d4 rounds. Those opponents that make their save are shaken for 1d4 rounds.
Fast Healing (Ex): A creep gains lost hit points at a rate of 2 hit points per round. Creeps that go below 0 hit points fall inanimate. If they are not brought below -10 hit points their healing will eventually bring them back to full again. They may choose to move once their hit points rise above 0. This ability does not function in direct sunlight.
Scent (Ex): Creeps can use a sense of smell to track living creatures.
Sunlight Vulnerability (Ex): In direct sunlight a creep takes 3 hit points of damage per round. They avoid direct sunlight at all costs.

 

 

Dreck 

Small Undead

Hit Dice: 3d12+3 (22 hp)

Initiative: -2 (-2 Dex)

Speed: 10 ft. (2 squares)

Armor Class: 9 (+1 size, -2 Dex), touch 9, flat-footed 9

Base Attack/Grapple: +1/-2

Attack: Slam +3 melee (1d3 +1)

Full Attack: 2 Slam +3 melee (1d3 +1)

Space/Reach: 5 ft./5 ft.

Special Attacks: Engulf, improved grab

Special Qualities: Amorphous, darkvision 60ft., undead traits

Saves: Fort +1, Ref -1, Will +2

Abilities: Str 12, Dex 7, Con 0, Int 11, Wis 8, Cha 13

Skills: Hide +11, Listen +3, Move Silently +15*, Spot +5

Feats: Stealthy, Toughness


Environment: Any land

Organization: Solitary

Challenge Rating: 3

Treasure: None

Alignment: Always neutral evil

Advancement: 4-6 HD (Small); 7-9 HD (Medium)

Level Adjustment: -


An amorphous blob of ooze creeps toward you. Its outer skin is comprised of a nearly transparent skin and you can see soft internal organs swimming beneath the dirty surface. Two vague arm shapes raise from the blob reaching toward you.
Drecks are the undead remains of those poor kender that were buried alive and crushed beneath fallen homes and cave-ins. Their bodies were flattened beyond recognition. Tainted by the force of the Desolation and a strong desire to live has turned them into abominations. They eventually find a way out of their final resting place, but they are nothing more than a puddle of ooze.
These kender are drawn by the life force of living beings. They sit motionless in hiding until a living creature makes it's presence known. Then they seek to quench that life much like theirs was extinguished by engulfing a victim, crushing and suffocating them.
Combat
These creatures wait in dark corners, deep puddles on the ground covered in mud and muck making it difficult to spot them. They can also be encountered residing within the corpse of a former victim. When a living creature wanders by it will attack with its slam attack and attempt to engulf a creature. Once it has grabbed a hold of a victim it attempts to slither up into the mouth of the creature suffocating it.
Amorphous (Ex): A dreck has no discernable shape, It is not subject to critical hits and has no clear front or back making it immune to flanking.
Engulf (Ex): As a standard action a dreck may attempt to slither up to a creature's head that it is currently grappling and has a hold of. The victim must make a Strength check DC 13 (+1 racial bonus) or begin suffocating. Any damage inflicted on the dreck transfers half to the grappled victim. Each successive round the DC of the strength check increases by one.
Improved Grab (Ex): To use this ability, a dreck must hit with one slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to engulf. This ability can be used on opponents up to one size category larger than the dreck.
Skills: A dreck has a +8 racial bonus on Move Silent Checks.

 

Feryl 

Small Undead

Hit Dice: 3d12+3 (22 hp)

Initiative: +1 (+1 Dex)

Speed: 20 ft. (4 squares)

Armor Class: 12 (+1 size, +1 Dex), touch 12, flat-footed 11

Base Attack/Grapple: +1/-3

Attack: Slam +2 melee (1d3 +0)

Full Attack: 2 Slam +0 melee (1d3 +0) and bite -5 melee (1d2 +0)

Space/Reach: 5 ft./5 ft.

Special Attacks: -

Special Qualities: Broken mind, darkvision 60ft., rage, undead traits

Saves: Fort +3, Ref +2, Will +2

Abilities: Str 11, Dex 13, Con -, Int 11, Wis 9, Cha 11

Skills: Balance +3, Climb +2, Hide +7, Intimidate +2, Jump +4, Listen +3, Move Silently +5, Spot +3

Feats: Great Fortitude, Improved Natural Attack (b), Toughness


Environment: Any land

Organization: Solitary

Challenge Rating: 3

Treasure: None

Alignment: Always neutral evil

Advancement: 4-6 HD (Small); 7-9 HD (Medium)

Level Adjustment: -


A very confused kender wanders around babbling and laughing. Her skin is covered in sores and patches of hair have fallen or been pulled out and she is wearing tattered clothing.
Feryls are undead kender that have suffered and died in an event of a catastrophic nature so terrible it damaged their mind and their body. For all intensive purposes feryl appear to be living kender. They do not appear dead, they eat breathe and sleep and do not feel cold to the touch. Their body continues to age, although at a somewhat slower rate than before.
Most Feryl died of shock or fright or inconspicuous wounds, such as hidden sword strikes or stones to the head. These wounds are often hard to detect among the other festering sores and sun damage from wandering without protection in the Desolation.
Most individuals that encounter a feryl assume they are kender that have been lost in the Desolation. They are totally unaware that the kender is an undead creature. A feryl's broken mind causes it to babble incoherently and rarely give a straight answer to anything. Healing spells performed on a feryl scare it and enrage it.
Combat
Feryl are extremely confused creatures. They often are not even aware of their own actions, much less able to control them. They will usually appear to be friendly only to turn on an individual in a moments notice.
Broken Mind (Ex): Because of the shattered mind of the Feryl there is a 20% chance every 5 rounds that they will become confused and fall under the effects of a random action spell for 1 round. Additionally anyone that targets a Feryl with a thought detection, mind control, or telepathic ability or spell takes 1d4 points of Wisdom damage.
Rage (Ex): If a feryl takes damage it flies into a wild rage attacking anything near it until, it is dead or it's opponents are dead or it succumbs to the effects of it's Broken Mind and is forced to change it's actions. The feryl gains a temporary +4 to Strength, +4 to Constitution and -2 to AC. The rage is so complete that the feryl will continue fighting even while disabled or dying. If the rage ends while it is between 0 and -10 hit points it dies.
Detection Immunity (Su): A feryl is immune to the effects of a detect undead spell and appears to be a normal, if confused, living creature.

 

Giggler 

Medium Undead (Incorporeal)

Hit Dice: 2d12 (13 hp)

Initiative: +7 (+3 Dex, +4 Improved Initiative)

Speed: fly 50 ft. (perfect)

Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14

Base Attack/Grapple: +1/+2

Attack: Slam +2 melee (1d4 +1)

Full Attack: Slam +2 melee (1d4 +1)

Space/Reach: 5 ft./5 ft.

Special Attacks: Telekinesis

Special Qualities: Darkvision 60ft., flight, natural invisibility, telepathy, undead traits

Saves: Fort +0, Ref +3, Will +2

Abilities: Str 12, Dex 17, Con 0, Int 11, Wis 8, Cha 13

Skills: Hide +5, Listen +5, Sleight of Hand +9, Spot +5

Feats: Improved Initiative


Environment: Any land

Organization: Solitary

Challenge Rating: 2

Treasure: None

Alignment: Always chaotic evil

Advancement: 3-4 HD (Medium); 5-6 HD (Large)

Level Adjustment: -


You see before you a billowy translucent cloud. Occasionally the tendrils of the cloud will coalesce into the face of a kender child with intense facial expressions of happiness or of stark terror.
The giggler is a spirit of a kender child that died in a tragic manner. Not ready to move on this mischievous spirit attaches itself to and individual and considers them to be it's new best friend. The giggler is always completely invisible and incorporeal when it first begins to follow its "friend". So it is possible to have a giggler follow an individual for a number of days before someone begins to suspect something is wrong.
Gigglers are insatiably mischievous and love to play pranks. They always begin small, first by picking up small objects and move them into new locations or by whispering short messages or giggling in the ear of their new friend just as they are falling asleep. After a few days of these minor annoyances the giggler will move on to larger pranks such as calling for help and leading their friend into danger. Sometimes they will annoy nearby creatures or take things from other humanoids and plant them on their friend so as to get their friend in trouble.
If at any time the friend discovers the presence of the giggler or attempts to make contact with it the spirit will become enraged and shows itself. When angered it becomes visible as a shadowy insubstantial cloud in which the facial expression of the child kender can be seen displaying intense faces of laugher and terror and anger.
Combat
Once a giggler has been discovered it throws a tantrum and will use it's telekinesis to hurl objects at its victim. If possible it will attempt to kill the victim by dropping heavy objects on them.

Telekinesis (Sp): The giggler may use Telekinesis as a standard action (caster level 12th). When a giggler uses this power it must wait 1d4 rounds before using it again.
Flight (Ex): A giggler can cease or resume flight as a free action.
Natural Invisibility (Su): Gigglers are naturally invisible. A see invisibity spell will reveal a rolling cloud with glimpses of child-like faces within it. An invisibility purge spell will cause the creature to become visible for 1d4 rounds before it returns to it's natural state. If a giggler becomes angry iy will often drop it's invisibility.
Telepathy (Su): A giggler may communicate telepathically with any other creature from up to 60ft. away. Gigglers speak common and kenderspeak.

 

Kender Vampire 

Small Undead

Hit Dice: 5d12 (32 hp)

Initiative: +6 (+2 Dex, +4 Improved Initiative)

Speed: 20 ft. (4 squares)

Armor Class: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14

Base Attack/Grapple: +2/-2

Attack: Hoopak +3 melee (1d6 +0)

Full Attack: Hoopak +3 melee (1d6 +0) or bite +3 melee (1d4 ++0) or claw +3 melee (1d3 ++0)

Space/Reach: 5 ft./5 ft.

Special Attacks: Ability damage, howl

Special Qualities: Alternate form, darkvision 60ft., holy damage, regeneration, turn susceptibility, undead traits, weapon destruction

Saves: Fort +1, Ref +3, Will +3

Abilities: Str 11, Dex 14, Con 0, Int 11, Wis 9, Cha 16

Skills: Climb +8, Hide +10, Intimidate +12, Listen +4, Move Silently +7, Spot +4

Feats: Alertness,Improved Initiative


Environment: Warm land,underground

Organization: Solitary

Challenge Rating: 5

Treasure: None

Alignment: Always neutral evil

Advancement: 6-10 HD (Small); 11-15 HD (Medium)

Level Adjustment: -


A horrible gaunt kender with a crooked smile and skin stretched over it's bones cackles maliciously at you and glares at you menacingly.
Kender Vampires look generally like kender upon first glance. They are short, have pointed ears and slanted eyes. They are surrounded by pouches and carry a hoopak. Upon closer examination however it's painfully obvious that these creatures are undead. Their skin is grey and stretched taunt across their skeleton like a mummy. Their mouths are forced into a death grimace with long sharp fangs and their bony fingers have long curved nails. They only speak in hissing whispers as it pains them to talk.
Kender Vampires were first created by an undead lord of a distant dimension. They were used to torture the elves living in that domain. Each kender vampire is tied to their coffin, denied the ability to take advantage of their wanderlust. If they are unable to return to their coffin once a day they will cease to exist.
There have been reports of these terrible creatures appearing in the south coast of the Dairly Plains, the Sea of Cinders and around the lands of the Grimdel woods. It may be that the dragons of the Desolation have discovered the terrible secret of creating these creatures.
Combat
Kender vampires sneak up on unwary opponents before attacking. Once they do, they use their hoopak until the battle gets heated, then they use their claws. If the battle turn against them they will try to escape by shifting into poltergeist form and returning to their coffin.

Ability Damage (Su): Anyone struck by the claws of a kender vampire must make a save Fortitude save (DC 14). A failed result means the victim is paralyzed for one round and loses one point from their intelligence and wisdom scores for the next 3 hours.
Alternate Form (Ex): When the Kender Vampire is brought to 0 hit points or if it chooses to, it can change itself into a poltergeist. While in this form it has all the characteristics, strengths, and weaknesses of a common poltergeist. If the kender's body is slain and the poltergeist is unable to return to its coffin within 12 turns it dies.
Holy Damage (Ex): Holy water causes 1d4 points of damage to Kender Vampire. A holy symbol pressed against their skin causes the same amount of damage and forces the Kender Vampire to make a morale check or be forced to flee.
Howl (Su): Once per hour a Vampire Kender can throw back it's head and release a hideous laugh. Anyone 20 yards of the kender must make a Will save (DC 13) or be affected as if they had looked upon a symbol of insanity
Regeneration (Ex): Kender Vampires gain 2 hit points per combat round due to their unique physiology.
Turn Susceptibility (Ex): Because Kender Vampires loathe their existence they only turn as wraiths.
Weapon Destruction (Su): Any non-magical weapon that touches a Kender Vampire immediately disintegrates. Magical items must make a Will save (DC 20) or be dissolved. Kender Vampires only take damage from magical weapons of +1 or greater.

 

Moaner 

Small Undead (Incorporeal)

Hit Dice: 4d12 (26 hp)

Initiative: +5 (+1 Dex, +4 Improved Initiative)

Speed: fly 20 ft. (perfect)

Armor Class: 16 (+1 size, +1 Dex, +4 deflection), touch 12, flat-footed 15

Base Attack/Grapple: +2/-2

Attack: Incorporeal touch +3 melee (1d4 Intelligence drain)

Full Attack: Incorporeal touch +3 melee (1d4 Intelligence drain)

Space/Reach: 5 ft./5 ft.

Special Attacks: Despair, Intelligence drain

Special Qualities: Darkvision 60ft., incorporeal traits, +2 turn resistance, undead traits

Saves: Fort +1, Ref +4, Will +5

Abilities: Str -, Dex 12, Con -, Int 11, Wis 12, Cha 18

Skills: Hide +11, Listen +5, Move Silently +8, Search +5, Spot +7

Feats: Improved Initiative,Lightning Reflexes


Environment: Any land

Organization: Solitary

Challenge Rating: 3

Treasure: None

Alignment: Always neutral evil

Advancement: 5-8 HD (Small); 9-12 HD (Medium)

Level Adjustment: -


Hovering before you is a transparent insubstantial figure of a kender. The edges of the creature are blurry, wispy and hard to distinguish. Yet the face of the kender is one of abject despair. Its dejected expression is one of complete hopelessness.
Moaners are the poor lost souls of those kender killed unjustly. The Desolation has a way of trapping their souls and binding them to the prime material plain. They wander alone or in families weeping and moaning in despair. Their chilling sadness can usually be heard before they appear, sometimes drawing forth a would-be-hero into their waiting arms. They seem to approach living beings out of a need for their warmth and comfort, not fully comprehending that they are harming that person with their touch.
Combat
Moaners do not usually appear threatening they merely seem to be seeking comfort from the living. They gravitate toward any living being to feel the warmth of their life force.

Intelligence Damage (Su): Any target that is touched by the moaner loses 1d4 points of Intelligence. Any creature that has their Intelligence reduced to 0 is helpless until they have their Intelligence returned to at least 1 point. On a successful attack a moaner gains 5 temporary hit points.
Despair (Su): Moaners can emit a wail every 1d4 rounds that brings about despair to all that hear it. Those individuals that hear the wail and fail a Will save (DC 18) receive a -2 morale penalty to saving throws, attack rolls, ability checks, skill checks and weapon damage rolls. This ability may be countered by bardic music or the spell Emotion (hope). This ability lasts for 2d4 rounds and the effects of additional bouts of despair stack.

 

Wrathful Taunter 

Small Undead (Incorporeal, Extraplaner)

Hit Dice: 4d12 (26 hp)

Initiative: +8 (+4 Dex, +4 Improved Initiative)

Speed: fly 30 ft. (good)

Armor Class: 19 (+1 size, +4 Dex, +4 natural), touch 15, flat-footed 15

Base Attack/Grapple: +1/-3

Attack: Slam +2 melee (1d4 plus energy drain)

Full Attack: Slam +2 melee (1d4 plus energy dragin)

Space/Reach: 5 ft./5 ft.

Special Attacks: Energy drain, vile taunt

Special Qualities: Animate dead, damage reduction 5/+1, darkvision 60ft., undead traits

Saves: Fort +1, Ref +5, Will +5

Abilities: Str 10, Dex 19, Con 0, Int 11, Wis 14, Cha 15

Skills: Bluff +12, Hide +8, Intimidate +12, Listen +6, Spot +6

Feats: Improved Initiative,Persuasive


Environment: Warm land,underground

Organization: Solitary

Challenge Rating: 4

Treasure: None

Alignment: Always neutral evil

Advancement: 4-6 HD (Small); 7-9 HD (Medium)

Level Adjustment: -


An emaciated kender with rotting skin and patches of missing hair shambles towards you and in a clear, shrieking, piercing voice begins to call you the most horrible names and verbally assaults you with the most atrocious insults.
The wrathful taunter is actually a creature of the abyss that was drawn to the tragic loss of life during the desctrution of Kendermore. I is one of the more treacherous kender spirits one can encounter in the ruins of the kender city. These undead creatures use an ability they formerly had in life to enrage the living and cause them to their lose patience and their sanity.
In its natural state the wrathful taunter is an incorporeal spirit like a ghost. It can be faintly seen as a demonic looking kender, but it will habitually inhabit the body of a dead humanoid (usually a kender) and animate the body so it may taunt its opponents.
Combat
A wrathful taunter will usually be encountered near other undead, particularly zombies. It finds their bodies most useful for animating and can inhabit the body of any zombie. Once it has taken possession of the body it will select an opponent and begin taunting them in a horrible screeching voice that is grating on the nerves. It delivers a litany of foul insults and offensive ridicule. This magically enhance taunting can drive a victim insane with rage, making the target violent and confused.
Energy Drain (Su): Living creatures hit by a wrathful taunter's slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wrathful taunter gains 5 temporary hit points.
Vile Taunt (Ex): Each round any opponent that can hear and understand the taunts of a wrathful taunter, whether it is directed to them or not, must make a Will save (DC 14) or fall under the influence of the vile taunt. The taunt has three stages. The first round after a failed save causes the victim's attitude to shift to Hostile toward the taunter, making them irrational. The second round causes the victim to fall under the effects of a confusion spell cast as a 12th level wizard. The third round the victim falls into a rage, as per the spell. The effects of the vile taunt last for 2d4 rounds after the wrathful taunter has been eliminated.
Animate Dead (Su): A wrathful taunter may take possession of a dead creature causing it to become a zombie. It may also possess the body of any animated zombie. At the very least a wrathful taunter must have access to a body that is whole and has a working mouth that has the ability to speak if it wishes to use it's vile taunt ability. To take possession of a body that is already animated takes a standard action. To animate a new body or re-animate a previously animated whole body takes two full rounds. Animating a body or voluntarily leaving one provokes an attack of opportunity. If a possessed zombie is brought to 0 hit points the wrathful taunter is forced from it. Damage caused to the animated body is not inflicted on the wrathful taunter. It can only be harmed when it has been driven from its animated body.
Damage Reduction (Su): A wrathful taunter ignores the first 5 points of damage from any attack that is not done with at least a +1 magical bonus or better.

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