This page describes a new creature for D&D 3rd edition rules. The creature, Mortiru, is a (usually) lawful evil outsider (but not baatezu) that specializes in creating, supporting and controlling undead.

Mortiru

Mortiru
Small-Size Outsider (Evil)
Hit Dice: 6d8 + 6 (33 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 18 (+1 size, +3 Dex, +4 natural)
Attacks: 2 claws +10 melee, bite +2 melee
Damage: Claw d2, bite d4
Face/Reach: 5 ft. by 5 ft./5ft
Special Attacks: Spell-like abilities, summon vargouille
Special Qualities: Damage reduction 10/+1, SR 16, poison and
disease immunity, cold resistance 20,
rebuke undead, Mortiru resistances
Saves: Fort: +6, Ref: +8, Will: +6
Abilities: Str: 11, Dex: 16, Con: 12,
Int: 16, Wis: 13, Cha: 15
Skills: Concentration +10, Craft (tailor) +6, Hide +6,
Knowledge (Necromancy & undead) +12,
Listen +6, Move Silently +8, Search +12,
Sense Motive +6, Spellcraft +12, Spot +8
Feats: Improved Initiative, Weapon finesse (claws)
Climate/Terrain: Any land and underground
Organization: Solitary, team (2-4)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually lawful, always evil
Advancement: 7-12 HD (Small)

The Mortiru seems, at first sight, a small rotund wizened old man in an oversized coat, often seen sitting on a table, sewing. When it actually lets itself be fully observed, it looks like a pale featureless bald halfling with it's bones sticking a bit from underneath the taut skin.
Mortirus often serve (or at least pretend to do so) underneath necromancers, teaching and creating undead to gain power or to further infernal plots. Other common places are large burial areas, catacombs, tombs and other such where they have a good supply of bodies from which to create the undead legions they so "love".
The few chaotic mortirus on the other hand do not care as much for the power of controlling undead; they are often behind the situations when large amounts of undead start to plague the countryside.

Combat

Mortirus prefer not to enter combat, but rather surround themselves with their undead minions and strengthen the undead with their spell-like abilities. If they enter combat, they use their spell-like abilties to boost their touch attacks.
Any mortiru that has stayed in a location for longer than a week will have used the Unhallow spell-like ability on that area. They also like to collect dead corpses around their demesne so that they can animate them when they have to retreat.

Spell-like Abilities: At will-animate dead, chill touch, death watch, detect undead; 3/day-darkness, death knell, desecrate, ghoul touch, magic circle against good; 1/day-circle of doom, control undead, dispel good, enervation, unholy blight, vampiric touch; 1/week-create undead(see special details below), unhallow. These abilities are as the spells cast by a 8th-level sorcerer (save DC 12 + spell level).
The create undead ability works as the spell, with the following exceptions: To get the level of undead that the mortiru can create on a certain week, roll d10 + 10; this is the cleric level for the spell. Also, the mortiru must spend at least 8 hours sewing the body. The undead created this way are never hostile to the mortiru, though they are not under the control of the mortiru.

Mortiru Resistances (Ex): Mortirus have a strong resistance to many undead attacks and also have a resistance to many things which do not affect undead. The mortiru receieves a +8 racial bonus to saves against death effects and a +4 racial bonus against necromancy spells, energy drains, all undead special attacks and sleep effects.

Rebuke Undead (Su): The mortiru can rebuke, command, dispel turning and bolster undead as a 12th-level cleric, five times a day.

Summon Vargouille (Sp): Once per day a mortiru can attempt to summon 1d4 vargouilles with a 50% chance of success; on a failure, no vargouilles answer the summons. The vargouilles return whence they came in 1 hour. The mortiru destroys any victims infected by the vargouilles kiss.

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