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 | |
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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.
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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