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Archive for January, 2009

Jan 30 2009

Castles & Crusades Original Monster: The Phantom Armor

This is an original monster intended for the Castles & Crusades game system. A Phantom Armor is a tough undead opponent that should challenge a mid-level party encountered singly, while high-level groups could handle a small group. In combat terms, it is fairly straightforward- high AC, lots of hit points, and little in the way of special attacks. However, its Nine Lives ability makes it an intimidating opponent that will rise up again and again to harry the party.

 

 

Phantom Armor

No. Encountered: 1-8

Size: M

HD: 10 (d12)

Move: 20ft

AC: 22 (no shield) or 24 (shield)

Attacks: 2x Sword +2 (atk +17, dmg by weapon +7)

Special: Warrior Spirit, +1 or better weapon to hit, Nine Lives, Life Stealing.

Saves: P (Str and Dex +3, see below))

Int: Low

AL: ne

Type: Undead

Treasure: Special- expert full plate armor, Sword +2, Nine Lives Stealer, sometimes expert large steel shield.

XP: 3450 +10

 

 

A Phantom Armor is an undead creature created by dark magics using an expended sword of nine lives stealing. A suit of exquisitely crafted plate armor is animated by a tortured, malevolent spirit that is a conglomeration of the nine souls absorbed by the sword.

 

 

Phantom Armors are encountered singly and in small groups, often serving as guardians for liches, evil spellcasters, and other beings with the ability to create them. When encountered in groups, the Phantom Armors are usually armed identically. Phantom Armors equipped with one-handed swords are also equipped with expert large steel shields (hence the higher AC).

 

 

Combat for Phantom Armors is straightforward. They will fight to the death (nine times), and give no quarter to their opponents. While not particularly intelligent, Phantom Armors are cunning and savvy warriors, and as such are valued as guards and protectors. They are often assigned to guard a place or time of particular importance.

 

 

Phantom Armors require their particular sword to exist- if they lose possession of the blade, they lose 1hp per hour, until they are destroyed. Phantom Armors destroyed in this way do not get the benefits of Nine Lives (see below). A Phantom Armor that has been bereft of weapon will go to any length to recover it, including defying direct orders, and can sense the weapon’s presence as if using a Locate Object spell.

 

 

Warrior Spirit: Phantom Armors have the class abilities of a 10th Lvl Fighter (weapon specialization, combat dominance, extra attack), and are also considered to have ability scores of 18 in Str and Dex, with all related bonuses to combat and saves. These bonuses are included in the stats above.

Life Stealing: When in the hands of the Phantom Armor, its blade acts as a Sword of Life Stealing (see M&T, p 103 for details).

Nine Lives: When reduced to 0 hp, a Phantom Armor collapses into a jumbled heap, but gets up after 1d6 rounds, with fully restored hit points. This happens nine times total- once for each soul consumed by the Nine Lives Stealer.

 

 

When the Phantom Armor is destroyed for the final time, the magical energies that fueled its existence are released back into the sword, restoring its full powers and turning it back into a fully-functioning Nine- Lives Stealer (this also happens if the sword is kept away from the Phantom Armor long enough to destroy it). Other than the armor that they animate and the evil-tainted sword they leave behind, Phantom Armors carry no treasure.

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