Morrowind has several types of unique undead. This is mostly because of the cultural practice of "sacred necromancy". This is the raising of ancestor spirits as undead to guard their own tombs from robbers. Those who practice "profane necromancy" (raising any other sort of undead for any other reason) in Morrowind are liable to be lynched or burned at the stake if caught, even though most outsiders see little moral difference between the two types of necromantic arts.
Ancestor Ghost
Ancestor ghosts are semi-transparent, and look like a floating tattered burial shroud, with bones and a skeletal face sticking out.
No. Enc: 1 (1-6)
Alignment: Neutral
Movement: 60' (20')
Armour Class: 7
Hit Dice: 1
Attacks: 1
Damage: 1d4
Save: E1
Morale: 12
Hoard Class: XVIII
XP: 19
Ancestor ghosts are immune to non-magical weapons, except those made of silver.They have all the usual undead immunities too. They can bestow a curse (as per the clerical spell Bless reversed) upon any who invade their tomb.
Bonewalker
Bonewalkers are the corporeal equivalents of amcestor ghosts, whose remains have been animated instead of just their spirits. They have a particularly intimidating appearance because their shattered bones stick out from their flesh all over their bodies.
No. Enc: 1 (1-4)
Alignment: Neutral
Movement: 120' (40')
Armour Class: 5
Hit Dice: 4
Attacks: 1
Damage: 1d10
Save: E4
Morale: 12
Hoard Class: XVIII
XP: 245
Bonewalkers have all the usual undead immunities. They can bestow a curse (reducing the target's Strength by 1d6 points for 1 minute, save negates) upon any who invade their tomb.
Greater Bonewalker
These are more powerful versions of the bonewalker.
No. Enc: 1 (1-3)
Alignment: Neutral
Movement: 120' (40')
Armour Class: 3
Hit Dice: 7
Attacks: 1
Damage: 1d12
Save: E7
Morale: 12
Hoard Class: XVIII
XP: 1490
Greater bonewalkers have all the usual undead immunities. They can bestow a curse (reducing the target's Strength by 2d6 points, save negates) upon any who invade their tomb. Strength loss from this curse returns at a rate of only 1 point per day naturally, but a Remove Curse spell remedies the whole loss immediately.
Bonelord
Bonelords are dangerous tomb guardians. Their form is a skeletal body within a hooded burial shroud, with an extra pair of arms attached.
No. Enc: 1 (1-2)
Alignment: Neutral
Movement: 120' (40')
Armour Class: 3
Hit Dice: 8
Attacks: 2
Damage: 3d6
Save: E8
Morale: 12
Hoard Class: XVIII
XP: 1560
Bonelords have all the usual undead immunities. They have all the usual undead immunities too. They can bestow a curse (as per the clerical spell Remove Curse reversed) upon any who invade their tomb.
Skeleton
Sacred necromancers often animate common skeletons, either to support the more formidable tomb guardians or instead of them if the more difficult rituals aren't possible. These are exactly the same as the Skeletons from the Labyrinth Lord rulebook (pps.95.96 in the revised edition).
Dwemer Spectre
These are the restless spirits of dead Dwemer, still roaming their lost halls, and adding to the danger already presented by animunculi. Treat them as Spectres from the Labyrinth Lord rulebook (p.96 in the revised edition), except that they can be harmed by silver weapons.
Special Notes: These undead are easily used in other worlds, as long as there exists some individual or group willing to animate the dead to guard their own tombs.
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Bloody Bonelords! Nice to see some Morrowind love. And yes, I realise I have now commented a gazillion times...
ReplyDeleteHeh, I think every Morrowind veteran remembers being strength-damaged by bonelords and left overencumbered. :)
ReplyDeleteNo worries about making lots of comments - it's gratifying to know that people are reading!