The Sand Prince (Lesser Boss)
rating: +1+x

By Mailanka

Once upon a time, a handsome prince fell in love with a fine princess, until raiders slew his beloved. Destitute, he ordered himself to be buried at her side, laying in her corpse's embrace as the sands of time poured over them. One day, a necromancer came and brought the Sand Prince's mummified remains to life. Eventually, the Sand Prince's soul reawoke within the shuffling remains of his corpse, and he threw off the control of the minor necromancer and murdered him. He returned to his tomb only to find his beloved gone. Infuriated, the once regal Sand Prince gathered together a cruel and eclectic army of bandits, ghosts and black-skinned lizardmen as he rampages across the desert, seeking the fate of his princess.

The Sand Prince is tall and thin, his sunken, leathery skin visible between his tattered bandages. He wears ragged regalia atop his leather robes, and his dark eyes gleam beneath his mop of dirty black hair.

The Sand Prince is an example of what might happen if you modify the mummy template some. He has discarded Automaton and Cannot Learn and rapidly expanded his own skills and capabilities. Now he's a sufficiently tough threat to challenge an entire party of delvers.

ST: 11 HP: 15 Speed: 6.00
DX: 12 Will: 13 Move: 6
IQ: 13 Per: 13
HT: 10 FP: 10 SM: 0
Dodge: 10 Parry: 12 DR: 2

Fists (16): 1d crushing. Reach C.
Corrupting Touch (16): 4d toxic, plus follow up 2d toxic after 10 minutes. Costs 3 FP. Reach C.
Flashing Scimitar (16): 2d+2 cutting. Reach 1. The blade is Fine.

Traits: Appearance (Monstrous); Bad Temper (12); Combat Reflexes; Dependency (Mana, Constantly); Disturbing Voice; Doesn't Breathe; Doesn't Eat or Drink; Doesn't Sleep; DR 30 (Cutting); Fragile (Unnatural, Combustible); High Pain Threshold; Immunity to Metabolic Hazards; Immunity (All Mind Control); Indomitable; Injury Tolerance (No Brains, No Blood, No Vitals, Unliving); Lifebane; Single-Minded; Unfazeable; Unhealing (Total).
Skills: Brawling-16; Broadsword-16; Intimidation-21; Leadership-15; Tactics-13; Traps-14.
Class: Undead.
Combat Effectiveness Rating: 61 (OR 20 and PR 41).
Notes: Willing to negotiate. Not affected by mind magic or social skills, but willing to listen to reason, provided he isn't angry. Affected by necromancy and pentagrams. He wears an amulet that grants him DR 30 (Cutting), but in the hands of a delver, it only supplies the benefit of a Turn Blade enchantment. Not truly evil, but registers as such to spells that detect evil. His tattered rags and wraps are enchanted to give him DR 2. These wrappings are highly susceptible to fire. The wraps are not lootable.


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