LAAZGHUL
# Encountered: d6 (2d8)
Alignment: Chaotic
Movement: 90' (30')
Armor Class: 6
Hit Dice: 3
Attacks: 2 (claws) or 1 (head beamer)
Damage: d4/d4 or see below
Save: Fighter 3
Morale: 10
Hoard Class: XXI/B
Laazghuls are mutant relatives of ghouls and have all the normal undead immunities. They cannot paralyze with a touch like their more common kin, but may use the emitter array on their heads to blast foes. Roll on the chart below, either for each laazghul or the entire group, to determine what their skull zapper shoots. Range for all attacks is 90'.
- Heat Ray - 3d6 plus save or metal objects melt
- Cold Beam - 2d8 plus save or frozen to spot for 2d6 turns or until chipped free
- Napalm Gout - 2d6 plus d6 for next d6 rounds
- Hypno Ray - save or switch sides for 2d6 turns
- Pulse Blaster - 3d6 no save, but to-hit roll required
- Lightning - 6d6 save for half
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