Wed Feb 21, 2007 12:50 pm  
[New Monster] Khalmaak

Archived here for reference.

Khalmaak (Ooze Man)
Medium Monster (Rare)
Armor Class: 6
Hit Dice: 10
Move: 60 (4)
Attacks: 2
Damage: 2d10
No Appearing: 1
Save As: Dwarf 8
Morale: 12
Treasure Type: Nil
Intelligence: 3
Alignment: Nuetral
XP Value: 2000

Khalmaaks are orc sized humanoid fungus creatures, appearing to have bloated, slimy green skin and hugely muscled bodies. It is well known by the folk of the jungle that creatures who die from wounds taken from, and are consumed by Kuumyak ooze will rise as Khalmaaks within a week's time.

Khalmaaks are, thankfully, fairly stupid creatures, wandering aimlessly through the jungle until they encounter living creatures upon which to feed. A Khalmaak will attack any creature or group of creatures without hesitation, fighting without morale checks until it is destroyed or attacked with cold magic (which causes an immediate morale check). The creature's attacks are slow and crude smashes with its thick, heavy arms, causing 2d10 per successful hit. That slowness, however, causes the Khalmaak to automatically lose initiative each round.

Due to their wet composition, Khalmaaks take only 1/2 damage from heat or fire attacks, but double damage from cold attacks. Although they posess a primitive intelligence, Khalmaaks are immune to Charm, ESP and similar mental magics.

Adventure Ideas:
The natives of a village that has proven non-hostile to the party has been stricken of late with a relative scourge of Khalmaaks. Livestock and even the villagers themselves have been attacked in the jungle near the village, and despite near constant searching, the Kuumyak responsible for creating these beasts has not been found. After being enlisted to fight off a couple of the Khalmaaks, the villagers grow to respect and trust the party enough to share the secret of the origins of the vile creatures and seek the help of the PCs in finding and destroying the Kuumyak.
What would Raxivort do?<br />