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Necrite (copyright Wizards of the Coast)

Necrite (copyright Wizards of the Coast)

(Note that I’ve added Dungeons and Dragons stats to the Thrull conversions now, and have gone back to the posts about Basal Thrulls and Armor Thrulls to add the Dungeons and Dragons stats to them also)

Necrites were a weak card with a cool concept, the killer “assassins” of the thrulls. Converting them to gaming stats gave me a lot of options on how to handle their special assassination ability. For a d20 game I would probably treat them as poison – not just their attacks, but their very presence.

For classic D&D I gave them a save vs death attack. It’s incredibly potent for a creature of the necrite’s hit dice, and thus they are best handled from afar for a nice hefty XP award. Let one pick up a few levels of thief, and then things get really ugly…

Kale breeders nurtured the rare dire thralls from a breeding pit that had become corrupted by unknwon forces, killing nearly all the thralls within it, as well as the handlers and sorcerers in charge.

The few survivors were corrupted and unhealthy, surrounded by a putrid scent and aura. But nurtured for several generations by Kale sorcerers and these traits became more potent, killing weak creatures through mere presence – a deadly feat that was to be bred into a race of assassins.

Adventures in the New Kingdoms

Dire Thrall

Talent: 3
Skill: 3
Knowledge: 1
WillPower: 2

Combat: 8
Damage: 3/4/4/5/5/6
Fortitude: 10

Special: Opponents of a dire thrall in hand to hand combat suffer 2 Stamina damage every turn.

Dungeons & Dragons (B/X)

Dire Thrall

Armor Class: 5
Hit Dice: 3+1**
Move: 90′ (30′)
Attacks: 2 Claws
Damage: 1d6 / 1d6 (+ death)
No Appearing: 1-3 (1-12)
Save As: T4
Morale: 8
Treasure Type: Nil
Alignment: Chaotic

Special: Anyone struck by a dire thrall must make a saving throw versus poison or die.