Grevit


Climate/Terrain: Any
Frequency: Very Rare
Organization: Squads
Active time: Night
Diet: Inapplicable
Intelligence: None
Treasure: (U)
Alignment: Neutral

No. Appearing: 2d4
Armor Class: 4 base
Movement: 9
Hit Dice: 8
THAC0: 13
No. of Attacks: 2
Damage/Attack: 1d8+poison
Special Attacks: see below
Special Defenses: see below
Magic Resistances: None
Size: M@5' tall
Morale: Inapplicable
XP Value: 700/

The grevits were Demik Coruth's secondary infantry. Supported by a squadron of califaxis, the grevits could do considerable harm on the battle field. After Coruth's death, a number of grevits escaped destruction, led away by other undead. As well, the informatin regarding the creation of grevits was dispersed with the necromancer's death.

They often wear whatever armor they can find, employing it as they had when they were living beings. Grevits in rotting boiled leather armor or rusting chain mail are not uncommon.

Combat: Grevits are killing machines. Although they can utilize whatever weapons come to hand, longswords are most common among their ranks. They attack twice each round with the poisoned longswords, and half 3/2 parries per round with their shield medium shields. The poison is class D -- save versus poison for only 2d6 points of damage, or take 30 points of damage. If they are disarmed, they can still attack with their claws for 1d4 points of damage, twice per round.

Slashing and piercing weapons hurt their skeletons at only half damage. As undead, they are also immune to mind attacks, illusions, poison, and spells like cold, death, hold, sleep, and so on. Holy water typically deals 2d4 ponts of damage per vial.

They turn as spectres.

Habitat/Society: Grevits are usually created to serve as shock troops for the undead.

Ecology: As typical undead, they make no impact on the local ecology, though fauna tends to stay well aways from them.

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