Gothic Horror Monster As Class (OSE)
Gothic Horror Monster As Class (OSE)
Gothic Horror Monster As Class (OSE)
Monster-as-class
By James Andrews
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Developer:
Dapper Rabbit Games & Stormforge West
https://dapperrabbitgames.wixsite.com/dapperrabbitgames
Publisher:
Stormforge Productions
https://www.stormforgeproductions.com/
AuthorJamesand Designer:
Andrews
Artists:
Jacob E. Blackmon
Pablo Marcos
Robert Martin
Jesus Duran
Bartek Blaszczec
Some artwork Copyright © 2015 NUELOW Games. Used Under License. Old-School Essentials is a trademark of Necrotic
Gnome. The trademark and Old-School Essentials logo are used with permission of Necrotic Gnome, under license.
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Contents
Vampire Page 4
Werewolf Page 6
Reanimated Page 8
Mummy Page 10
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Vampire
Requirements: None
Prime requisite: CHA and DEX ShapeChange
Hit Dice: 1d6 At 7th level, a vampire gains the power to change into the
Maximum level: 14 form of a wolf, bat, or rat (once per day each). If a vampire
Armour: Leather, chainmail, shields has lost hit points, they regain 2 hit points per level upon
Weapons: Any changing into an animal. All equipment carried by the vam-
Languages: Alignment, Common pire is absorbed into the animal form and reappears when
the vampire changes back.
Vampires are mortals who were killed while being fed on by
a greater vampire. Unlike the thralls which follow the vam-
pires will, these were cast aside and forgotten. Cursed with Undead
immortality, but left with the will intact. Vampires lose them- A vampire cannot heal with rest and receives damage from
selves upon their transformations, forgetting their life and healing magic, rather than heal from it. The vampire is also
previous morals. immune to any effects of age or age increasing effects and
diseases. The vampire can also be turned like an undead of
Alignment: A vampire may not be lawful. hit dice equal to level +2
Sun Weakness
When in natural sunlight vampires suffer a –2 penalty to at-
tack rolls and a –1 penalty to AC. While in sunlight, vampires
cannot use drink blood or shapechange
4
Vampire level progression Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d6 19 [0] 13 16 14 13 15
2 2750 2d6 19 [0] 13 16 14 13 15
3 5,500 3d6 19 [0] 13 16 14 13 15
4 12,000 4d6 17 [+2] 13 16 14 13 15
5 24,000 5d6 17 [+2] 12 14 13 12 13
6 45,000 6d6 17 [+2] 12 14 13 12 13
7 95,000 7d6 14 [+5] 12 14 13 12 13
8 175,000 8d6 14 [+5] 12 14 13 12 13
9 350,000 9d6 14 [+5] 10 12 11 10 10
10 500,000 9d6+1* 12 [+7] 10 12 11 10 10
11 650,000 9d6+2* 12 [+7] 10 12 11 10 10
12 800,000 9d6+3* 12 [+7] 10 12 11 10 10
13 950,000 9d6+4* 10 [+9] 8 10 9 8 8
14 1,100,000 9d6+5* 10 [+9] 8 10 9 8 8
* Modifiers from CON no longer apply.
5
Werewolf
Requirements: None
Prime requisite: CON Curse (TA)
Hit Dice: 1d8 A creature nearly slain by the transformed werewolf will
Maximum level: 9 have a 1 in 6 chance of contracting lycanthrope.
Armour: Leather
Weapons: Club, dagger, sling, spear, staff
Languages: Alignment, Common, secret language of
the wolf
Pack
Upon reaching 5th level, a werewolf can attempt to defeat
an alpha wolf or an alpha dire wolf in one-on-one combat.
A werewolf is a cursed individual who survived a were- The werewolf then becomes the alpha, and can have a num-
wolf attack. Once a month, they turn into a mindless beast, ber of wolf companions with a total number of HD equal to
slaughtering their friends and family. However, the curse is the werewolves level.
not without its benefits. The werewolf can turn into a wolf or
wolf hybrid, gaining increased abilities.
Silver Weakness
Werewolves take double damage from silver weaponry,
Transformation and silver burns their skin.
The werewolf may attempt to transform into a wolf or wolf
human hybrid. The chance of success is dependent on level
(TC). If the werewolf fails, they may try again only after a day
or after taking damage.
Scent (TA)
The werewolf can detect and track scents on a 2 in 6.
Infravision (TA)
The werewolf has infravision out to 60’.
Howl (TA)
The werewolf can howl, forcing all animals to roll morale in
the vicinity. This howl can be heard up to a mile away.
Dire (TA)
Upon reaching 5th level, the werewolf may use transforma-
tion to turn into a direwolf.
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Werewolf level progression Saving Throws
Level XP HD THAC0 TC D W P B S
1 0 1d8 19 [0] 2-6 10 13 12 15 16
2 3,000 2d8 19 [0] 2-6 10 13 12 15 16
3 6,000 3d8 19 [0] 3-6 10 13 12 15 16
4 12,000 4d8 17 [+2] 3-6 8 11 10 13 14
5 30,000 5d8 17 [+2] 4-6 8 11 10 13 14
6 60,000 6d8 17 [+2] 4-6 8 11 10 13 14
7 120,000 7d8 14 [+5] 5-6 6 9 8 11 12
8 240,000 8d8 14 [+5] 5-6 6 9 8 11 12
9 480,000 9d8 14 [+5] 6-6* 6 9 8 11 12
* Auto success
Moon Struck
On the nights before, durring, and after the full moon, a
werewolf transforms into a hybrid wolf. The player loses con-
trol of the werewolf, who then becomes a monster that goes
on a rampage. In this state, the werewolf can only be harmed
by silver weaponry and has no sense of who they are.
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Reanimated
Requirements: None
Prime requisite: STR Energy Resistance
Hit Dice: 1d8 Reanimated gain a +2 bonus to saving throws against elec-
Maximum level: 9 tricity (lightning).
Armour: Any, Including Shields
Weapons: Any
Languages: Alignment, Common Unnatural
The reanimateds ugly appearance causes a -1 penalty to
A reanimated is a sick creation of flesh and bone sewn to- any reaction rolls made in the reanimateds presence.
gether and given life through the power of storm. Their dis-
connect from their brain and body allows them to ignore their
bodies limitations while granting them enhanced strength, Sewn Body
but at the cost of strain on their bodies. If the reanimated looses a limb, then it can be reattached
by sewing it, or another limb, back on. A surgeon with the
skills to do the surgery generally charges 50 gold per limb.
Untethered Skills
These skills are a result of the disconnection from the brain
and body. The sluggish firing of neurons from a once dead Its Alive!
brain. When any of these skills are used, the reanimated If the reanimated is killed, and the body repaired, it can be
takes one point of damage on a success. reanimated by being struck by lightning. There is a 1 in 6
chance of this succeeding, however.
Bend Bars (BB): The reanimated can bend bars up to two
inches thick enough to fit through.
Level BB LP TB OD CS
1 20 25 87 1-3 10
2 25 30 88 1-3 15
3 30 35 89 1-3 20
4 35 40 90 1-4 25
5 40 45 91 1-4 30
6 45 55 92 1-4 35
7 55 65 93 1-5 40
8 65 75 94 1-5 45
9 75 80 95 1-5 50
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Reanimated level progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d8 19 [0] 12 13 14 15 16
2 3,000 2d8 19 [0] 12 13 14 15 16
3 6,000 3d8 19 [0] 12 13 14 15 16
4 12,000 4d8 17 [+2] 10 11 12 13 14
5 30,000 5d8 17 [+2] 10 11 12 13 14
6 60,000 6d8 17 [+2] 10 11 12 13 14
7 120,000 7d8 14 [+5] 8 9 10 11 12
8 240,000 8d8 14 [+5] 8 9 10 11 12
9 480,000 9d8 14 [+5] 8 9 10 11 12
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Mummy
Requirements: None
Prime requisite: WIS Undead
Hit Dice: 1d4 A mummy cannot heal with rest. The mummy is also im-
Maximum level: 14 mune to any effects of age or age increasing effects, poi-
Armour: None son, and diseases. The mummy is immune to being back-
Weapons: Dagger, sickle stabbed, and has needs not eat or drink. A mummy cannot
Languages: Alignment, Ancient Common be turned.
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Mummy level progression Saving Throws Spells
Level XP HD THAC0 D W P B S 1 2 3 4 5
1 0 1d4 19 [0] 13 14 13 16 15 1 - - - -
2 2,500 2d4 19 [0] 13 14 13 16 15 2 - - - -
3 5,000 3d4 19 [0] 13 14 13 16 15 2 1 - - -
4 10,000 4d4 19 [0] 13 14 13 16 15 2 2 - - -
5 20,000 5d4 19 [0] 13 14 13 16 15 2 2 1 - -
6 40,000 6d4 17 [+2] 11 12 11 14 12 2 2 2 - -
7 80,000 7d4 17 [+2] 11 12 11 14 12 3 2 2 1 -
8 150,000 8d4 17 [+2] 11 12 11 14 12 3 3 2 2 -
9 300,000 9d4 17 [+2] 11 12 11 14 12 3 3 3 2 1
10 450,000 9d4+1* 17 [+2] 11 12 11 14 12 3 3 3 3 2
11 600,000 9d4+2* 14 [+5] 8 9 8 11 8 4 3 3 3 2
12 750,000 9d4+3* 14 [+5] 8 9 8 11 8 4 4 3 3 3
13 900,000 9d4+4* 14 [+5] 8 9 8 11 8 4 4 4 3 3
14 1,050,000 9d4+5* 14 [+5] 8 9 8 11 8 4 4 4 4 3
* Modifiers from CON no longer apply.
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