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Agaratby Robert J Schwalb
4d12 (26 hp)
16 (+5 Natural, +1 Dex)
Bite+3, 2 Claws +1
Bite 1d6+1, Claw 1d4
Desecrate, Undead, Damage Reduction 10/silver or cold iron, Turn Resistance +4
Fort+1, Ref+2, Will+6
Str 13, Dex 12, Con -, Int 7, Wis 14, Cha 16
Climb+4, Hide+8, Move Silently+8, Spot+6
Any Land, Underground
Solitary, Pack (1d8), Plague (2d8 agarats, 2d10 ghasts, 2d12 ghouls)
Always Chaotic Evil
5-8 HD (Medium)
An undead monstrosity, who loosely resembles the Ghoul, but more gaunt and twisted, the agarat completes its ghastly visage with a lamprey like mouth with compounded rows of teeth. Prefacing an encounter with the agarat is the pungent stench that always emanates from its rotting corpse.
Often times, Agarats can be found leading a pack of ghouls and ghasts. For every 8 agarats, there is a leader (e.g. a greater agarat that functions as a regular agarat with 5 to 8 HD, an Intelligence of 11-14, claw damage of 1d6, and a bite damage of 1d8, ghast paralysis, and 5% chance to have the spellcasting capability of an 8th level sorcerer.
Unholy Scream (Su): Once per minute, the agarat can release a fearsome screech that affects a 10-foot radius sphere. All within the area of effect must pass a Fortitude Save DC 17 or gain 1d4 negative levels. Unlike other level draining undead, this effect is not permanent, lasting a mere 1d4 minutes. However, if the victim's total level is reduced below 1st level by this effect, then they are slain, rising up in one day as a free willed ghoul.
Desecrate Aura (Sp): The Agarat constantly emits the desecration spell-effect, which functions exactly as the spell of the same name.
Undead: As Undead, it is immune to all mind-influencing effects, poison, sleep, paralysis, stunning, and disease. It is never subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Likewise, all undead have darkvision of 60'.