Armor Class: |
16 |
Hit Dice: |
5* |
No. of Attacks: |
1 touch or special |
Damage: |
Special |
Movement: |
30’ |
No. Appearing: |
1 |
Save As: |
Fighter: 4 |
Morale: |
12 |
Treasure Type: |
None |
XP: |
400 |
A Deadringer is a form of skeletal undead which appears in almost all respects like the more common form of an animated skeleton. A deadringer carries a small wooden-handled brass bell which it rings constantly as soon as it sights possible opponents. Deadringers are often hidden within a group of other undead monsters.
All undead creatures within 20' of a deadringer receive a +1 bonus to attack and damage rolls so long as it rings its bell. Further, any corpses within 50' of the deadringer when the bell is rung will be animated as Resonated.
In melee a deadringer will try to touch an opponent with its free hand while ringing the bell. If its attack roll succeeds, the one touched must make a save vs. Spells or be deafened for 1d4 rounds. Such a victim is additionally cursed to attract all undead within 10 miles; all such monsters will treat the accursed as their preferred enemy, though this does not mean that they will ignore attacks by other characters. Undead under the control of spell-casters will cease to obey commands issued by their master, so long as the accursed is within the 10 mile range. The curse can be removed as normal with a remove curse spell, or otherwise ends with the death of the afflicted.
Deadringers take half damage from edged weapons and only 1 point from bolts, arrows, or sling bullets. They are immune to sleep, charm, and hold, and can be Turned by a Cleric (as a mummy).