Tuesday 26 July 2022

Let’s Convert the Fiend Folio: Death Dog and Death Knight

Is it possible to look at the Death Dog and not think of Dioskilos, the two-headed wolf in the original version of Clash of the Titans? Both movie and book came out in 1981, although I am not certain whether or not the Death Dog appeared in the Fiend Factory earlier than this. In the movie, Dioskilos was the guardian of Medusa's abode on the Isle of the Dead, which would seem to tie into the name. If anyone out there has a better collection of White Dwarf issues than I do, and knows the answer, I would love to hear from you!

In any event, the Death Dog was iconic because of Ray Harryhausen's work on that movie. I had certainly seen Clash of the Titans, and it informed my use of the creature. Nowadays, the image that comes to mind are the long tunnels beneath the Sea of Dust on the World of Greyhawk.

The Death Knight has been so linked to DragonLance's Lord Soth (later a resident of Ravenloft) that some may not be aware that it was originally from the Fiend Folio. Nonetheless, it is. Interestingly, the original text says that Death Knights wear light armor (while still having a great Armor Class), but you would be hard pressed to find an illustration of a Death Knight that doesn't suggest they are eternally encased in full plate. I decided to simply accept that they wore full plate and move on.



Death Dog

Death Dog: Init +5; Atk Bite +6 melee (1d6+3); AC 15; HD 3d6; MV 40’; Act 2d20; SP Disease, knock prone; SV Fort +5; Ref +4; Will +4; AL C.

These large black hounds have two heads, and are perhaps descended from Cerberus, the three-headed mastiff which guards the passage into Hell. They usually live in dry places, such as scrublands and deserts, but can also be found underground (perhaps reflecting their antecedent’s subterranean habitation). They typically hunt in packs of 3d6 individuals. Their double barking sound is eerie, but has no special effect other than potentially spooking horses and pack animals.

Death dogs carry disease. Anyone bit by one must succeed in a DC 10 Fort save or suffer from a debilitating weakness causing 1d3 Stamina damage each day until cured or the victim reaches 0 Stamina and dies. This Stamina damage heals normally. The judge may choose to substitute another disease. The core rulebook lists several options under the listing for bats (see page 397). In addition, if both bite attacks hit a single opponent, they must succeed in a DC 15 Reflex save or be knocked prone.

 

 


 

 

 

Death Knight

Death Knight: Init +6; Atk Longsword +1d8+3 melee (1d8+1d8+3); AC 18; HD 6d12+12; MV 20’; Act 1d20 + 1d16; SP Un-dead, d8 Deed Die, cannot be turned or banished. +8 bonus to saves vs. spells, fear aura, spellcasting; SV Fort +7; Ref +5; Will +5; AL C.

Spells (+6 bonus to spell check): Chill touchcontrol icedemon summoningdetect invisibledetect magic, and fireball.


There are only twelve death knights known to exist, the un-dead forms of virtuous human knights which have fallen from grace and into the patronage of a demon prince. They are a form of warrior-lich, immune to being turned or banished by clerics, and with great resistance to magic spells. They maintain the ability to perform Mighty Deeds of Arms which they had in life, making them formidable indeed upon the battlefield.

Death knights have a +3 bonus to Strength checks. If the judge so desires, their swords may be magical – in fact, facing a death knight may be the ultimate challenge in obtaining a legendary weapon, should that being wield it. A death knight continuously projects an aura of fear, so that creatures within melee range of the un-dead warrior must succeed in a DC 15 Will save or take a -1d penalty on the dice chain to all attack rolls, damage rolls, saving throws, and spell checks so long as they remain within 5’ of the death knight, and for 1d8 rounds thereafter.

The death knight also gains the ability to cast wizard spells from its demonic patron. Although these spells are arcane in nature, the death knight casts them as a cleric, gaining an increased disapproval range (and ultimately demonic disapproval) from failure.

When mounted, death knights ride demonic warhorses with flaming eyes, hooves, and mouths. These use the following statistics:


Death Knight Steed: Init +4; Atk hoof +7 melee (1d6+3 plus fire); AC 17; HD 6d8; MV 60’ or fly 60’; Act 1d20; SP Fire (1d6 damage, Reflex DC 15 for half, plus Reflex DC 10 or catch fire); SV Fort +7, Ref +6, Will +6; AL C.

4 comments:

  1. Lovely work, all of this, Daniel. I'm in your debt - I know it's not something one is "allowed to do" for commercial purposes, but I hope that won't deter you from showing us your interpretation of the Giths and the Grell when the time comes.

    I'm surprised that, Tokien buff that I know you are, that you didn't recognise the Death Knight as the FIEND FACTORY interpretation of the Nazgul in *Ralph Bakshi*'s Lord of the Rings animated film. Short of the Fireball spell and the Control Ice spells (no doubt there with the name change to put the Tolkien Estate, notorious litigants at the time, off the scent of the fox), the Death Knight is the Nazgūl as they appear in the Weather top sequence of that film, and Russ Nicholson's iconic drawing is a clear take on Mike Ploog's Nazgūl design.

    Please more, as I said. All these have been great.

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    Replies
    1. In retrospect, the death knight/nazgul connection seems obvious, but the D&D death knight is pretty far from how I would stat up the nazgul. Thank you for pointing this out!

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  2. Oooh, now I want to write up Lord Soth as a patron.

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