MOVEMENT
Armored in plate mail and shield, can move 20 feet per 10-second round, triple that speed running, or half that speed climbing or swimming. Overland travel 12 miles per day.
SENSES
Light required to see.
1 in 6 chance to find secret doors.
1 in 6 chance to hear noise/listen at doors.
| CLERIC VS. UNDEAD | |
| Roll 2d6 for type, Hit Dice affected. | |
| 2 to 6 | Skeletons, Zombies destroyed; Ghouls, Wights turned |
| 7 to 8 | Wraiths turned |
| 9 to 10 | Mummies turned |
| 11 to 12 | Spectres turned |
CLERIC SPELLS
885 gold pieces
6 gems (each worth 50 g.p.)
| Weapon | Range | AC 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | Damage | Notes |
| Mace | melee | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 1d6 | |
| Holy Water Vs. Undead | 10'/30'/50' | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 1d8 | thrown |
| Sling | 40'/80/'160' | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 1d4 | 20 stones |
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Ranged Weapons: Min. 5' required; Short Range (+1 "to hit") / Medium Range (no modifier) / Long Range (-1 "to hit"). For attacks, an unmodified (natural) d20 roll of a 1 always misses, while an unmodified (natural) 20 always hits. |
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