Omotharkin
- Armor Class
- 9 [10] (m)
- Hit Dice
- 4
- Attacks
- Attack (1d6-1)
- Special
- magic weapons to hit, paralysis, spells, hold/grab, sleep, cold touch (1d6-1/round), undead
- Move
- 6
- HDE/XP
- 4/120
Description
Remnants of a dwarven clan cursed by the Forgefather for their idleness, the Omotharkin are doomed to roam the world looking for, but never finding, rest.
Looking like a zombie dwarf in tattered, old-fashioned clothing, the omotharkin stumbles towards its victim reaching out with its hands. A hit by its hands inflicts 1d6-1 points of cold damage and the victim must make a saving throw. If the saving throw is failed the victim becomes calm and is paralyzed. The omotharkin holds onto the victim and drains 1 point of Constitution and inflicts 1d6-1 points of cold damage each round afterwards. While holding its victim, an omotharkin will plead despairingly, saying "Help Me", "Rest", etc.
A victim reduced to 0 Constitution becomes an omotharkin the next round unless a Remove Curse spell is cast on the body, in which case the victim falls asleep for ten rounds, recovering one point of Constitution in this time. Otherwise, Constitution is recovered at the rate of 1 point per hour.
An omotharkin reduced to 0 or less hit points falls to the ground but will rise, with full hit points, five rounds later unless Remove Curse is cast upon it. If a holy symbol is laid on the body of an omotharkin, it will not rise until the symbol has been removed.
Omotharkin can only be hit by magic weapons and can be Turned as a mummy.
Source note: This creature is converted from The Basic Fantasy Field Guide of Creatures Malevolent and Benign – Omnibus Edition, 1st Edition Release 4, © 2010–2025 Chris Gonnerman, R. Kevin Smoot, James Lemon, Matt Sluis, and Contributors. The Basic Fantasy Field Guide textual material is licensed under Creative Commons Attribution-ShareAlike 4.0 International; this page adapts that creature to White Box.