RndmNumGen
2011-05-27, 06:22 PM
I'm currently running a campaign in which my PCs have pissed off a powerful Necromancer. However, just sending swarms of skeletons and zombies at them seems rather dull, and they're not quite strong enough to face some of the more interesting undead, so I have been working on some things to spice it up:
Pyre Zombie:
Name: Pyre Zombie
This creature moves with surprising speed despite it's quick, jerky movements. Their flesh is charred and burned, and makes a cracking sound as they approach. Oh, and they're on fire.
Size/Type: Medium Undead
Hit Dice: 4d12(26 hp)
Initiative: +0
Speed: 30 ft.(6 squares)
AC: 16(+1 Dex, +4 Natural, +1 Deflection)
BAB/Grapple: +2/+4
Attack: Slam +4 melee(1d6+2 plus 1d4 Fire Damage)
Full Attack: 2 Slams +4 melee(1d6+2 plus 1d4 Fire Damage)
Space/Reach: 5 ft./5 ft.
Spec Attacks: -
Spec Qualities: Darkvision 60 ft., DR 5/-, Flame Nimbus, Death Throes, Resist Fire 10
Saves: Fort +1, Ref +2, Will +4,
Abilities: Str 16, Dex 12, Con -, Int -, Wis 10, Cha 1
Skills: -
Feats: Ability Focus(Death Throes)
Environment: Any
Organization: Single or Group(3-5) or Horde(9-13)
CR: 2
Alignment: Always Neutral Evil
Treasure: None
Advancement: None
Flame Nimbus(Ex):
Whenever a Pyre Zombie hits a target with it's Slam attack, it deals an additional 1d4 Fire damage.
If a Pyre Zombie is grappled, it deals 1d4 fire damage to everything in the grapple.
If a Pyre Zombie is attacked with a natural weapon, it does 1d4 fire damage to it's attacker.
If attacked with a wooden weapon or some other flammable material,
the weapon also takes 1d4 points of damage(this ignores hardness).
If a Pyre Zombie is drenched in water, or if it takes more than 5 points of Cold damage,
this effect is suppressed for 1d4-1 rounds.
Death Throes(Ex):
When a Pyre Zombie is killed, it explodes, dealing 2d4 points of fire damage to everything
in a 20 ft. radius. Reflex 15 halves this damage. The save DC is constitution-based.
If the zombie's Flame Nimbus was suppressed when it died, the explosion only does 1d4 points of fire damage and a Reflex DC 13 negates.
Diseased Corpses:
Name: Diseased Corpses
These zombies appear to be even more rotten and filthy than most. What flesh is left hangs off of their skeleton in chunks, covered in flies and maggots. A horrible stench of decay emanates from the creature as it lurches towards you.
Size/Type: Medium Undead
Hit Dice: 8d12+7(46 hp)
Initiative: -1
Speed: 30 ft(6 Squares, Can't Run)
AC: 17(+8 Natural, -1 Dex)
BAB/Grapple: +4/+8
Attack: Slam +8 melee(1d8+4 plus Disease)
Full Attack: -
Space/Reach: 5 ft./5 ft.
Spec Attacks: Disease
Spec Qualities: Darkvision 60 ft., Damage Reduction 10/Slashing, Single Actions Only, Undead Traits, Stench.
Saves: Fort +2, Ref +1, Will +6,
Abilities: Str 18, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills: -
Feats: Toughness
Environment: Any
Organization: Any
CR: 4
Treasure: None
Alignment: Always Neutral Evil
Advancement: 7-14 HD(Medium)
Disease(Su):
Wasting Sickness; Contact, Fortitude DC 18, Incubation period 6-12 hours, damage 1d6 Str and Con. The save DC is Constitution-based.
Any creature who dies of Wasting Sickness rises as a Diseased Corpse 1 day later, and retains none of the abilities it possessed in life. The Diseased Corpse is not under the control of any creature, and will attack any living creatures it notices, though it can be Rebuked or Controlled with magic as normal.
Stench(Ex):
Any living creature that comes within 30 ft of a Diseased Corpse must succeed a DC 15 Fortitude save or be Nauseated for 1d3 rounds. The save DC is constitution-based.
Single Actions Only:
Diseased Corpses can only make a single move or standard action a turn. They can move and attack in a single turn, but only if they attempt a Charge.
Mark of the Stigmata[Template]:
Mark of Stigma
Stigmatized creatures have been branded with a magic sigil known as the Stigmata of Hell somewhere on their bodies. The location varies, but it is typically somewhere noticable, such as the carved into the flesh of their chest or engraved on their skull.
Creating a Stigmatized Creature
"Mark of Stigma" is an acquired template that can be added to any corpreal undead (referred to hereafter as the base creature). The Mark is applied through a secret ritual which costs 200 gp worth of incense and rare paints, and takes 1 hour to complete.
Size and Type
The creature's base type does not change, though it gains the Augmented subtype. Size is unchanged.
Hit Dice
The creature gains two additional Undead Hit Dice. Recalculate BAB and saves accordingly.
Armor Class
The creature gains +1 Deflection Bonus to it's AC.
Special Attacks:
The magical nature of the Stigmata on the creature strengthens it's connection to the negative energy plane, granting it a touch attack. In addition, the nature of the Stigmata on the creature unsettles foes nearby, granting the creature a Fear aura.
Negative Energy Touch(Su):
Whenever the base creature hits a living target with it's touch attack, the creature takes 1d6 points of negative energy damage. This damage is also applied whenever the creature hits normally with it's natural weapons, but not with manufactured weapons.
If the base creature already had a negative energy touch attack, use whichever attack is better.
Unsettling Aura(Su):
Creatures within 20 feet must succeed on a Will save or become Shaken. The save DC is Charisma-based.
If the base creature already had a Fear aura, such as a Lich would, the save DC of their original aura increases by 2 instead.
Special Qualities:
The creature gains Turn Resistance +2
Challenge Rating: +1
Alignment: Changes to Lawful Evil
Pyre Zombie:
Name: Pyre Zombie
This creature moves with surprising speed despite it's quick, jerky movements. Their flesh is charred and burned, and makes a cracking sound as they approach. Oh, and they're on fire.
Size/Type: Medium Undead
Hit Dice: 4d12(26 hp)
Initiative: +0
Speed: 30 ft.(6 squares)
AC: 16(+1 Dex, +4 Natural, +1 Deflection)
BAB/Grapple: +2/+4
Attack: Slam +4 melee(1d6+2 plus 1d4 Fire Damage)
Full Attack: 2 Slams +4 melee(1d6+2 plus 1d4 Fire Damage)
Space/Reach: 5 ft./5 ft.
Spec Attacks: -
Spec Qualities: Darkvision 60 ft., DR 5/-, Flame Nimbus, Death Throes, Resist Fire 10
Saves: Fort +1, Ref +2, Will +4,
Abilities: Str 16, Dex 12, Con -, Int -, Wis 10, Cha 1
Skills: -
Feats: Ability Focus(Death Throes)
Environment: Any
Organization: Single or Group(3-5) or Horde(9-13)
CR: 2
Alignment: Always Neutral Evil
Treasure: None
Advancement: None
Flame Nimbus(Ex):
Whenever a Pyre Zombie hits a target with it's Slam attack, it deals an additional 1d4 Fire damage.
If a Pyre Zombie is grappled, it deals 1d4 fire damage to everything in the grapple.
If a Pyre Zombie is attacked with a natural weapon, it does 1d4 fire damage to it's attacker.
If attacked with a wooden weapon or some other flammable material,
the weapon also takes 1d4 points of damage(this ignores hardness).
If a Pyre Zombie is drenched in water, or if it takes more than 5 points of Cold damage,
this effect is suppressed for 1d4-1 rounds.
Death Throes(Ex):
When a Pyre Zombie is killed, it explodes, dealing 2d4 points of fire damage to everything
in a 20 ft. radius. Reflex 15 halves this damage. The save DC is constitution-based.
If the zombie's Flame Nimbus was suppressed when it died, the explosion only does 1d4 points of fire damage and a Reflex DC 13 negates.
Diseased Corpses:
Name: Diseased Corpses
These zombies appear to be even more rotten and filthy than most. What flesh is left hangs off of their skeleton in chunks, covered in flies and maggots. A horrible stench of decay emanates from the creature as it lurches towards you.
Size/Type: Medium Undead
Hit Dice: 8d12+7(46 hp)
Initiative: -1
Speed: 30 ft(6 Squares, Can't Run)
AC: 17(+8 Natural, -1 Dex)
BAB/Grapple: +4/+8
Attack: Slam +8 melee(1d8+4 plus Disease)
Full Attack: -
Space/Reach: 5 ft./5 ft.
Spec Attacks: Disease
Spec Qualities: Darkvision 60 ft., Damage Reduction 10/Slashing, Single Actions Only, Undead Traits, Stench.
Saves: Fort +2, Ref +1, Will +6,
Abilities: Str 18, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills: -
Feats: Toughness
Environment: Any
Organization: Any
CR: 4
Treasure: None
Alignment: Always Neutral Evil
Advancement: 7-14 HD(Medium)
Disease(Su):
Wasting Sickness; Contact, Fortitude DC 18, Incubation period 6-12 hours, damage 1d6 Str and Con. The save DC is Constitution-based.
Any creature who dies of Wasting Sickness rises as a Diseased Corpse 1 day later, and retains none of the abilities it possessed in life. The Diseased Corpse is not under the control of any creature, and will attack any living creatures it notices, though it can be Rebuked or Controlled with magic as normal.
Stench(Ex):
Any living creature that comes within 30 ft of a Diseased Corpse must succeed a DC 15 Fortitude save or be Nauseated for 1d3 rounds. The save DC is constitution-based.
Single Actions Only:
Diseased Corpses can only make a single move or standard action a turn. They can move and attack in a single turn, but only if they attempt a Charge.
Mark of the Stigmata[Template]:
Mark of Stigma
Stigmatized creatures have been branded with a magic sigil known as the Stigmata of Hell somewhere on their bodies. The location varies, but it is typically somewhere noticable, such as the carved into the flesh of their chest or engraved on their skull.
Creating a Stigmatized Creature
"Mark of Stigma" is an acquired template that can be added to any corpreal undead (referred to hereafter as the base creature). The Mark is applied through a secret ritual which costs 200 gp worth of incense and rare paints, and takes 1 hour to complete.
Size and Type
The creature's base type does not change, though it gains the Augmented subtype. Size is unchanged.
Hit Dice
The creature gains two additional Undead Hit Dice. Recalculate BAB and saves accordingly.
Armor Class
The creature gains +1 Deflection Bonus to it's AC.
Special Attacks:
The magical nature of the Stigmata on the creature strengthens it's connection to the negative energy plane, granting it a touch attack. In addition, the nature of the Stigmata on the creature unsettles foes nearby, granting the creature a Fear aura.
Negative Energy Touch(Su):
Whenever the base creature hits a living target with it's touch attack, the creature takes 1d6 points of negative energy damage. This damage is also applied whenever the creature hits normally with it's natural weapons, but not with manufactured weapons.
If the base creature already had a negative energy touch attack, use whichever attack is better.
Unsettling Aura(Su):
Creatures within 20 feet must succeed on a Will save or become Shaken. The save DC is Charisma-based.
If the base creature already had a Fear aura, such as a Lich would, the save DC of their original aura increases by 2 instead.
Special Qualities:
The creature gains Turn Resistance +2
Challenge Rating: +1
Alignment: Changes to Lawful Evil