ringsnake
2007-05-03, 09:59 AM
Fluff text has been moved to the MitPII, Take II thread. (http://www.giantitp.com/forums/showpost.php?p=2907353&postcount=7)
Preserved Zombie
The preserved zombie is an acquired template that can be added to any corporeal creature that has a skeletal system. The creature so changed must be between Small and Huge size.
Size and Type: The creatures type changes to undead. It retains any subtypes except alignment subtypes or subtypes that indicate species. They are not of the augmented subtype. Only creatures that are Small, Medium, Large, or Huge can be turned into preserved zombies.
Hit Dice: Drop any hit dice gained from class levels, because all class levels are lost from the base creature. Double the number of hit dice left and raise them to d12s. No creature of more than ten hit dice can be turned into a preserved zombie. It is animated with Raise Dead just like a zombie.
Speed: If the base creature can fly its manueverability drops to poor.
Armor Class: The preserved zombies natural armor increases by a number based on its size. Preserved zombies are a bit more agile and clever than normal zombies, and are often equipped with armor.
Small +1
Medium +2
Large +3
Huge +4
Base Attack: The preserved zombie has a base attack bonus equal to 1/2 of its hit dice, round all fractions down.
Attacks: A preserved zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creatures. A preserved zombie also gains a slam attack.
Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the preserved zombies size; use the base creature's slam damage if it is better.
Small: 1d4 slam damage
Medium: 1d6 slam damage
Large: 1d8 slam damage
Huge: 2d6 slam damageSpecial Attacks: A preserved zombie retains none of the base creatures special attacks.
Special Qualities: The preserved zombie loses any qualities of the base creature that are not an inherent aspect of their physical structure that is active all the time, or intricately linked with a physical or ranged attack.
A preserved zombie has normal reflexes for a creature of its type, and unlike normal zombies does not have the Single Action Only quality.
The runes and preparatory spells used to create the preserved zombie give it the ability to perceive as if perminantly affected by the spell True Seeing. They are generally too stupid to act on the extra details of what they see, but are difficult to bypass or evade. This replaces the Darkvision power provided to all undead.
Limited Communications: Preserved Zombies are unable to speak, are not smart enough to be literate, and can only communicate the most general of concepts by gesture.
Preserved Zombies gain Damage Resistance 5/Slashing.
Saves: The preserved zombie's base save bonuses are Fort +1/3 HD rounded down, Ref +1/3 HD rounded down, and Will +1/2 HD + 2.
Abilities: The preserved zombie's strength increases by two, and its dexterity decreases by two. It has no Constitution and its Wisdom changes to ten. The intelligence and charisma of the preserved zombie drop to four if they were higher than that. The preservation process makes the preserved zombie stronger, more clever, and easier to be around than normal zombies.
Skills: The preserved zombie loses all of the skill ranks of the base creature. It has one rank in Climb and Jump for each hit die of the base creature.
Feats: The preserved zombie loses all the feats of the base creature.
Environment and Organization: Any, but generally close by and working for their creator.
Challenge Rating: Depends on the final hit dice of the preserved zombie as follows:
1/2 :1/2
1 : 1
2 : 2
4 : 3
6-7 : 4
8-10 : 5
12-14 : 6
16-20 : 7
NOTE: You will have to adjust and account for the natural special qualities and attacks of the base creature when considering the preserved zombies challenge rating. A group of humans in normal clothes so they have their base AC and a slam attack are much less of a threat than those same humans with chainmail, shields, and long swords.
Treasure: None, but almost always near something of value to their master.
Alignment: Neutral Evil
Sample Preserved Zombies - WIP
Human Warrior
MEDIUM UNDEAD
HD 2d12 (13)
Speed 30 ft. (6 squares)
Init: -1
AC 18; touch 9; flat-footed 16
(-1 dex, +2 natural, +5 armor, +2 heavy shield)
BAB +1; Grp +2
Attack Long Sword +2 (1d8+1 / 19-20) or Slam +2 (1d6+1)
Full-Attack Long Sword +2 (1d8+1 / 19-20) or Slam +2 (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks: none
Special Qualities: Damage Resistance 5/slashing, Limited Communications, True Seeing, Undead Traits
Saves Fort +0 Ref -1 Will +3
Abilities Str 12, Dex 8, Con -, Int 4, Wis 10, Cha 4
Skills Climb +2, Jump +2
Feats none
Environment any
Organization any
Challenge Rating 2
Treasure none
Alignment Neutral Evil
Advancement none
Level Adjustment none
Giant Crocodile
HUGE UNDEAD
HD 14d12 (91)
Speed 20 ft. (4 squares), swim 30 ft. (6 squares)
Init: +0
AC 19; touch 8; flat-footed 19
(-2 size, +11 natural)
BAB +7; Grp +24
Attack Bite +16 melee (2d8+9) or tail slap +16 melee (1d12+9)
Full-Attack Bite +16/+11 melee (2d8+9) or tail slap +16/+11 melee (1d12+9)
Space 15 ft.; Reach 10 ft.
Special Attacks: none
Special Qualities: Damage Resistance 5/slashing, Limited Communications, True Seeing, Undead Traits
Saves Fort +4 Ref +4 Will +9
Abilities Str 29, Dex 10, Con -, Int 1, Wis 10, Cha 2
Skills Climb +7, Jump +7
Feats none
Environment any
Organization any
Challenge Rating 4
Treasure none
Alignment Neutral Evil
Advancement none
Level Adjustment none
Young Black Dragon
MEDIUM UNDEAD
HD 20d12 (130)
Speed 60 ft. (12 squares), fly 150 ft. poor (30 squares), swim 60 ft. (12 squares)
Init: -1
AC 20; touch 9; flat-footed 20
(-1 dex, +11 natural)
BAB +10; Grp +13
Attack Bite +13 (1d8+3)
Full-Attack Bite +13 (1d8+3) and 2 Claws +8 (1d6+1) and 2 Wings +8 (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks: none
Special Qualities: Blind Sense 60ft, Damage Resistance 5/slashing, Immunity to Acid, Keen Senses, Limited Communications, True Seeing, Undead Traits
Saves Fort +6 Ref +5 Will +12
Abilities Str 17, Dex 8, Con -, Int 4, Wis 10, Cha 4
Skills Climb +13, Jump +13
Feats none
Environment any
Organization any
Challenge Rating 7
Treasure none
Alignment Neutral Evil
Advancement none
Level Adjustment none
Preserved Zombie
The preserved zombie is an acquired template that can be added to any corporeal creature that has a skeletal system. The creature so changed must be between Small and Huge size.
Size and Type: The creatures type changes to undead. It retains any subtypes except alignment subtypes or subtypes that indicate species. They are not of the augmented subtype. Only creatures that are Small, Medium, Large, or Huge can be turned into preserved zombies.
Hit Dice: Drop any hit dice gained from class levels, because all class levels are lost from the base creature. Double the number of hit dice left and raise them to d12s. No creature of more than ten hit dice can be turned into a preserved zombie. It is animated with Raise Dead just like a zombie.
Speed: If the base creature can fly its manueverability drops to poor.
Armor Class: The preserved zombies natural armor increases by a number based on its size. Preserved zombies are a bit more agile and clever than normal zombies, and are often equipped with armor.
Small +1
Medium +2
Large +3
Huge +4
Base Attack: The preserved zombie has a base attack bonus equal to 1/2 of its hit dice, round all fractions down.
Attacks: A preserved zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creatures. A preserved zombie also gains a slam attack.
Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the preserved zombies size; use the base creature's slam damage if it is better.
Small: 1d4 slam damage
Medium: 1d6 slam damage
Large: 1d8 slam damage
Huge: 2d6 slam damageSpecial Attacks: A preserved zombie retains none of the base creatures special attacks.
Special Qualities: The preserved zombie loses any qualities of the base creature that are not an inherent aspect of their physical structure that is active all the time, or intricately linked with a physical or ranged attack.
A preserved zombie has normal reflexes for a creature of its type, and unlike normal zombies does not have the Single Action Only quality.
The runes and preparatory spells used to create the preserved zombie give it the ability to perceive as if perminantly affected by the spell True Seeing. They are generally too stupid to act on the extra details of what they see, but are difficult to bypass or evade. This replaces the Darkvision power provided to all undead.
Limited Communications: Preserved Zombies are unable to speak, are not smart enough to be literate, and can only communicate the most general of concepts by gesture.
Preserved Zombies gain Damage Resistance 5/Slashing.
Saves: The preserved zombie's base save bonuses are Fort +1/3 HD rounded down, Ref +1/3 HD rounded down, and Will +1/2 HD + 2.
Abilities: The preserved zombie's strength increases by two, and its dexterity decreases by two. It has no Constitution and its Wisdom changes to ten. The intelligence and charisma of the preserved zombie drop to four if they were higher than that. The preservation process makes the preserved zombie stronger, more clever, and easier to be around than normal zombies.
Skills: The preserved zombie loses all of the skill ranks of the base creature. It has one rank in Climb and Jump for each hit die of the base creature.
Feats: The preserved zombie loses all the feats of the base creature.
Environment and Organization: Any, but generally close by and working for their creator.
Challenge Rating: Depends on the final hit dice of the preserved zombie as follows:
1/2 :1/2
1 : 1
2 : 2
4 : 3
6-7 : 4
8-10 : 5
12-14 : 6
16-20 : 7
NOTE: You will have to adjust and account for the natural special qualities and attacks of the base creature when considering the preserved zombies challenge rating. A group of humans in normal clothes so they have their base AC and a slam attack are much less of a threat than those same humans with chainmail, shields, and long swords.
Treasure: None, but almost always near something of value to their master.
Alignment: Neutral Evil
Sample Preserved Zombies - WIP
Human Warrior
MEDIUM UNDEAD
HD 2d12 (13)
Speed 30 ft. (6 squares)
Init: -1
AC 18; touch 9; flat-footed 16
(-1 dex, +2 natural, +5 armor, +2 heavy shield)
BAB +1; Grp +2
Attack Long Sword +2 (1d8+1 / 19-20) or Slam +2 (1d6+1)
Full-Attack Long Sword +2 (1d8+1 / 19-20) or Slam +2 (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks: none
Special Qualities: Damage Resistance 5/slashing, Limited Communications, True Seeing, Undead Traits
Saves Fort +0 Ref -1 Will +3
Abilities Str 12, Dex 8, Con -, Int 4, Wis 10, Cha 4
Skills Climb +2, Jump +2
Feats none
Environment any
Organization any
Challenge Rating 2
Treasure none
Alignment Neutral Evil
Advancement none
Level Adjustment none
Giant Crocodile
HUGE UNDEAD
HD 14d12 (91)
Speed 20 ft. (4 squares), swim 30 ft. (6 squares)
Init: +0
AC 19; touch 8; flat-footed 19
(-2 size, +11 natural)
BAB +7; Grp +24
Attack Bite +16 melee (2d8+9) or tail slap +16 melee (1d12+9)
Full-Attack Bite +16/+11 melee (2d8+9) or tail slap +16/+11 melee (1d12+9)
Space 15 ft.; Reach 10 ft.
Special Attacks: none
Special Qualities: Damage Resistance 5/slashing, Limited Communications, True Seeing, Undead Traits
Saves Fort +4 Ref +4 Will +9
Abilities Str 29, Dex 10, Con -, Int 1, Wis 10, Cha 2
Skills Climb +7, Jump +7
Feats none
Environment any
Organization any
Challenge Rating 4
Treasure none
Alignment Neutral Evil
Advancement none
Level Adjustment none
Young Black Dragon
MEDIUM UNDEAD
HD 20d12 (130)
Speed 60 ft. (12 squares), fly 150 ft. poor (30 squares), swim 60 ft. (12 squares)
Init: -1
AC 20; touch 9; flat-footed 20
(-1 dex, +11 natural)
BAB +10; Grp +13
Attack Bite +13 (1d8+3)
Full-Attack Bite +13 (1d8+3) and 2 Claws +8 (1d6+1) and 2 Wings +8 (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks: none
Special Qualities: Blind Sense 60ft, Damage Resistance 5/slashing, Immunity to Acid, Keen Senses, Limited Communications, True Seeing, Undead Traits
Saves Fort +6 Ref +5 Will +12
Abilities Str 17, Dex 8, Con -, Int 4, Wis 10, Cha 4
Skills Climb +13, Jump +13
Feats none
Environment any
Organization any
Challenge Rating 7
Treasure none
Alignment Neutral Evil
Advancement none
Level Adjustment none