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dmhelp
2021-02-16, 04:39 AM
For dms that limit summoning spells to a single creature would the following variants be ok power wise?

Animate dead works on any corpse (not just humanoids) and starts with one CR 2 limit skeleton or zombie (so cr 2 ogre zombie or minotaur skeleton would work). When upcast CR increases by 1 per spell level. So level 6 animate dead could make a CR 5 beholder zombie out of a beholder corpse. Level 7 could make a CR 6 frost giant skeleton.

Conjure animal level 3 brings a CR 3 creature like a giant scorpion (3 attacks including one 4d10 poison damage sting). Upcast increases CR by 1 per spell level. So level 5 could bring a giant crocodile.

I was seeing that for conjure elemental and fey CR = spell level. For infernal calling and summon greater demon CR = spell level + 1 but those are more hostile (to the caster) spells. I was thinking animate dead would be CR = spell level - 1 given the extra long duration.

Any thoughts on appropriate CR restrictions for single monster summons?

Intregus182
2021-02-16, 08:45 AM
My table has used this animate dead variant for the last 4 ish years. It changes it to be more like 3.5 and us very similar to what you are suggesting.

Here it is and feel free to use it or tweak it.

Animate Dead
3rd-level necromancy
Casting Time: 1 minute
Range: 10 feel
Components: V,S, M(a drop of blood, a piece of flesh,
and a pinch of bone dust)
Duration: Instantaneous
This spell turns the bones or bodies of a dead creature with a maximum CR of 1 into an undead skeleton or zombie that will follow your commands. The undead can follow you, or they can remain in an area and attack any creature entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.). The target becomes a skeleton or a zombie if you so choose. To raise a creature from the dead as a skeleton add the Skeleton Template listed below to the creature's stat block. To create a Zombie add the Zombie template listed below to the creature’s stat block. This spell does not work on constructs, elementals, oozes, plants or other undead creatures. On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. lf you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell animates or reasserts your control over a combined total of CR1 undead creatures(undead creatures with a CR of 0 count as a CR of ⅛ for determining how many undead creatures you can control).
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may animate or reassert control over a creature with a CR of 2 and the CR increases by 1 for every slot level above 3rd.
Skeleton Template
Size and Type- The base creature’s size does not change. The base creature’s type changes to undead.
AC-AC is reduced by 2
HP-2 x the amount of HD of the base creature + the Hit die average of the base creature
Speed-A winged skeleton cannot use their wings to fly unless the base creature flew magically then so can the skeleton. A skeleton retains the base walking and climbing speeds of the base creature.
Abilities- STR stays the same, Dex +2, CON becomes 15 and HP is adjusted accordingly, INT -4, WIS stays the same, CHA becomes a -4
Proficiencies- A Skeleton retains all of the weapon and armor proficiencies as the base creature. A skeleton is not proficient in any skills or saving throws.
Damage Vulnerabilities- Bludgeoning
Damage Immunities- Poison
Condition Immunities-Exhaustion, poisoned
Senses- Darkvision 60ft
Languages- understands all languages it knew in life but can't speak
Traits- lose the multiattack trait if they have it.
Lose any special attacks or abilities that rely on flesh such as keen hearing and smell, or a scorpion's sting.
Actions- lose all legendary actions
CR- same as base creature

Zombie Template
Size and Type- The base creature’s size does not change. The base creature’s type changes to undead.
AC- -3
HP-3 x the amount of HD of the base creature + the Hit die average of the base creature
Speed- Same as base creature.
Abilities- STR +1, Dex stays the same, CON becomes a 16, Int -6, Wis -4, Cha -4
Proficiencies- Retains all of the weapon and armor proficiencies as the base creature. A zombie gains proficiency in wisdom and loses proficiency in all other saving throws.
Damage Immunities- Poison
Condition Immunities- poisoned
Senses- Darkvision 60ft
Languages- understands all languages it knew in life but can't speak
Traits- lose the multiattack trait if they have it.
Undead fortitude-If damage reduces the zombie to 0 hit
points, it must make a Constitution saving throw with a DC
of 5 +the damage taken, unless the damage is radiant or
from a critical hit. On a success, the zombie drops to 1 hit
point instead.
Special- Some traits may or may not transfer over from the base creature like a Beholders antimagic cone. These traits are DM dependant.
Actions- Lose all legendary actions if it has any
CR- same as base creature.

JackPhoenix
2021-02-16, 01:57 PM
Conjure X spells require concentration and have limited duration of 1 hour max. The creatures can also turn hostile to the caster in many cases. Animate Dead requires no concentration, and once cast, the undead will exist until destroyed. You have to spend a slot every day to keep the undead under control, but you can control more undead than you can animate with a single slot, and you don't need to keep control over them to use them if you get creative. The spells are NOT equal and comparing them is not a good idea.