The Demented One
2008-08-15, 06:00 PM
Necrozeppelin
Colossal Undead
Hit Dice: 50d12+100 (425 hp)
Initiative: +11
Speed: Fly 125 ft. (25 squares) (clumsy)
Armor Class: 30 (-8 size, -2 Dexterity, +40 natural), touch 0, flatfooted 30
Base Attack/Grapple: +25/+53
Attack: Death Ray +24 ranged touch (1d6 negative levels) or Necrobomb +19 ranged (10d8)
Full Attack: Four Death Rays +24 ranged touch (1d6 negative levels) and 6 Necrobombs +19 ranged (10d8)
Space/Reach: 30 ft./20 ft.
Special Attacks: Death rays, living artillery, necrobombs
Special Qualities: All-around vision, desecrating aura, damage reduction 30/epic and piercing or slashing, darkvision 60 ft., fast healing 20, immunity to cold, resistance to acid 40 and electricity 40, spell resistance 32, telepathy 100 ft., undead traits
Saves: Fort +24, Ref +22, Will +27
Abilities: Str 30, Dex 6, Con –, Int 16, Wis 16, Cha 1
Skills: Bluff +25, Hide +12 (+24 in clouds), Intimidate +35, Knowledge (Arcana) +33, Knowledge (Geography) +33, Knowledge (Religion) +33, Listen +46, Martial Lore +33, Move Silently +28, Search +33, Sense Motive +33, Spot +46
Feats: HoverB, Combat Expertise, Improved Initiative, Point-Blank Shot, Precise Shot, Ability Focus (Death Ray), Great Fortitude, Lightning Reflexes, Iron Will, Improved Precise Shot, Positive Energy Resistance (http://www.realmshelps.dandello.net/cgi-bin/feats.pl?Energy_Resistance,LM),
Epic Feats: Epic Reflexes, Epic Will, Epic Fortitude, Superior Initiative, Uncanny Accuracy, Epic Prowess (x2)
Environment: Any
Organization: Solitary or mixed group of undead
Challenge Rating: 20
Treasure: None
Alignment: Usually Neutral Evil
Advancement: 51-75 HD (Colossal)
Level Adjustment: –
The Necrozeppelins are pinnacles of necromantic art, warships of unliving flesh commanded by disembodied brains awakened by dark magics. Each Necrozeppelin is a small warship, 30 ft. in length, with a hull of stitched-together skin, covered in eyes. From the underbelly of the Necrozeppelin, four cannons known as death rays extrude, capable of firing lancing beams of negative energy to strike at enemies on the ground or in the air. Though Necrozeppelins require a huge number of corpses to be animated and cooperative efforts between multiple powerful necromancers, their extraordinary power makes them one of the greatest servants a necromancer could have. Necrozeppelins are of above-average intelligent, but have no emotion and little sense of self. They are able to communicate telepathically, typically doing no more than shouting out threats of extermination to intimidate their foes. Most necromancers will pair a Necrozeppelin with an army of other undead, allowing the Necrozeppelin to rain down its death rays while the lesser undead tear their weakened foes apart.
Death Rays (Su)
A Necrozeppelin has four cannon-like structures, carved from animated bone and reinforced with bands of obsidian, that protrude from its underbelly. These are its death rays, capable of firing beams of focused negative energy with a range of 60 ft. Any creature hit by a death ray gains 1d6 negative levels. The save DC to remove the negative levels is 30, and is Charisma-based. Any creature that dies while it still has negative levels from a death ray attacks rises immediately as a ghoul under the Necrozeppelin’s control. Because of the arrangement of its death rays, a Necrozeppelin can never attack the same creature with more than two of them at one time.
Living Artillery (Ex)
A Necrozeppelin adds its Intelligence modifier on all ranged attack rolls and initiative checks instead of its Dexterity modifier.
Necrobombs (Ex)
A Necrozeppelin can extrude tumor-like portions of animate flesh from its body that explode on impact. When a Necrozeppelin attacks with a necrobomb, it must target a square, and make an attack roll against DC 20. If it succeeds, the necrobomb detonates in that square; if it fails, it detonates in a randomly chosen adjacent square. All creatures within a 30-ft. radius of the necrobomb take 10d8 damage, Reflex DC 30 for half. Half of this damage results from negative energy, while the other half is cold damage. When a Necrozeppelin attacks with multiple necrobombs in one round, the squares it targets must be at least 30 ft. away from each other. The save is Charisma-based.
All-Around Vision (Ex)
A Necrozeppelin’s exterior is covered in animated eyes, providing a +4 racial bonus on Spot and Search checks. A Necrozeppelin can’t be flanked.
Desecrating Aura (Su)
A Necrozeppelin give off a 60-foot radius emanation of utter desecration, imbuing its surroundings with negative energy. This ability works much like a desecrate spell, except that Necrozeppelin is treated as the shrine of an evil power. All undead within 60 feet of the Necrozeppelin (including the creature itself) gain a +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD. (The Necrozeppelin Hit Dice, attack, and save entries given here include these profane bonuses.) Charisma checks made to turn undead within this area take a -6 penalty. A Necrozeppelin’s desecrating aura cannot be dispelled except by a dispel evil spell or similar effect. If the effect is dispelled, the Necrozeppelin can resume it as a free action on its next turn. Its desecrating aura is suppressed if a Necrozeppelin enters a consecrated or hallowed area, but the Necrozeppelin’s presence also suppresses the consecrated or hallowed effect for as long as it remains in the area.
Skills
A Necrozeppelin gains a +8 racial bonus on Listen and Spot checks, and a +12 racial bonus on Hide checks made to hide in cloudy or stormy areas.
Creating a Necrozeppelin
Creating a Necrozeppelin is a lengthy and difficult process, requiring three major steps: animating the hull, constructing the death rays, and creating the ship’s brain.
Constructing the body of the Necrozeppelin requires assembling the corpses of 64 Medium creatures, or an equivalent mass of creatures of different sizes. A DC 50 Craft (Shipbuilding) check is required to assemble the hull. Once that is done, six 20th-level spellcasters must each cast create undead on the hull, all at the same time. Doing so animates the ship, but it cannot move or act until a brain has been placed within it.
The next step is assembling the death rays. Each death ray is a wondrous item, requiring the energy drain spell to create, and with a base market price of 30,000 gp (although this is an abstraction, as they are almost never sold). The death rays are powered by a Necrozeppelin’s desecrating aura, and thus do not function individually. Installing each death rays requires a DC 40 Craft (Shipbuilding) check. A standard Necrozeppelin can have only 4 death rays installed on them, although it is possible to make one with less. However, an advanced Necrozeppelin can have more installed, one additional death ray for every 12 additional HD.
The final step is creating the ship’s brain. The brain must come from a corporeal creature of Medium to Colossal size, with both Intelligence and Wisdom scores of at least 16. A 20th level spellcaster must then cast create greater undead on the brain, followed by awaken undead. The brain must then be placed within a preservative tank, and then inserted into the heart of the Necrozeppelin. With that complete, the Necrozeppelin is fully animated.
Colossal Undead
Hit Dice: 50d12+100 (425 hp)
Initiative: +11
Speed: Fly 125 ft. (25 squares) (clumsy)
Armor Class: 30 (-8 size, -2 Dexterity, +40 natural), touch 0, flatfooted 30
Base Attack/Grapple: +25/+53
Attack: Death Ray +24 ranged touch (1d6 negative levels) or Necrobomb +19 ranged (10d8)
Full Attack: Four Death Rays +24 ranged touch (1d6 negative levels) and 6 Necrobombs +19 ranged (10d8)
Space/Reach: 30 ft./20 ft.
Special Attacks: Death rays, living artillery, necrobombs
Special Qualities: All-around vision, desecrating aura, damage reduction 30/epic and piercing or slashing, darkvision 60 ft., fast healing 20, immunity to cold, resistance to acid 40 and electricity 40, spell resistance 32, telepathy 100 ft., undead traits
Saves: Fort +24, Ref +22, Will +27
Abilities: Str 30, Dex 6, Con –, Int 16, Wis 16, Cha 1
Skills: Bluff +25, Hide +12 (+24 in clouds), Intimidate +35, Knowledge (Arcana) +33, Knowledge (Geography) +33, Knowledge (Religion) +33, Listen +46, Martial Lore +33, Move Silently +28, Search +33, Sense Motive +33, Spot +46
Feats: HoverB, Combat Expertise, Improved Initiative, Point-Blank Shot, Precise Shot, Ability Focus (Death Ray), Great Fortitude, Lightning Reflexes, Iron Will, Improved Precise Shot, Positive Energy Resistance (http://www.realmshelps.dandello.net/cgi-bin/feats.pl?Energy_Resistance,LM),
Epic Feats: Epic Reflexes, Epic Will, Epic Fortitude, Superior Initiative, Uncanny Accuracy, Epic Prowess (x2)
Environment: Any
Organization: Solitary or mixed group of undead
Challenge Rating: 20
Treasure: None
Alignment: Usually Neutral Evil
Advancement: 51-75 HD (Colossal)
Level Adjustment: –
The Necrozeppelins are pinnacles of necromantic art, warships of unliving flesh commanded by disembodied brains awakened by dark magics. Each Necrozeppelin is a small warship, 30 ft. in length, with a hull of stitched-together skin, covered in eyes. From the underbelly of the Necrozeppelin, four cannons known as death rays extrude, capable of firing lancing beams of negative energy to strike at enemies on the ground or in the air. Though Necrozeppelins require a huge number of corpses to be animated and cooperative efforts between multiple powerful necromancers, their extraordinary power makes them one of the greatest servants a necromancer could have. Necrozeppelins are of above-average intelligent, but have no emotion and little sense of self. They are able to communicate telepathically, typically doing no more than shouting out threats of extermination to intimidate their foes. Most necromancers will pair a Necrozeppelin with an army of other undead, allowing the Necrozeppelin to rain down its death rays while the lesser undead tear their weakened foes apart.
Death Rays (Su)
A Necrozeppelin has four cannon-like structures, carved from animated bone and reinforced with bands of obsidian, that protrude from its underbelly. These are its death rays, capable of firing beams of focused negative energy with a range of 60 ft. Any creature hit by a death ray gains 1d6 negative levels. The save DC to remove the negative levels is 30, and is Charisma-based. Any creature that dies while it still has negative levels from a death ray attacks rises immediately as a ghoul under the Necrozeppelin’s control. Because of the arrangement of its death rays, a Necrozeppelin can never attack the same creature with more than two of them at one time.
Living Artillery (Ex)
A Necrozeppelin adds its Intelligence modifier on all ranged attack rolls and initiative checks instead of its Dexterity modifier.
Necrobombs (Ex)
A Necrozeppelin can extrude tumor-like portions of animate flesh from its body that explode on impact. When a Necrozeppelin attacks with a necrobomb, it must target a square, and make an attack roll against DC 20. If it succeeds, the necrobomb detonates in that square; if it fails, it detonates in a randomly chosen adjacent square. All creatures within a 30-ft. radius of the necrobomb take 10d8 damage, Reflex DC 30 for half. Half of this damage results from negative energy, while the other half is cold damage. When a Necrozeppelin attacks with multiple necrobombs in one round, the squares it targets must be at least 30 ft. away from each other. The save is Charisma-based.
All-Around Vision (Ex)
A Necrozeppelin’s exterior is covered in animated eyes, providing a +4 racial bonus on Spot and Search checks. A Necrozeppelin can’t be flanked.
Desecrating Aura (Su)
A Necrozeppelin give off a 60-foot radius emanation of utter desecration, imbuing its surroundings with negative energy. This ability works much like a desecrate spell, except that Necrozeppelin is treated as the shrine of an evil power. All undead within 60 feet of the Necrozeppelin (including the creature itself) gain a +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD. (The Necrozeppelin Hit Dice, attack, and save entries given here include these profane bonuses.) Charisma checks made to turn undead within this area take a -6 penalty. A Necrozeppelin’s desecrating aura cannot be dispelled except by a dispel evil spell or similar effect. If the effect is dispelled, the Necrozeppelin can resume it as a free action on its next turn. Its desecrating aura is suppressed if a Necrozeppelin enters a consecrated or hallowed area, but the Necrozeppelin’s presence also suppresses the consecrated or hallowed effect for as long as it remains in the area.
Skills
A Necrozeppelin gains a +8 racial bonus on Listen and Spot checks, and a +12 racial bonus on Hide checks made to hide in cloudy or stormy areas.
Creating a Necrozeppelin
Creating a Necrozeppelin is a lengthy and difficult process, requiring three major steps: animating the hull, constructing the death rays, and creating the ship’s brain.
Constructing the body of the Necrozeppelin requires assembling the corpses of 64 Medium creatures, or an equivalent mass of creatures of different sizes. A DC 50 Craft (Shipbuilding) check is required to assemble the hull. Once that is done, six 20th-level spellcasters must each cast create undead on the hull, all at the same time. Doing so animates the ship, but it cannot move or act until a brain has been placed within it.
The next step is assembling the death rays. Each death ray is a wondrous item, requiring the energy drain spell to create, and with a base market price of 30,000 gp (although this is an abstraction, as they are almost never sold). The death rays are powered by a Necrozeppelin’s desecrating aura, and thus do not function individually. Installing each death rays requires a DC 40 Craft (Shipbuilding) check. A standard Necrozeppelin can have only 4 death rays installed on them, although it is possible to make one with less. However, an advanced Necrozeppelin can have more installed, one additional death ray for every 12 additional HD.
The final step is creating the ship’s brain. The brain must come from a corporeal creature of Medium to Colossal size, with both Intelligence and Wisdom scores of at least 16. A 20th level spellcaster must then cast create greater undead on the brain, followed by awaken undead. The brain must then be placed within a preservative tank, and then inserted into the heart of the Necrozeppelin. With that complete, the Necrozeppelin is fully animated.