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  1. - Top - End - #1
    Troll in the Playground
     
    gooddragon1's Avatar

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    Default Shambling Rotter [3.5 Monster][Undead]

    Shambling Rotter
    Size/Type: Medium Undead
    Hit Dice: 5d12 (32 hp)
    Initiative: -2
    Speed: 30 ft. (6 squares; can't run)
    Armor Class: 16 (-2 Dex, +8 natural), touch 8, flat-footed 16
    Base Attack/Grapple: +3/+6
    Attack: Bite +6 melee (1d6+3 plus disease)
    Full Attack: Bite +6 melee (1d6+3 plus disease)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Rotting Miasma
    Special Qualities: Create spawn, damage reduction 5/slashing, darkvision 60 ft., single actions only, shambling rot, undead traits
    Saves: Fort +1, Ref -1, Will +4
    Abilities: Str 16, Dex 7, Con -, Int -, Wis 10, Cha 1
    Skills: -
    Feats: -
    Environment: Any
    Organization: Any
    Challenge Rating: 3
    Treasure: None
    Alignment: Always neutral evil
    Advancement: 6+ HD (Size depends on base creature)
    Level Adjustment: -

    Shambling rotters do not speak or understand any language. The above example is a human commoner shambling rotter with STR 10, DEX 11, CON 10, INT 11, WIS 10, CHA 11.

    Combat

    Shambling rotters are much like zombies in that they are slow and lumbering undead with decayed flesh attached to their bones. However, they produce a dangerous miasma and are unnaturally strong for their size which makes them more dangerous than mere zombies.

    Rotting Miasma (Ex and Su)

    Shambling rotters constantly "exhale" a magically infused miasma in a 30 foot radius around themselves that is extremely hazardous to all living things and is how they "eat" in a way. Creatures within the miasma must make a fortitude save each round or take 1 point of constitution damage as their body rots when it comes into contact with the miasma (if there are multiple shambling rotters present only 1 save is required and the amount of damage each round is not increased, but the saving throw becomes more difficult to make). Upon first inhaling the miasma, creatures must make a fortitude save or be sickened by the overwhelming smell of decay (creatures with the scent ability make this save at a -2 penalty), creatures who successfully save against this sickening effect are immune to it for 24 hours thereafter regardless of whether they are exposed to it from a different shambling rotter. The miasma produced by this ability interferes with vision and causes attacks made against targets within it to have a 10% chance to miss (shambling rotters do not suffer this miss chance). The miasma magically resists all wind effects that would displace it unless an area dispel magic effect is applied first which suppresses this resistance for 1d4 rounds (it takes only 1 round for a shambling rotter to exhale a new radius of miasma once it is not affected by such wind effects). The saving throw DC is Strength-based, increases by 1 for each shambling rotter within 30 feet of the living creature making the saving throw, and uses the highest DC of the shambling rotters within 30 feet of the living creature. The sickening and obscuring components of this ability are nonmagical.

    Shambling Rot (Ex)

    A creature struck by a shambling rotter’s bite attack or that takes at least 5 points of constitution damage from its rotting miasma ability must succeed on a Fortitude save or be infected with a rotting disease known as shambling rot (incubation period 1d4 days, damage 1d3 Con). The save DC is Strength-based.

    Damage Reduction (Ex)

    A shambling rotter has damage reduction 5/slashing. Shambling rotters are lumbering masses of flesh.

    Single Actions Only (Ex)

    Shambling rotters have poor reflexes and can perform only a single move action or attack action each round. A shambling rotter can move up to its speed and attack in the same round, but only if it attempts a charge.

    Create Spawn (Su)

    Any creature with flesh reduced to 0 constitution by a shambling rotter (either by its rotting miasma ability or shambling rot ability becomes a shambling rotter in 2d4 rounds. Corpses of eligible creatures within the radius of the rotting miasma for 1 hour per point of constitution they had when alive (not including temporary sources) become shambling rotters as well (if the creature had constitution damage from rotting miasma or shambling rot that was not healed before dying, this process happens in rounds instead of hours). It is not under the control of any other shambling rotter, but it hungers for decayed flesh and behaves like a normal shambling rotter in all respects. They do not possess any of the abilities they had in life.

    ===

    Shambling Rotter

    Shambling rotters are corpses that have either been corrupted by other shambling rotters or magically altered by transmutation and necromancy into fearsome undead.

    Because of their utter lack of intelligence, the instructions given to a newly created shambling rotter must be very simple.

    Creating A Shambling Rotter
    "Shambling Rotter" is an acquired template that can be added to any corporeal creature (other than an undead) that has flesh of some sort (referred to hereafter as the base creature).

    Size and Type
    The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

    Hit Dice
    Double the number of Hit Dice and add 3, and raise them to d12s.

    Speed
    If the base creature can fly, its maneuverability rating drops to clumsy.

    Armor Class
    Natural armor bonus is +8 or that of the base creature +2 (whichever is greater).

    Base Attack
    A shambling rotter has a base attack bonus equal to ½ its Hit Dice.

    Attacks
    A shambling rotter loses all the natural weapons of the base creature except it's bite attack. If it did not have a bite attack it gains one as a mouth opens up somewhere on it's body. A bite attack deals damage depending on the shambling rotter’s size. (Use the base creature’s bite damage if it’s better.)

    Size/Bite Damage
    Fine/1
    Diminuitive/1d2
    Tiny/1d3
    Small/1d4
    Medium/1d6
    Large/1d8
    Huge/2d6
    Gargantuan/2d8
    Colossal/4d6

    Special Attacks
    A shambling rotter retains none of the base creature’s special attacks, but gains new ones as described below.

    Rotting Miasma (Ex and Su)

    Shambling rotters constantly "exhale" a magically infused miasma in a 30 foot radius (for small or medium creatures, increase the radius by 10 feet per size category above medium and decrease the radius by 10 feet per size category below small to a minimum of 10 feet) around themselves that is extremely hazardous to all living things and is how they "eat" in a way. Creatures within the miasma must make a fortitude save each round or take 1 point of constitution damage as their body rots when it comes into contact with the miasma (if there are multiple shambling rotters present only 1 save is required and the amount of damage each round is not increased, but the saving throw becomes more difficult to make). Upon first inhaling the miasma, creatures must make a fortitude save or be sickened by the overwhelming smell of decay (creatures with the scent ability make this save at a -2 penalty), creatures who successfully save against this sickening effect are immune to it for 24 hours thereafter regardless of whether they are exposed to it from a different shambling rotter. The miasma produced by this ability interferes with vision and causes attacks made against targets within it to have a 10% chance to miss (shambling rotters do not suffer this miss chance). The miasma magically resists all wind effects that would displace it unless an area dispel magic effect is applied first which suppresses this resistance for 1d4 rounds (it takes only 1 round for a shambling rotter to exhale a new radius of miasma once it is not affected by such wind effects). The saving throw DC is Strength-based, increases by 1 for each shambling rotter within 30 feet of the living creature making the saving throw, and uses the highest DC of the shambling rotters within 30 feet of the living creature. The sickening and obscuring components of this ability are nonmagical.

    Special Qualities
    A shambling rotter loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its bite attacks. A shambling rotter gains the following special qualities.

    Create Spawn (Su)

    Any creature of small size or larger reduced to 0 constitution by a shambling rotter (either by its rotting miasma ability or shambling rot ability becomes a shambling rotter in 2d4 rounds. Corpses of eligible creatures within the radius of the rotting miasma for 1 hour per point of constitution they had when alive (not including temporary sources) become shambling rotters as well (if the creature had constitution damage from rotting miasma or shambling rot that was not healed before dying, this process happens in rounds instead of hours). It is not under the control of any other shambling rotter, but it hungers for decayed flesh and behaves like a normal shambling rotter in all respects. They do not possess any of the abilities they had in life.

    Damage Reduction (Ex)

    A shambling rotter has damage reduction 5/slashing. Shambling rotters are lumbering masses of flesh.

    Shambling Rot (Ex)

    A creature struck by a shambling rotter’s bite attack or that takes at least 5 points of constitution damage from its rotting miasma ability must succeed on a Fortitude save or be infected with a rotting disease known as shambling rot (incubation period 1d4 days, damage 1d3 Con). The save DC is Strength-based.

    Single Actions Only (Ex)

    Shambling rotters have poor reflexes and can perform only a single move action or attack action each round. A shambling rotter can move up to its speed and attack in the same round, but only if it attempts a charge.

    Saves
    Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +½ HD + 2.

    Abilities
    A shambling rotter’s Strength increases by +6 if it is medium size or smaller (+4 for each size category above medium), its Dexterity decreases by 4 to a minimum of 1, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.

    Skills
    A shambling rotter has no skills.

    Feats
    A shambling rotter loses all feats of the base creature.

    Environment
    Any.

    Organization
    Any.

    Challenge Rating
    Depends on Hit Dice. CR is equal to half of Hit Dice - 1 (5-1 = 4, 4/2 = 2). Increase CR by 1 for each size category above medium. Minimum 3.

    Treasure
    None.

    Alignment
    Always neutral evil.

    Advancement
    As base creature, but double Hit Dice + 3.

    Level Adjustment
    —.

    ===

    Scarier zombies. Yay.

    How these could be dangerous to a town:
    A town would need walls at least 40 feet high to avoid medium sized shambling rotters miasma. If there are bird shambling rotters they would have at least 3 HD added on to what they already had. If intelligent undead like ghouls were herding the shambling rotters towards a town they could use them for cover and backup. If insects were exposed to shambling rotters they'd die pretty quickly and possibly create swarms that could fly over or crawl up the town walls.
    Last edited by gooddragon1; 2017-04-01 at 10:00 AM.
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  2. - Top - End - #2
    Bugbear in the Playground
     
    Kobold

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    Default Re: Shambling Rotter [3.5 Monster][Undead]

    Ew. Nasty. And rotten. Lovely.

    Just as an "obvious rule patch" though, can you make it so that corpses can be subject to the corruption in someway?
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    Troll in the Playground
     
    gooddragon1's Avatar

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    Default Re: Shambling Rotter [3.5 Monster][Undead]

    Quote Originally Posted by Almarck View Post
    Ew. Nasty. And rotten. Lovely.

    Just as an "obvious rule patch" though, can you make it so that corpses can be subject to the corruption in someway?
    Now added as quoted below.

    Corpses of eligible creatures within the radius of the rotting miasma for 1 hour per point of constitution they had when alive become shambling rotters as well.
    EDIT: Made one more adjustment to speed up the process if they were damaged by the rotting miasma ability or shambling rot ability before dying.

    I also have that editing flaw to an extent.
    Last edited by gooddragon1; 2017-03-31 at 09:50 PM.
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  4. - Top - End - #4
    Dwarf in the Playground
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    Default Re: Shambling Rotter [3.5 Monster][Undead]

    You mention the example is a human commoner. I take it then, this is meant to be a template as well?

    How are new HD calculated? Base creature + 4? Double Base Creature +3? Quadruple Base Creature +1? Quintuple Base Creature?

    Does it retain specialized movement speeds?

    Natural armor progression?

    I assume it retains attacks in the same way as a zombie but gains a bite instead of a slam?

    How is the bite damage calculated?

    Do they retain any special qualities or attacks?

    Stat mods based on HD? Straight addition? Based on size?

    How are they created aside from other rotters?
    What base creatures can be turned into them (same as zombie?)

    I also noticed its environment is listed as Underground. Would you mind expanding on that?

    Is there a reason behind the saves being strength based besides that being their best stat?

    Sorry to hammer so many questions at once!

  5. - Top - End - #5
    Troll in the Playground
     
    gooddragon1's Avatar

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    Default Re: Shambling Rotter [3.5 Monster][Undead]

    Quote Originally Posted by Kaskus View Post
    You mention the example is a human commoner. I take it then, this is meant to be a template as well?

    How are new HD calculated? Base creature + 4? Double Base Creature +3? Quadruple Base Creature +1? Quintuple Base Creature?

    Does it retain specialized movement speeds?

    Natural armor progression?

    I assume it retains attacks in the same way as a zombie but gains a bite instead of a slam?

    How is the bite damage calculated?

    Do they retain any special qualities or attacks?

    Stat mods based on HD? Straight addition? Based on size?

    How are they created aside from other rotters?
    What base creatures can be turned into them (same as zombie?)

    I also noticed its environment is listed as Underground. Would you mind expanding on that?

    Is there a reason behind the saves being strength based besides that being their best stat?

    Sorry to hammer so many questions at once!
    Most of this is now answered in the template creation section added to the first post. Reason for underground is that zombies had that as their listed environment. Changing to any. Reason for saves is exactly as you stated.

    Honestly, I am not sure how to CR these things. I just make stuff...
    Last edited by gooddragon1; 2017-04-01 at 09:18 AM.
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    Dwarf in the Playground
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    Default Re: Shambling Rotter [3.5 Monster][Undead]

    Thank you for the creation clarification. The only other thing I might change would be to give it a minimum CR 3 only because ability score damage is hard to deal with before lesser restoration enters the picture.

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    gooddragon1's Avatar

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    Default Re: Shambling Rotter [3.5 Monster][Undead]

    Quote Originally Posted by Kaskus View Post
    Thank you for the creation clarification. The only other thing I might change would be to give it a minimum CR 3 only because ability score damage is hard to deal with before lesser restoration enters the picture.
    Added. I'm unsure about higher CRs. They're dangerous if they get close, but they're slow and unintelligent. It would depend on the circumstances in which they are encountered.
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