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Drago Zombi


Zarevich

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Il drago zombie, preso direttamente dal Draconomicon:

Spoiler:  
ZOMBIE DRAGON

A zombie dragon is created by use of the animate dead spell or by a vampiric dragon (see above). It functions as a normal zombie in most ways, though it retains a few of its draconic abilities and qualities even after death. A zombie dragon stinks of death, and its once glorious scaled hide sports gaping holes chewed by worms. Because of the creature’s utter lack of intelligence, the instructions given to a newly created zombie dragon must be very simple, such as “Destroy anything that comes within sight.” Zombie dragons are often used as sentries (although they aren’t capable of calling for help, the sounds of the battle usually serve to raise the alarm) or guardians. Draconic spellcasters capable of creating such creatures may use the bodies of dead rivals or, in the case of particularly vile necromancers, deceased family members.

CREATING A ZOMBIE DRAGON

“Zombie” is a template that can be added to any dragon of at least adult age (referred to hereafter as the base dragon). The creature uses all the base dragon’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to undead, and it loses any subtypes it had in life. Do not recalculate the creature’s base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: The base dragon’s Hit Dice remain the same, but it loses any Constitution bonus to its hit points (see Abilities, below). However, a zombie dragon gains bonus hit points equal to twice its HD.

Speed: Reduce flight maneuverability by one category (to a minimum of clumsy).

Armor Class: Reduce natural armor bonus to one-half the base dragon’s value (rounding down).

Special Attacks: A zombie dragon retains any exceptional special attacks of the base dragon (such as improved grab), except for special attacks with a save DC based on the base dragon’s Charisma (such as frightful presence). It loses all supernatural and spell-like special attacks possessed by the base dragon, except for any breath weapon attack, which is altered as noted below.

Breath Weapon (Su): A zombie dragon keeps the base dragon’s breath weapon (if any), though it deals only half the listed damage. Breath weapons that don’t deal damage (such as the brass dragon’s sleep breath weapon) are unchanged. The save DC to resist the dragon’s breath weapon is 10 + 1/2 zombie dragon’s HD + zombie dragon’s Cha modifier.

Special Qualities: A zombie dragon loses all supernatural and spell-like special qualities possessed by the base dragon. It retains any exceptional special qualities (such as immunities or blindsense). It loses any subtypes it had, though if the base dragon had any immunities based on its subtype (such as immunity to fire for the fire subtype), it keeps those immunities despite losing the subtype. It also gains additional special qualities as noted below.

Damage Reduction (Ex): Zombie dragons gain damage reduction 5/slashing.

Slow (Ex): Like zombies, zombie dragons have poor reflexes and can perform only a single standard action or move action each round.

Undead Traits: A zombie dragon is immune to mindaffecting effects, poison, magic sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet (unless the base dragon had a greater range).

Saves: As undead, zombie dragons are immune to anything that requires a Fortitude save unless it affects objects.

Abilities: Adjust from the base dragon as follows: Str +0, Dex –2, Cha –6. Being undead, a zombie dragon has no Constitution score. It also has no Intelligence score. Its Wisdom score becomes 10 (regardless of the base dragon’s Wisdom).

Skills: A zombie dragon loses all skill ranks and racial skill bonuses possessed by the base dragon.

Feats: A zombie dragon loses all feats possessed by the base dragon. It gains Toughness as a bonus feat.

Environment: Any.

Organization: Any.

Challenge Rating: Base dragon’s CR × 1/2 +1 (minimum 2).

Treasure: None.

Alignment: Always neutral.

Advancement: Up to +2 HD.

Level Adjustment: —.

SAMPLE ZOMBIE DRAGON

This example uses a young adult white dragon as the base dragon.

Zombie Young Adult White Dragon

Large Undead

Hit Dice: 15d12+33 (130 hp)

Initiative: +4

Speed: 60 ft. (12 squares), burrow 30 ft., fly 200 ft. (clumsy), swim 60 ft.

Armor Class: 15 (–1 size, –1 Dex, +7 natural), touch 8, flatfooted 15

Base Attack/Grapple: +15/+23

Attack: Bite +18 melee (2d6+4)

Full Attack: Bite +18 melee (2d6+4) and 2 claws +13 melee (1d8+2) and 2 wings +13 melee (1d6+2)

Space/Reach: 10 ft./5 ft. (10 ft. with bite)

Special Attacks: Breath weapon, frightful presence

Special Qualities: Blindsense 60 ft., damage reduction 5/slashing, darkvision 120 ft., icewalking, immunity to cold, keen senses, slow, spell resistance 16, undead traits

Saves: Fort +9, Ref +8, Will +9

Abilities: Str 19, Dex 8, Con —, Int —, Wis 11, Cha 2

Skills: Swim +4

Feats: Toughness

Environment: Cold mountains

Organization: Any

Challenge Rating: 5

Treasure: None

Alignment: Always neutral

Advancement: Up to +2 HD

Level Adjustment:

A zombie white dragon can often be found guarding the lairs of frost giant adepts or clerics. Colder climates also slow the rotting process, keeping the zombie white dragon intact for a longer time.

Combat

The zombie white dragon possesses none of the animalistic ferocity it had in life. It merely acts according to the (simple) orders given it by its master. Its blindsense and keen senses make it an excellent guardian, and its icewalking ability allows it to perch in difficult- to-reach places.

Breath Weapon (Su): 40-ft. cone, 2d6 cold, Reflex DC 13 halves.

Frightful Presence (Ex): 150-ft. radius, HD 14 or fewer, Will DC 14 negates.

Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.

Keen Senses (Ex): A zombie dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills: This zombie dragon has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

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Perfetto, grazie a tutti...tra l'altro credo che lo migliorerò con i talenti del Libris Mortis (Ossa Agili e Co).

Ero anche tentato dallo scheletrico (esteticamente più "bello") però lo zombi può ancora volare...

Se sei preoccupato per la questione del volo, allora guarda l'archetipo Creatura Scheletrica, tratto dal Libro delle Foche Tenebre.

Spoiler:  
BONE CREATURE

Sometimes creatures that rise as undead skeletons retain heir intellect and abilities. Bone fighters wield deadly weapons and clank about in ancient armor. Bone sorcerers cast dreadful spells and are often confused with liches. Bone wyverns darken the skies and threaten with their poisoned, skeletal tails. Bone creatures cannot be the result of a simple animate dead spell, but could arise from a create undead or create greater undead spell, as undead of their equivalent Hit Dice.

CREATING A BONE CREATURE

“Bone” is a template that can be added to any nonundead, corporeal creature that has a skeletal system (referred to hereafter as the base creature). The creature’s type changes to undead. It retains all type modifiers and subtypes, if applicable. The bone creature uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Increase to d12.

Speed: Winged bone creatures retain the ability to fly. Now, however, the flight is magical, as the fly spell, but it still uses the creature’s original fly speed.

AC: Natural armor bonus changes to a number based on the bone creature’s size.

Size / Bonus

Tiny or smaller / +0

Small / +1

Medium-size / +2

Large / +3

Huge / +4

Gargantuan / +6

Colossal / +10

Attacks: A bone creature retains all the natural attacks and weapon proficiencies of the base creature, except for attacks that can’t work without flesh, such as a mind flayer’s tentacle attacks. A creature with hands gains one claw attack per hand; a bone creature can strike with all of them at its full attack bonus. If the creature already had claw attacks with its hands, use the bone creature attack format and damage, if they’re better. The base creature’s base attack bonus does not change.

Damage: Natural and manufactured weapons deal normal damage. A claw attack deals damage depending on the bone creature’s size.

Size / Damage

Diminutive or Fine / 1

Tiny / 1d2

Small / 1d3

Medium-size / 1d4

Large / 1d6

Huge / 2d4

Gargantuan / 2d6

Colossal / 2d8

Use the base creature’s claw damage if it’s greater.

Special Qualities: Same as the base creature. In addition, all bone creatures gain darkvision with a range of 60 feet, undead traits, and various immunities.

Immunities (Ex): Bone creatures have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing and slashing weapons.

Saves: Same as the base creature, modified by ability score adjustments.

Abilities: Modify the base creature as follows: Str +0, Dex +4, Con —, Int +0, Wis +0, Cha +0.

Skills: Same as the base creature, modified by ability score adjustments.

Feats: Same as the base creature, plus the bone creature gets the Weapon Finesse feat with any one weapon for free.

SAMPLE BONE CREATURE

Base Creature: 5th-level bugbear rogue.

Bone Bugbear

Medium-Size Undead

Hit Dice: 8d12 (52 hp)

Initiative: +6

Speed: 30 ft.

AC: 21 (+5 Dex, +2 natural, +3 masterwork studded leather, +1 masterwork small steel shield), touch 15, flat-footed 21

Attacks: +1 short sword +12 melee, or 2 claws +9 melee

Damage: +1 short sword 1d6+4/19–20, claw 1d4+4

Face/Reach: 5 ft. by 5 ft./5 ft.

Special Attacks: Sneak attack +3d6

Special Qualities: Darkvision 60 ft., evasion, immunities, traps, uncanny dodge (Dex bonus to AC), undead traits

Saves: Fort +4, Ref +13, Will +3

Abilities: Str 19, Dex 22, Con —, Int 15, Wis 13, Cha 10

Skills: Balance +8, Bluff +7, Climb +10, Diplomacy +2, Hide +11, Innuendo +6, Intimidate +7, Intuit Direction +6, Listen +9, Move Silently +12, Pick Pocket +13, Spot +11, Tumble +12

Feats: Alertness, Great Fortitude, Weapon Finesse (short sword)

Climate/Terrain: Any underground

Organization: Solitary, pair, gang (3–4), or band (11–20 plus 150% noncombatants plus 2 2nd-level sergeants and 1 leader of 2nd–5th level)

Challenge Rating: 7

Treasure: Standard

Alignment: Chaotic evil

Advancement: By character class

This bone bugbear conceals its undead nature as best as it can and continues to ambush travelers on the road.

Combat

Using its deft reflexes, the bone bugbear tries to approach foes stealthily to make a devastating sneak attack.

Immunities (Ex): A bone bugbear has cold immunity. Because it lacks flesh or internal organs, it takes only half damage from piercing and slashing weapons.

Undead Traits: A bone bugbear is immune to mindaffecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A bone bugbear cannot be raised, and resurrection works only if it is willing. The creature has darkvision (60-foot range).

Skills: A bone bugbear receives a +4 racial bonus on Move Silently checks.

Possessions: Masterwork studded leather armor, +1 short sword, masterwork small steel shield, masterwork thieves’ tools, 2 flasks of acid.

... e ormai che ci sei, perchè non anche a Creatura Cadaverica, preso dal medesimo libro?:-D

Spoiler:  
CORPSE CREATURE

Not all corpses risen as undead are shambling, slow-moving zombies. Some retain their intellect and abilities. Surrounded by the stench of death, the flesh of these creatures hardens and becomes brittle but retains great strength. Corpse clerics still pay homage to their dark gods. Corpse warriors heft mighty weapons with skill. Corpse beholders still spray deadly rays from shriveled eyestalks. They cannot be the result of a simple animate dead spell, but could arise from a create undead or create greater undead spell, as undead of their equivalent Hit Dice.

CREATING A CORPSE CREATURE

“Corpse” is a template that can be added to any nonundead, nonconstruct, nonplant corporeal creature (referred to hereafter as the base creature). The creature’s type changes to undead. It retains all type modifiers and subtypes, if applicable. The corpse creature uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Increase to d12.

Speed: Winged corpse creatures retain the ability to fly. However, their maneuverability becomes clumsy.

AC: The corpse creature gains a natural armor bonus based on its size.

Size / Bonus

Tiny or smaller / +0

Small / +1

Medium-size / +2

Large / +3

Huge / +4

Gargantuan / +6

Colossal / +11

The corpse creature keeps the natural armor bonus of the base creature if it’s better.

Attacks: The corpse creature retains all the natural attacks and weapon proficiencies of the base creature. A corpse creature also gains a slam attack. The base creature’s base attack bonus does not change.

Damage: Natural and manufactured weapons deal normal damage. A slam attack deals damage depending on the corpse creature’s size. For purposes of Strength bonuses to damage, a slam attack is considered a two-handed attack.

Size / Damage

Diminutive / 1

Fine / 1d2

Tiny / 1d3

Small / 1d4

Medium-size / 1d6

Large / 1d8

Huge / 2d6

Gargantuan / 2d8

Colossal / 4d6

Use the base creature’s slam damage if it’s greater.

Special Qualities: Same as the base creature. In addition, all corpse creatures gain darkvision with a range of 60 feet, and undead traits.

Saves: Same as the base creature, modified by ability score adjustments.

Abilities: Modify the base creature as follows: Str +4, Dex –2, Con —, Int +0, Wis +0, Cha +0.

Skills: Same as the base creature, modified by ability score adjustments.

Challenge Rating: Same as the base creature +1.

Alignment: Always evil.

SAMPLE CORPSE CREATURE

Base Creature: 3rd-level human barbarian.

Corpse Barbarian

Medium-Size Undead

Hit Dice: 3d12 (19 hp)

Initiative: +1

Speed: 40 ft.

AC: 15 (+1 Dex, +2 natural, +2 leather armor), touch 11, flat-footed 15

Attacks: +1 greataxe +10 melee, or slam +9 melee

Damage: +1 greataxe 1d12+10/×3, slam 1d6+9

Face/Reach: 5 ft. by 5 ft./5 ft.

Special Qualities: Darkvision 60 ft., rage 1/day, undead traits, uncanny dodge (Dex bonus to AC)

Saves: Fort +3, Ref +4, Will +2

Abilities: Str 22, Dex 13, Con —, Int 10, Wis 12, Cha 10

Skills: Intimidate +5, Intuit Direction +7, Jump +8, Listen +7, Spot +2, Swim +10, Wilderness Lore +6

Feats: Cleave, Lightning Reflexes, Power Attack

Climate/Terrain: Any

Organization: Solitary

Challenge Rating: 4

Treasure: Standard

Alignment: Chaotic evil

Advancement: By character class

This corpse creature wanders without purpose, destroying anything in its way.

Combat

Simple and straightforward, the corpse barbarian charges into battle, raging immediately.

Rage (Ex): The following changes are in effect as long as a corpse barbarian rages: AC 13, touch 9, flat-footed 13; Atk +12 melee (1d12+13/×3, +1 greataxe) or +11 melee (1d6+12, slam); SV Will +4; Str 26; Jump +10, Swim +12. His rage lasts for 3 rounds, and (as an undead) he is not fatigued afterward.

Undead Traits: A corpse barbarian is immune to mindaffecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A corpse barbarian cannot be raised, and resurrection works only if it is willing. The creature has darkvision

(60-foot range).

Possessions: Leather armor, +1 greataxe.

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