Zombie, Netherese, Greater (Template)
A cadaverous being walks forward, its pale white skin, clawlike fingernails, and sunken eyes clearly identifying it as one of the walking dead. However, its movements are not shambling, and its actions bely those of a mindless zombie.
Netherese zombies are specialized undead servants of the Lichlord. While a few are free-willed, most are loyal servants to the Lichlord, roaming Netheril for new recruits to add to the Lichlord’s army of undead. All Netherese zombies possess a burning desire to kill humanoids.
Unlike most zombies, Netherese zombies retain most of their intellect, personality, and memories that they had in life. All of these undead answer only to the telepathic will of the Lichlord, though he may from time to time appoint a wraith or spectre to command in his stead.
Netherese zombie packs ravage the countryside, absorbing entire villages into their swelling ranks. Animals flee as they approach, and crops are crushed underfoot.
Netherese zombies are the same height and weight as they had in life. They are often garbed in the same clothing they wore in life, such as fine robes and jewelry, or even death shrouds.
Greater Netherese zombies speak Common plus any other languages they knew in life.
Creating a Zombie, Netherese, Greater
“Greater Netherese zombie” is an acquired template that can be added to any humanoid or monstrous humanoid creature with at least 6 Hit Dice (referred to hereafter as the base creature).
A greater Netherese zombie has all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
Armor Class: A Netherese zombie's natural armor bonus improves by +4.
Attacks: A Netherese zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A creature with hands gains one claw attack per hand; the Netherese zombie can strike with each of its claw attacks at its full attack bonus.
Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the Netherese zombie's size. (If the base creature already had claw attacks with its hands, use the Netherese zombie claw damage only if it’s better.)
Diminutive or Fine 1
Tiny 1d2
Small 1d3
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8
Special Attacks: A Netherese zombie retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 Netherese zombie's HD + Netherese zombie's Cha modifier unless noted otherwise.
Create Spawn (Su): Any humanoid slain by a Netherese zombie's natural attacks becomes a Netherese zombie in 1d4 rounds. Those with 6 or more Hit Dice gain this template, while others become lesser Netherese zombies. Spawn are not under the command of the Netherese zombie that created them. They do not possess any of the abilities they had in life.
Rebuke Mindless Undead (Su): A Netherese zombie can rebuke and command undead as cleric of a level equal to its Hit Dice. However, it can only use this ability on undead that have no Intelligence score.
Special Qualities: A Netherese zombie retains all the special qualities of the base creature and gains those described below.
Damage Reduction (Ex): Netherese zombies gain damage reduction 5/slashing and silver.
Turn Resistance (Ex): A Netherese zombie has +2 turn resistance.
Abilities: Increase from the base creature as follows: Str +4, Cha +2. As an undead creature, a Netherese zombie has no Constitution score.
Feats: A Netherese zombie gains toughness as a bonus feat.
Environment: Any, usually same as base creature.
Organization: Solitary, gang (1 greater netherese zombie and 2-12 lesser netherese zombies), party (2-8 greater netherese zombies), caravan (1-4 greater netherese zombies and 10-100 lesser netherese zombies) or village (1-10 greater netherese zombies and 40-400 lesser netherese zombies).
Challenge Rating: Same as the base creature +1.
Treasure: Standard.
Alignment: Always evil (any).
Advancement: By character class.
Level Adjustment: Same as the base creature +3.
Challenge Rating: +1
Sample Zombie, Netherese, Greater
Greater Netherese Zombie Medusa
Medium Undead
Hit Dice: 6d12+3 (42 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17
Base Attack/Grapple: +6/+8
Attack: Shortbow +8 ranged (1d6/x3) or dagger +8 melee (1d4+2/19–20) or snakes +8 melee (1d4+2 plus poison) or claw +8 melee (1d4+2)
Full Attack: Shortbow +8/+3 ranged (1d6/x3); or dagger +8/+3 melee (1d4+2/19–20) and snakes +3 melee (1d4+1 plus poison) and 2 claws +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, petrifying gaze, poison, rebuke mindless undead (+3, 2d6+9, 6th),
Special Qualities: Damage reduction 5/slashing and silver, darkvision 60 ft., +2 turn resistance, undead traits
Saves: Fort +2, Ref +7, Will +6
Abilities: Str 14, Dex 15, Con —, Int 12, Wis 13, Cha 17
Skills: Bluff +10, Diplomacy +5, Disguise +10 (+12 acting), Intimidate +5, Move Silently +8, Spot +8
Feats: Point Blank Shot, Precise Shot, Toughness (B), Weapon Finesse
Environment: Temperate marshes
Organization: Solitary, gang (1 greater netherese zombie and 2-12 lesser netherese zombies), party (2-8 greater netherese zombies), caravan (1-4 greater netherese zombies and 10-100 lesser netherese zombies) or village (1-10 greater netherese zombies and 40-400 lesser netherese zombies)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: —
Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude DC 16 negates. The save DC is Charisma-based.
Poison (Ex): Injury, Fortitude DC 13, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
How the Mighty are Fallen
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