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I just recently began a campaign using the undead conquering (eating) most of the world but the ones in the monster manual are getting old. If anybody has any stat blocks, ideas, powers or even a general concept for an undead creature this is where you should post it.
My ideas:
Boneweapon zombie/skeleton: a zombie/skeleton that has had it's arms whittled into weapons
Creeping zombie/skeleton: High evasiveness and speed skeleton/zombie that strikes from the shadows.
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Last edited by Sporemine; 10th December 2008 at 01:47 AM..
Desecators:
Consecrated lands block the passage of undead. Desecrators spew corruption to turn these holy places unholy so that the undead may travel through.
Inverters:
Inverters are Desecrators that have become empowered through the desecration of holy symbols. The bright radiant energy that once eminated from the sacred relics now emit terrible necrotic energy.
Screaming Meemies:
These zombies shout deafening warcries until either their own brains and lungs explode or everybody elses' does. They weaken their foes with thundering shrieks and, for a grand finale, their heads burst into a wretched splash of necrotic damage.
It might help if we knew what level range of undead you require, and what your party was made up of.
anyway here are a few zombies to start with.
---------------------------------------------------------------------- Zombie Ripper Level 6 Brute Medium Natural Animate (undead) XP 250
Initiative +5 Senses Perception +4 HP 86; Bloodied 43; see Zombie Weakness AC 18; Fortitude 19, Reflex 17, Will 16 Immune charm, disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 5, 7 (charge)
M Zombie Swipe (Standard; at-will) Attack +9 vs. AC; 1d10+4 damage
m Charging Slam (Standard; at-will) ♦ charge attack Attack +10 vs. AC; 2d6+4 damage; on hit target is pushed 2 squares and knocked prone
m Ripping Claws (Standard; recharge 456) Attack +7 vs. Reflex; 2d8+4 damage; on hit target takes 2 ongoing bleeding damage (save ends)
Out For Blood Zombie Ripper gains +2 to hit a bloodied target
Zombie Weakness Any critical hit reduces the Zombie to 0 HPs, destroying it
Alignment Unaligned Languages Str 19 (+7) Dex 14 (+5) Wis 12 (+4) Con 16 (+6) Int 8 (+2) Cha 8 (+2)
---------------------------------------------------------------------- Bloated Zombie Level 5 Controller Medium Natural Animate (undead) XP 200
Initiative +5 Senses Perception +3 Powerful Stench (poison) aura 3; All creatures entering or starting their turn inside aura take 2 poison damage HP 66; Bloodied 33; see Zombie Weakness AC 19; Fortitude 18, Reflex 17, Will 16 Immune charm, disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 6
M Zombie Slam (Standard; at-will) Attack +10 vs. AC; 1d6+3 damage
c Dreadful Moan (Standard; encounter) ♦ thunder, fear Burst 5; attack +8 vs. Will; 1d6+4 thunder damage; on hit target is immobilised (save ends); all zombies in burst may immediately shift 1 square, and gain +1 to attack until the start of Bloated Zombies next turn
c Acid Belch (Standard; recharge 56) ♦ acid Close blast 3; attack +8 vs. Reflex; 1d10+4 acid damage; on hit target takes 2 ongoing acid damage (save ends)
Zombie Weakness Any critical hit reduces the Zombie to 0 HPs, destroying it
Alignment Unaligned Languages Str 16 (+5) Dex 16 (+5) Wis 12 (+3) Con 18 (+6) Int 12 (+3) Cha 8 (+1)
---------------------------------------------------------------------- Zombie Needle Horror Level 6 Skirmisher Medium Natural Animate (undead) XP 250
Initiative +7 Senses Perception +9 HP 72; Bloodied 36; see Zombie Weakness AC 20; Fortitude 18, Reflex 19, Will 16 Immune charm, disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 6
M Needle Stab (Standard; at-will) Attack +11 vs. AC; 1d6+3 damage
m Mobile Needle Stab (Standard; at-will) Needle Horror may move up to 6 squares and make a Needle Stab attack at any point, this movement does not provoke opportunity attacks from the target
r Needle Toss (Standard; at-will) Range 10; Attack +9 vs. Reflex; 1d6+4 damage; on hit target is slowed (save ends)
c Frenzied Stabbing (Standard; encounter) Burst 1; enemies only; attack +8 vs. Reflex; 2d6+3 damage
Zombie Weakness Any critical hit reduces the Zombie to 0 HPs, destroying it
Sharing the Needle ♦ poison If Needle Horror has combat advantage it deals an additional 1d6 poison damage
Alignment Unaligned Languages Skills stealth +12, perception +9 Str 16 (+6) Dex 19 (+7) Wis 12 (+4) Con 16 (+6) Int 10 (+3) Cha 8 (+2) ----------------------------------------------------------------------
Crawling hands might make an amusing addition to a combat encounter, I imagine them dropping from the rafters, or ceiling, crawling out of cupboards etc.
---------------------------------------------------------------------- Crawling Hand Level 4 Minion Small Natural Animate (undead) XP 43
Initiative +5 Senses Perception +1 HP 1; a missed attack never damages a minion. AC 18; Fortitude 17, Reflex 17, Will 15 Immune charm, disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 4, climb 4
m Hand Grab (Standard; at-will) Attack +9 vs. AC; 5 damage; on hit target is grabbed; DC 20 athletics or acrobatics to escape
m Choke Hold (Standard; at-will) If Hand has a target grabbed at the start of it's turn instead of making an attack it automatically deals 5 damage and continues the grab
Unnatural Cunning (Immediate Reaction) If missed by a melee attack Hand may shift up to 2 squares as an immediate reaction
Alignment Unaligned Languages Skills athletics +11, stealth +10 Str 18 (+6) Dex 16 (+5) Wis 8 (+1) Con 12 (+3) Int 8 (+1) Cha 3 (-2)
-----------------------------------------------------------------------
Sorry I forgot, they are fairly low level now but we move fairly quickly.
The party is 2 fighters a star warlock and a wizard. The star warlock is one of my most cunning players and he took the half elf race and used that to get the lay on hands ability as a daily power. I may have other people join because it is early in the campagain but the races from the monster manual and the classes paladin and cleric are banned.
Good job people, this is turning out well.
I like the Screaming meemies as they seem to be the most annoying undead I have ever heared of and the hands because the classic "HOLY CRAP SOMETHING IS CLAWING AT MY LEG! Oh wait it's just a disembodied hand. HOLY CRAP A DISEMBODIED HAND IS CLAWING AT MY LEG" response never gets old.
If somebody could create stats for boneweapon undead or meemies that would be great.
-Sporemine
__________________ Is the answer to this question no?
Last edited by Sporemine; 11th December 2008 at 03:56 AM..
Heavy Skeleton Level 3 Brute Medium Natural Animate (undead) XP 150
Initiative +4 Senses Perception +1 HP 54; Bloodied 27 AC 15; Fortitude 16, Reflex 16, Will 13 Immune charm, disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 5
M Club Swing (Standard; at-will) Attack +6 vs. AC; 1d10+3 damage
m Heavy Swing (Standard; at-will) Attack +6 vs. AC; 2d6+3 damage; on hit target is pushed 1 square
m Get Out Of My Way (Standard; encounter) Attack +5 vs. Fortitude; target is pushed 2 squares; Heavy Skeleton may charge a different target within range
Speed of the Dead Skeleton gains +2 to hit on opportunity attacks
Alignment Unaligned Languages Str 17 (+4) Dex 16 (+4) Wis 10 (+1) Con 14 (+3) Int 10 (+1) Cha 8 (+0) Equipment improvised greatclub
Bone Blade Skeleton Level 4 Skirmisher Medium Natural Animate (undead) XP 175
Initiative +5 Senses Perception +8 HP 55; Bloodied 27 AC 18; Fortitude 17, Reflex 16, Will 15 Immune charm, disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 6
M Arm Blade Swipe (Standard; at-will) Attack +9 vs. AC; 1d8+4 damage
m Double Arm Strike (Standard; at-will) 2 attacks; +8 vs. AC; 1d8+4 damage
m Sly Stab (Standard; encounter) ♦ necrotic Attack +7 vs. Will; 2d8+4 necrotic damage
Necrotic Advantage ♦ necrotic If the Bone Blade Skeleton hits with an attack when it has combat advantage it also deals an additional 2 ongoing necrotic damage (save ends)
Speed of the Dead Skeleton gains +2 to hit on opportunity attacks
Alignment Unaligned Languages Skills perception +8 Str 18 (+6) Dex 16 (+5) Wis 12 (+3) Con 15 (+4) Int 12 (+3) Cha 8 (+1)
If you like your zombies to have a more disease/infection origin then maybe this could be interesting.
Hungry Tatters Level 3 Minion Medium Natural Humanoid (undead) XP 37
Initiative +3 Senses Perception +3 HP 1; a missed attack never damages a minion. AC 17; Fortitude 16, Reflex 15, Will 15 Immune disease, poison; Resist 5 necrotic Speed 7
MDesperate Grab (Standard; at-will) Attack +6 vs. Reflex; 3 damage and target is grabbed; athletics DC16 or acrobatics DC15 to escape
mVery Hungry (Standard; at-will) Grabbed target only; attack +7 vs. Fortitude; 4 damage; on hit target contracts The Hunger (disease), see Disease Track for initial effect
Mob Tactics Hungry Tatter gains a +1 to hit with Desperate Grab attacks for each Tatter ally adjacent to target
Alignment Unaligned Languages Str 16 (+4) Dex 15 (+3) Wis 14 (+3) Con 14 (+3) Int 13 (+2) Cha 10 (+1)
The Hunger (disease) Endurance or Heal: Daily Roll (upon waking). Any character with the Heal skill that is treating a sick comrade may make 1 heal check and apply that result instead.
Result 16 or less = worsen 17 to 22 = maintain 23 plus = improve
Effect Track - 2 : Cured
- 1 : Feeling much better, wounds still feels slightly tender -- Healing surge total back to full.
+1 : Bite wounds start to fester, wounds start to itch, headache worsens. -- lose 2 healing surges, (daily healing surges -2 total), -1 to Will defence.
+2 : Bad headache, bite wounds have become infected and filled with puss. Wounds are very itchy and you have the constant urge to scratch them. Concentrating on what you are doing becomes very difficult, you start to have odd flashes of hunger. -- lose 4 healing surges, (daily healing surges -4 total), - 2 to Will defence.
+3 : Things seem much more straight forward now. You must feed on living flesh, those people around you look tasty so you had better start with them. -- you become undead, gain 5 resistance to necrotic damage. Gain a bite attack ½ level + Dex or STR vs. AC 1d8+ DEX or STR damage, on hit target contracts The Hunger.
----------------------------------------------------------------------- Tattered Champion Level 4 Elite Soldier (Leader) Medium Natural Humanoid (undead) XP 350
Initiative +4 Senses Perception +4 HP 112; Bloodied 56; see Bloodied Vomit AC 22; Fortitude 19, Reflex 17, Will 16 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant, 5 fire Saving Throws +2 Speed 6 Action Points 1
MSword Swing (Standard; at-will) Attack +11 vs. AC; 1d8+4 damage
mSwing and Bite (Standard; at-will) Attack +11 vs. AC; 1d8+4 damage; on hit secondary (bite) attack +9 vs. Reflex; 1d8+4 damage; on hit target contracts The Hunger (disease), see Disease Track for initial effect
mGoing for the Throat (Standard; encounter) Attack +10 vs. Reflex; 3d6+4 damage; Champion takes a -4 penalty to AC until the start of its next turn; on hit target contracts The Hunger (disease), see Disease Track for initial effect
cMotivating the Mob (Move; recharge 56) Burst 10; all tatter allies inside burst may shift 2 squares and gain +1 AC until the start of Champions next turn
cBloodied Vomit (Immediate Reaction; encounter) ♦ necrotic, when bloodied When bloodied Champion coughs and sprays out a blast of bloody vomit; close blast 3; attack +8 vs. Fortitude; 1d8+4 necrotic damage; on hit target takes 2 ongoing necrotic damage (save ends)
Alignment Unaligned Languages common Skills endurance +10, athletics +11 Str 18 (+6) Dex 14 (+4) Wis 15 (+4) Con 16 (+5) Int 14 (+4) Cha 12 (+3) Equipment damaged heavy armour, buckled shield, notched longsword -----------------------------------------------------------------------
Really cool monsters. Mesh Hong, you creep me out.
I particularly love the heavy skeleton, tattered champion, and needle horror. Well, that's not true. I hate the needle horror. Though not as much as I'd hate it if I were a PC.
Without a paladin or cleric, it's a good thing the party has a starlock, because somebody has to deal radiant damage.
Since people seem interested, here is a background of where my campagain is so far:
The undead outbreaks began with long dead corpses clawing their way out of the ground at the exact moment that the old god of the undead, Nerull was destroyed. With no control over the negative energy there was no way to stop the creation of the undead. Negative energy filtered its way into other planes, causing mass uprisings of the dead. At the same time all members of the secreaming leigon (the clerics of nerull) died and rose as conduits of negative power, blocking the material plane from the will of the gods and the postive energy plane (therefore no clerics or paladins). Some surviving clerics or paladins turned to the powers of the stars while others saw this occurance as the apocalypse and simply lay down and waited for the end. The charcters are from a city that now is known as the city of death. The hungry dead prowl it's streets and a single massive spot of negative energy sits in the middle of the city. The spot where the portal sits that is allowing the negative energy plain in used to be a massive underground temple to nerull until the city was overtaken by the dead. The characters now sit in an abandoned and broken house. Only recently have they found ways to get clean food and water and to protect themselves. That is where the campagain sits now.
They are all Lv 2
Main Objectives/Quests:
Don't Die
Don't become undead
Create a safe place to live
Destroy (eventually) the negative energy conduits
That is the campagain.
Also thanks to everybody for the undead so far but lets see if you can create anything really weird (abberantish) but low level to throw at the characters. All other undead or undead ideas are still welcome.
A last important point is that one of the fighters holds a +1 sacrificial exicutioner's blade (brutal 2, high crit, power to weaken a creature once per day and of course +1.)
He likes to kill the more important undead with it
Again thanks
-Sporemine
__________________ Is the answer to this question no?
Zombie Venus This is the corpse of a once beautiful woman with her arms ripped off. Watch out; she's a biter.
When reduced to 0 hp, a fetal zombie claws its way out of her womb.
Rat's Nest Zombie A family of rats have chewed a home into this deadite's chest cavity. The zombie is able to spit zombies at the adventurers as an attack.
Pile of Heads
This a swarm of severed heads. Though they no longer posess stomachs, they still hunger. They use their necks, jaws, even their tongues to move around.
Without even a warlord the PCs must be having a hard time healing during combat. Though with two fighters at least they have a solid front line.
Sorry I forgot to mention that the half-elf star lock took lay on hands necause he is half-elf. Also, since technically since I said they could not take the classes that doesn't they can't still "borrow" powers from them. As I said before, cunning.
Also, Chronoplasm has great ideas so if somebody could type stats that would be great.
A couple of other idea's;
Creeper: legless zombie that is hard to spot, has viscous poison.
Grenadier: Zombie that throws infected dead animals like diseased grenades (filth feverish)
Death's servant: the unholy remains of the paladins that gave up, lay down, stood up and started walking again (as a zombie).
__________________ Is the answer to this question no?
Last edited by Sporemine; 12th December 2008 at 12:04 AM..