Plots & PlacesPost your PCs and NPCs for others to reference and enjoy. This is also an alternate location for long-term campaign and plot development. These can be system neutral or relate to any game or system.
I'm not sure if this is the right forum for this, but I've got an Aleax theory, and wanted to post it somewhere PC's players wouldn't see it, just in case I might be right. Piratecat, feel free to smite me if this should be somewhere else.
My guess is that Ghouleax is an Eletum (from Mythic Races.) They reproduce by placing a specially charged shard of their own bone in the skeleton of a deceased humanoid - assuming the White Kingdom had an Eletum handy, all they'd have to do is find the right skeleton, and let the "child" know who the body once belonged to, and Bob's your uncle - a sentient, free willed and good-aligned undead who can truthfully say that he's Aleax. The soul of the original saint, of course, is safely lodged in the sword.
There would only be a minimum of divination-fogging magic needed in order to sow confusion, and since Ghouleax is actually a nice guy (and could be a paladin, for that matter), Aeos has a reason for wanting the holy text rewritten to soften the stance on this particular undead.
More creepy crawly undead constructs in the wake of the ballista...
The Meat Wagon!
It rumbles along covered in yellow mold collecting corpses of both enemies and allies... It can return the corpses for reanimation of possess enough magical juice to spit out conglomerate aberration ghouls from the pieces it gathers. Or it can fling corpses doing catapult damage + disease.
It's fetid innards and grisly cargo cause it to forever be enshrouded in a cloud of grave rot disease that radiates out 30' (60 ft downwind, 15 ft upwind).
i'm thinking of something really creepy, and i think I hit on it...
you know how undead dont have inteligence scores...
well they do have charisma.
MWWAHAHAHAHAH
What if there was a reasonably high level, female undead bard. She sings death chants. Really well. AND can do nasty things to the party with her songs and spells. Charm... facinate... the possiblitys are endless. AND with the right skills and feats, she doesn't even need to do that, with her bluff, diplomacy, and other charisma based skills off the charts with something like +30 or 40...
the really devious thing would be for her to facinate the entire party, and have her be like those poison gas filled mooks, but have the gas be something invisible, or rather harmless. THat way, everyone is entranced by her song, and they dont really notice when their teammates start coughing up their lungs and turning inside out because the DC to notice is really high...
or to use the suggestion bard skill to make a party member rebel, or distrust, or decide that the map he made is wrong and burn it, or that the powerful artifact/important document they have is really worth smashing into little bits.
another thing would to allow the bard's inspire greatness or inspire courage ability add major turn ressistance to her allies.
bardic knowledge could be useful to... if the bard had an inteligence score.
or they could just start busting out sixth level bard spells, like mass haste, greater dispelling, or veil (oohh... that last one is nasty. Send a whole bunch of medusas at them, illusionarilly disguised as ghouls that arnt wanting to be turned. When they get close enough and start entering melee... BOOM! the veil over those 8 "ghouls" you are fighting is gone... please make eight fortitude saves (DC 15)... one is bound to fail. Hey... now its time for the mage to waste valuable spell slots on stone to flesh... oops, now he doesnt have firepower anymore... oops...
OR is that to evil?
__________________ [Living ENWorld] Currently Playing Milo Bottleshanks setting out from the Red Dragon Inn(Start of "Tiggle's Order")
Originally posted by tsadkiel
My guess is that Ghouleax is an Eletum (from Mythic Races.)
Nope - but you are right in one sense. I was looking at the picture of the eletum when the idea of bringing him back occurred to me!
As for the undead bard, well, stay tuned and grab some popcorn. That's been planned for some time.
__________________ - Piratecat, EN World Admin
Currently editing the 4e War of the Burning Sky adventure path. Support EN Publishing, get excellent modules!
I'm not too keen on the idea of undead ghoul monks... I see "monkism" as being a result of a clear and focused mind... the eternal hunger for flesh would kind of mess with that right? They might be different from the other ghouls.
Af for low level monsters to scare the party, how about cave fishers (ghoulish of course). They shouldn't be too hard to convert from 2nd ed and beef up. Yanking a few party members upward can play havoc with tactics... I'm sure the defenders would solve the problem quickly, but it could be a real anoyance if they are under severe attack.
Depending on where they go, they may end up meeting a race of blind, albino, cannibal halflings who tend to develop psionic powers. Wonderful possibilities there!
Have you ever played Dark Sun? Their halflings are cannibal psions.
Originally posted by (Psi)SeveredHead Depending on where they go, they may end up meeting a race of blind, albino, cannibal halflings who tend to develop psionic powers. Wonderful possibilities there!
Have you ever played Dark Sun? Their halflings are cannibal psions.
Isn't everything a cannibal psion in Dark Sun?
__________________
Quote:
Originally Posted by frankthedm
Pricing a magic item is not G.U.R.P.S. character creation.
Last edited by gamecat; 27th May 2002 at 05:25 PM..
If you need challenges.... Race and PrC finalised and approved by my DM.
This is what I cooked up today and am Gonna play tomorrow as a test in our new RL D&D game.
We start at level 15 and this is the race I'm gonna use and the PrC, both made today by myself and they are NASTY.
I'm gonna play Ftr 6/ Sent 5 (+4ECL For Night Elf)
The Night Elf is my personal interpretation and conversion from the Warcraft 3 race to a playable D&D 3rd race. We determenined it at +4. Actually +3 but +4 due to the Sorc specials who are very powerfull IMO. Same as the level 10 ability of the PrC.
Night Elves - Female (note females are the warriors of the race)
These shadowy, immortal beings were the first to study magic and let it loose throughout the world nearly ten thousand years ago. The Night Elves' reckless use of magic drew another ancient race only known as the Phaerimm into the world and led to a catastrophic war between the two titanic races. The Night Elves barely managed to banish the Pharimm from their kingdom, but their wondrous homeland was shattered and drowned by the sea. Ever since, the Night Elves refused to use magic for fear that these dreaded abomenations would return. The Night Elves closed themselves off from the rest of the world and remained hidden atop their holy mountain of Hyjal for many thousands of years. As a race, Night Elves are typically honorable but very cunning, but they are very distrusting of the 'lesser races' of the world. They are nocturnal by nature and their shadowy powers often elicit the same distrust that they have for their mortal neighbors.
Night Elf females worship Elene, the moon goddes as their patron deity. Elene is the Torillian goddess Selune but her secret moonworshipping people are since recently being influenced by Shar, the goddess of secrets and she hasn’t been effective in creating a cult of her own worshippers amongst these aincient and powerfull Elves…. yet. Shar seeks to become the patron deity of these ancient and powerfull people and have them turn to Arcane magic once again so they can use their magical herritage to its full extent and Shar is planning on using these potential immensly powerfull sorceresses as her own elite army.
-4 Str + +6 dex -2 con +0 int +2 wis +2 cha
AL: Chaotic Neutral
Night elf speed = 50 ft
+2 racial to listen, move silently and wilderness lore checks
At night Night Elves recieve a +4 bonus to hide, Spot and search checks
Night elves recieve a racial +2 dodgebonus to all creatures, this increases to +4 at night
Night Elves receive a +2 Bonus to reflex and Willsaves
Night Elves have 120 ft darkvision
Shadow Meld (su): at night female shadow elves that reamain immobile count as invisible units, this is a unique ability for only the females of the race.
Nondetection (su): Night Elves are under effect of a continuous non detection ability and it has a caster level of a wizard equal to its class level
Trackless step: Night Elves leave no traces in natural enviroment en can't be tracked.
Night Elves have spellresistance of 11 + classlevel
Light blindness: Sudden exposure to bright light (such as a sunlight or daylight spell) blinds the Night elf for 1 round. In addition, Night Elves suffer a -1 circumstance penalty to attack rolles, saves and checks while operating in bight light.
Night elf females are proficient with anytime of bow (not crossbows) and the Sivor, night elves detest the use of melee weapons and gain -1 penalty when using melee weapons. (Sivor: Thrown weapon, range 40ft, damage 1d8 (S) (Kind of chakram but different ), special: It can bounce 1d4 times after hitting anything determined by the DM on a failed attack roll. A very interesting weapon and yes it can bounce off walls, the ground, the ceiling... (Use at your own risk))
A Night elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door.
Immunity to magic sleep spells and effects.
Cold resistance: By living in "The North" and the high ice for thousands of years the Nightelves have grown resistant to cold and so they ignore the 5 five damage of the cold subtype.
Special: The Night Elves have refused to use magic for fear that the Phaerimm would return, the Night Elves are forbidden to practise the Art and use arcane magic although very many Night Elves are born with a very strong link with the Weave and because of this they would make great sorcerers but their law forbids them and for thousands of years no Night Elf has practised the Art and tried to devellop their gift out of fear and custom. (Night Elf sorcerors have +1 to their save DC and +1 caster level als racial bonus)
Favored class: Druid for Males (have way other stats and much less abilities) and fighter for females. Sorceror for both but only renegades use it and they will be hunted by Sentinels till killed.
Languages: Night Elves speak Hyjallan and draconic
SPECIAL NOTE: At night means natural darkness, magical darkness does NOT grant special abilities with the "at night" description!
The Sentinel - Prestige Class
Sentinels are the elite of the Night Elf army and they are the ones entrusted with safeguarding the secret of the existance of their race and the location of their homeland. Sentinels are also called upon when renegade Night Elves have fled their homeland, most of the times because they were discovered to be practising the forbidden Art and devellopping their innate magical abilities. The use of Arcane magic and to reveal themselves to the outside world are 2 things that are forbidden and stand central in the Night Elf society. The revealing of the location of their homeland is something all Night Elves fear for and have striven to keep it a secret and they have succeeded for thousands of your under the protection of the Sentinels.
requirements:
Base Attack Bonus: +6
Feats: Point blank Shot, Weapon Focus (any bow or thrown weapon), Dodge, Track, leadership, Sharp Shooting, Precise Shot.
Skills: Climb 4 ranks, Spot 2 ranks, Hide 2 ranks
Special: Must be Female Night Elf, have befriended a Hippogriff and tracked down a person who discovered Hyjal or a renegade nightelf.
Hit die: d8
Proficiency: A Sentinel is proficient with all bows and crossbows and with the Sivor and with any type of armor and shields.
(Sivor: Thrown weapon, range 40ft, damage 1d8 19-20 x2 (S) (Kind of chakram but different ), special: It can bounce 1d4 times after hitting anything determined by the DM on a failed attack roll. A very interesting weapon and yes it can bounce off walls, the ground, the ceiling... (Use at your own risk))
Keen Arrows (ex): At 1st level, all projectiles and Sivors the Sentinel fires behae as if they were keen weapons in adition to any other properties they might posess. Thus, a normal arrow fired by a Sentinel has a threat range of 19-20 instead of 20. This effect does not stack with any other keen effect.
Range Increment Bonus (ex): With each level the Sentinel gains, the range increments of her projectile weapons or Sivors increase by 10 feet (added after multipliers). Thus, a 10th level Sentinel who has the Far Shot feat would have a 280-foot range increment with a heavy crossbow (120 feet x 1.5 +100 feet).
Concealment Reduction (ex): When the Sentinel reaches 2nd level, her miss chance against opponents with concealment drops by 10%. Thus she has a miss chance of 10% rather then 20% against an opponent with one-half concealment. her miss chance drops by an additional 10% at 5th and 8th level. This ability never reduces her miss chance against any opponent below 0%.
Projectile Improved Critical (ex): When the Sentinel reaches 2nd level, the critical damage multiplier of all her projectile or Sivors incease by +1. Thus, an arrow that normally deals x3 on a critical hit instead does x4 damage in her hands. When she reaches 8th level, these critical multiplayers increase by an additional +1.
Uncanny Dodge: At 4th level and above, she retains her Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker.
Evasion: At third level the Sentinel has become able to bring her dexterity and dodge ability to a new level. Her increadible speed and agility allow her a chance to evade blows and projectiles aimed at her, this starts at level 3 with 10% and increased with a aditional 5% at 6th and 9th level.
Moon Sivor: For every Sivor thrown that hits a target, the Sentinel can have it bounce to a second target within 15 feet of the first target. The second attacks requires a new attack roll although at a -5 penalty.
Call Hippogriff: At 6th level the Sentinel can call upon its befriended Hippogriff and ask for its service as her steed. If this succeeds depends upon the DM and might take a quest to convince to Hippogriff to accompany his friend for the rest of its life (This Hippogriff Functions as a steed in the same way a steed of a Skymage from Lords of Darkness does for sharing of saves etc.)
Mounted Archery: If the Sentinel succeeds in gaining the hippogriff as her steed she automatically gains the mounted archery feat even if she doesn't meet its prequisites.
Fury of Elune: When a Sentinel reaches 10th level she has become as swift as the night and blessed by her goddes with the speed of the moonlight that shines eternally upon Hyjal. The Sentinel gains extra attacks per +4 BAB instead of +5.
__________________ Some are born to live, others born to die. I belong to the last, born to burn, born to cry. For I shall remain alone... forsaken.
[sigvirus]uhoh[/sigvirus]
Last edited by The Forsaken One; 1st June 2002 at 10:58 PM..
Formerly known as BBQ Man, until I can get back into my old account, I will use this old one.
The following is a compiled and resorted list of five posts I made in rapid succession, it looks better this way.
ok, ideas pour forth, sorry that they are just ideas and not fully statted creatures.
1. How about small ghoulish undead slimy leeches.
I don't have the stats worked up on these things yet, but they should basically be the easiest things to 'kill', as they are only 1/2 inch to and inch long, but come in mass quantities. Give them the ability to suck Con, but only if more than 4 or 5 'grab on', and only after a few rounds, otherwise they do no damage. They should have a form of topical numbing slime on them, so the PCs can't feal the individual leeches. You could have them explode in-mass (40 or so) from large mushrooms/fungi, or used as 'traps', or living in water that the PCs have to wade through.
I like the bursting mushroom caps the best though. Nothin' like leech land mines to freak out a party. I definately wouldn't have the PCs find out immediately that they are covered in leaches. they are hard to notice.
Let's say that a medium sized mushroom cap explodes near them, make them think that they are only covered in bits of mushroom cap, the leaches shouldn;t be any larger than an inch each, so they won't cause much notice initially, have a group of ghouls waiting in ambush when the PCs strip down to get rid of all the leaches (most likely they will find a better solution to get rid of them though)
2. The usage of an alarm system.
Ever play Black & White? Every time a villager died, a creepy voice whispered "Deeeeaaaaatttthhhh", this turned out to be so creepy, and most people didn't know what caused it, that a patch was put out that removed that 'feature'.
How about undead children heads as a form of alarm system then, possibly magically 'preserved' so no decay happens, possibly not, the heads placed in the tunnels and caverns, the eyes normally closed, but when they detect intruders the heads rotate to face the intruders, the eyes open... and a childs' mouth whispers "Deeeeaaaaatttthhhh" the sound magically carrying/reverberating through the tunnels.
Up to you on the powers of the magical alarm system, what it can and cannot detect, 'darkvision' definately, detect invisible, maybe tremor sense?
I could see though ghoulish child heads, just make sure that you keep the "heads turning/eyes opening" thing, so that the PCs can gaze upon milky white cataract type orbs, with maybe carrion grubs crawling through and around the skin.
I think the non decaying version is the sicker of the two options, and I'd recommend detailing the visual of seeing the eyes open, and what the eyes look like/what emotion they seem to carry... (hatred?, pity? or fear? or worse yet, "please make the pain end mommy?")
3. Let's not forget the children...
Children, true ghouls, with illusions to make them seam not-undead, carrying small stuffed animals into battle....
AND/OR
Someone mentioned using an undead Bard, and PirateCat, you seem to have implied that you are already using one. How about using one like this?
Undead Bard PC commands a smallish group (around 40-50) of small children. Think evil pied piper. children age should be around 7-14, and 30% are still alive and under some controlling and delusion spells. The other 70% should be true ghouls in varying forms of decay with smallish group 'freshly dead' and looking somewhat still healthy. All should be singing various nursery rhymes in concert, this should give huge circumstantial bonuses to the Bards singing abilities as well.
They should all have some form of extremely magically strong, sticky, contact poison on their hands and mouths, like they have been into some chocolate or something (which is of course the going to cause them to die, if they weren't made into true ghouls before then, but the PCs don't know that right away). see part 4 on the 'poison'
The bard could think of itself as the 'mommy' and so could the children, just depends on how creapy you want to get.
4. Back to the poison...
The substance is extemely sticky, not water soluable, isn't really a poison, it is a substance that reacts to air and living tissue to create a posion, so when the PCs get it on them, a neutralize poison spell will only get rid of 'that batch' and the sticky substance remains making more, a few rounds later and they are taking poison damage again.-- this is similar to the way onions make you cry, upon cutting two different chemicals that are normally seperated from each other inside the onion, mix, creating a vapor, this vapor then chemically reacts to your tears to form sulphuric acid. (or another kind of acid, my memory is somewhat sketchy on which one).
If you don't like the 'chemistry' angle, or can't make it believable as 'alchemy' then 'magic' should work.
You could have the poison/substance be a secretion of a larger aboleth type monster that is undead and the PCs come across it later, along with the 'nursery'... but that might be going too far, describing all the child ghouls clamoring around this huge monster eager for a lick off of its' slimy hide...
Or
A vapor that fills the tunnels causing the victims tears to become the poison. The vapor/gas could be odorless, invisible, or both, only registering on a 'detect magic' (if it is of magic origin). maybe it works on saliva instead? the poisons physical effect I will leave up to you, but the delivery method I think is rather interesting.
is this abit too sick?
--- more to come, but I think the direction here (see above posts) is more toward making the paladins (and others) really pissed off/sickened, trying to get them to lose their temper. The controlling forces of the 'white kingdom' should try and use their undead 'disgustingness' and lack of a repect for life, to full extent knowing that it may cause the heroes to do something brash and not fully thought through.
__________________ Any deity worthy of a graven image can cobble up a working universe complete with fake fossils in under a week - hey, if you're not omnipotent, there's no real point in being a god. But to start with a big ball of elementary particles and end up with the duckbill platypus without constant twiddling requires a degree of subtlety and the ability to Think Things Through: exactly the qualities I'm looking for when I'm shopping for a Supreme Being.
Last edited by RingXero; 6th June 2002 at 04:23 PM..
Hmm, I wonder what the True Ghoul template would look like on top of the Mindflayer rogue 4 that I sent after my high level party.
We'll find that out, too.
Re Ring Xero's suggestions, I'll have to be careful. With this group, there is a fine line between encounters that inadvertently gross out the group with their inherent horror, and encounters that are specifically designed to play on the players' emotions. I'll need to use the latter very sparingly if I want the horror to stay fresh. Otherwise, they might fall into the "yeah, yeah, evil children" category, and I don't want them to become that blase'.
I've worked out a half dozen ways in which they can go underground, a dozen or so big-scale encounters, a 3d map, and a time line. Good thing; they might head underground tonight!
__________________ - Piratecat, EN World Admin
Currently editing the 4e War of the Burning Sky adventure path. Support EN Publishing, get excellent modules!
PC, yeah at most the kid/bard thing would be at one or two encounters. but for me, if I was a player, I would have to see 'kids' at some point, or have a reason why they weren't there. Somewhat completes the concept of whole villages/communities being consumed and converted by the advancing white kingdom.
staying fresh without seeming to just be 'one upping' yourself in horror is extremely difficult, my lookout is abit warped having studied to become a funeral director at one point (it's the family buisness after all)
The alarm system concept could be anything, but I like the idea that it whispers something and having that sound magically carry, instead of loud ringing alarms.
The leech/fungus landmines though... I like 'em
... mmm, the bits of mushroom that fell on you a few minutes ago haven't fallen off, in fact they seem to be pulsating.... take 2 points of con damage.
and if I don't make sense, just realize this is mostly stream of consciousness stuff, and I write poorly with no sleep.. hehe
Back to things that are big and nasty.
a true ghoul trillith.... nah...
were the illithids completely destroyed or has the White Kingdom claimed a few?
I have an idea for a spell/trap/effect, basically the end result is the player becomes a ghoul, but without having died first. maybe a just limb rot type spell? Any chance in having outsider ghouls?
A spell that turns the targets' tongue into a ghoulish tongue, end effect would be similare to a targeted silence spell, but the 'flavor' text is different... sorry...
have fun tonight sir.
RX
__________________ Any deity worthy of a graven image can cobble up a working universe complete with fake fossils in under a week - hey, if you're not omnipotent, there's no real point in being a god. But to start with a big ball of elementary particles and end up with the duckbill platypus without constant twiddling requires a degree of subtlety and the ability to Think Things Through: exactly the qualities I'm looking for when I'm shopping for a Supreme Being.
Last edited by RingXero; 6th June 2002 at 11:12 PM..
Originally posted by Jeremy Rokugan players stay away from this one too.
.
.
.
.
.
.
.
.
.
.
.
There is a spell I remember in which you cast it on a body of liquid, big or small, and it makes a copy of your target (proportionate to the size of the body of liquid---i.e. mug of ale makes a really small replica) that attacks your target. If it touches him, it flows over him and coats him beginning to drown him. And you have to beat on it (and consequently the target) to free him.
I'm positive I've seen it in 3e rules somewhere, so it might give you a good dynamic to work with.
You'll find the spell you want there, listed as Watery Double after a prestige class I wrote. Or I'll post it here:
Watery Double
Transmutation [Water]
Level: Sor/Wiz 3, Ele(W) 4
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One body of water or other liquid
Duration: 1 round/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
After casting this spell, up until the duration of the spell, the first creature to touch the body of water or see its reflection in it triggers the watery double. When the watery double is triggered, a copy of the reflected creature forms from the body of water. The size of the double is equal to the size of the reflected creature, up to the limits of what water is available from the body of water. For example, a man who sees his reflection in a wine goblet will create only a Diminutive double, but if he wades into a lake, the double will be Medium-size. Likewise, a cloud giant wading through the lake would produce a Huge watery double. The spell can only be triggered once, so if several people see their reflection in the same body of water, only one double will be produced. If multiple creatures could trigger the spell at the same time, you choose which creature produces the double.
Once a double is produced, it pursues the creature that produced it to the best of its ability, even traveling across the ground, trying to attack that creature. The double’s speed depends on its size. On land, a Fine or Diminutive double moves at 10 feet per round; 15 feet for Tiny, 20 for Small, 30 for Medium-size, 40 for Large or larger creatures. In water, this speed is tripled.
Once the double reaches the creature that produced it, it must make a touch attack with your base attack bonus, modified by size. It keeps trying once each round until successful. On a successful hit, the watery double engulfs the original. If the double is the same size as the original, or one size smaller, it coats the original’s head and begins to drown that creature, as per the Drowning rule in the DMG (pg. 85). If the double is two or more sizes smaller than the original, it just gets the original wet.
The double has a base AC of 10, modified by size, 1 hit point per caster level, damage reduction 5/+1, and has the [water] descriptor.
Arcane Spell Component: A distorted mirror.
__________________ Ryan "RangerWickett" Nock
Author of the War of the Burning Sky serialized novel, free at EN World. Part Two, The Irons Have Tolled, now available.
How about a skeleton beholder with human/demihuman skulls in place of the eyes, each capable of somantic and verbal spell casting?
RX
__________________ Any deity worthy of a graven image can cobble up a working universe complete with fake fossils in under a week - hey, if you're not omnipotent, there's no real point in being a god. But to start with a big ball of elementary particles and end up with the duckbill platypus without constant twiddling requires a degree of subtlety and the ability to Think Things Through: exactly the qualities I'm looking for when I'm shopping for a Supreme Being.
Note, I havn't read your story hour, but I *have* read this... and let me tell you, people, you are freaky.
Since I havn't read your entry, bare with me, incase you've allready used this stuff.
1) Undead have no con (we all know that). So, Stinking Cloud is beautiful, in conjunction with them. Having vials of Trog musk in their bodies, that burst when they're struck.
2) As mentioned allready, insects that live in the corpses, bursting free. Done to death.
3) Skeletons make perfect bombers. A Firetrap on a skeleton's jaw, and instructions to charge the enemy and open their mouth... Paticularly Evil when used with small animal corpses.
4) Subdual Substituted spells. Need I go on?
5) Mongoose Publishing has a Necromancy book. Inside is a prestige class that basicly allows you to graft things onto others; parts from creatures. This could equally be done to undead. Imagine a ghoul or zombie with carrion crawler tentacles, Beholder eyestalks, barbed tails, limbs, etc.
6) Undead drenched in oil, with Fire protection spells.
7) Combined with 6, vermin exosceletons that are filled with alchemist fire. The joints would be stuffed, of course, and simply a fire would turn them into walking bombs.
In the Creature Catalog, there's an Undead Ooze. Basicly an ooze that's feasted on the remains of an undead, and therefore ended up polluted. That could be fetched.
I've had some other ideas, just to toss out. Looking at T&B, at the Blood Magus. A vampiric blood magus with charmed or pet Stirges. They lurk,and attack, while he waits near by. When they've drained some blood, they'e trained to fly back to him. Then, he kills them, or milks them. That drained blood, he uses for the 10th level Blood Magus ability. I don't know if that'd fit Your concept, but hey, someone else could use it.
Something I did a while back: Animated some mice skeletons. Strapped a caltrop onto each mouse spine. Poisoned it. They were directed to run under anyone's feet that came near. They use a touch attack, often on a surprise round.
Oh, and in Hollowfaust, they had the Undead Ballista. The arrows for it were semi-aware, and had vanes on them that the targeting system could basicly fix. So, if they missed their intended target, they got to roll again on a -1, to hit someone 5ft from the origional target. If that missed, they rolled again for a -2.
Note, I'm half asleep as I write this, so more ideas pending.
__________________ Member of B.A.D.D, Chairman of W.I.T and Supporter of the Kobold Way.
You're very strange...have I ever told you that? -- K