Cleon
Legend
Making it move equivalent is quite a bit more powerful, but I'm ok with it if it doesn't throw the CR too far off.
I have no objection to it being a full-round action if the burning zombies are tough enough. One problem with the Ulgustasta's Create Spawn ability is that a handful of skeletons are so inconsequential a threat compared to the Undead Worm itself that if it's in close combat it'd probably be better off using a different attack rather than launching skeletons. That's not a problem if the monster spawns undead minions before combat, but a Carnivorous Wall is designed so that it won't generate burning zombies before its within melee range.
Burning zombie (5): AC 7; MV 6; HD 2; hp 48, 44, 36, 32 (x2); THAC019; #AT 1; Dmg 1d4 (bite) + 1d6 (flame damage); SD immune to mind-affecting spells; SZ M (5'-6' tall); ML special (never checks morale); Int non (0); AL N; XP 120.
Note: Burning zombies have the same hit points as the wall that created them, but only attack as 2-hit die monsters. Their heads exude the same flaming liquid as the walls, doing no damage to the zombie but adding 1d6 points of heat damage to their bit attack. These "zombies" are not undead and cannot be turned. A burning zombie that is raised or resurrected requires a week of best rest or a heal or regenerate spell to recover fully.
Thanks Echohawk, that would definitely make them Constructs rather than Undead. The Hit Points = parent wall is an interesting trait, similar to a familiar's HPs. If we want to keep that we may want to limit their number to one per Wall at any one time. They may be durable but they have crummy attack rolls and damage.
The rest of it is pretty straight forward. Normal Construct immunities will cover the immunity to mind-affecting spells, and a fire damage bonus to a bite attack, but no flaming liquid splash attack mentioned.
Since there are stats for five burning zombies, I guess this means there's a location in the module that contains zombies the Walls have already created. That would imply they can last a long time once spawned, and their head does not run out of flaming liquid in 1d6 rounds like we've got them statted at the moment. As written, a Wall could have legions of these creatures at its beck and call, maybe hiding around the corner of its labyrinth waiting to rush out and help it capture more victims.
Finally, do we want the Wall to be able to make burning zombies out of any living creature or limit them to Small or Medium Humanoids?
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