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Adventure: Lord Byron's Lost Silver (DM: Tenchuu, Judge: H.M.Gimlord)
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<blockquote data-quote="Tenchuu" data-source="post: 5246840" data-attributes="member: 85539"><p>[sblock=Please Read]</p><p>I forgot Ryry didn't post. I didn't want to delay my post any longer, so I did this: I treated his Init roll as a fail, moved him toward the south east room you are trying to clear, and then the extra zombies on the west side I didn't double move, so that should even out if he missed a turn. </p><p></p><p>If Ryry is not back in time to post, I dub R1 as designate to post his next turn. </p><p></p><p>And, for some theme music/video: <a href="http://www.youtube.com/watch?v=d78UW1FPvWY" target="_blank">Please enjoy</a></p><p>[/sblock]<span style="color: PaleGreen"><strong></strong></span></p><p><span style="color: PaleGreen"><strong>"A hunter, you say? Hmmm... an undead hunter will be such a boon to my master's plans, yes. Now, an undead dwarf... well, we've plenty of those, but another wouldn't hurt," </strong></span>the priest mocked, before reeling back from Wil's attack. <span style="color: PaleGreen"><strong>"You'll pay for that!"</strong></span></p><p></p><p>An arc of black lightning spit from his hand, striking Wil and sending burning pain across his face. The priest then motioned for his minions to advance. <strong><span style="color: PaleGreen">"Protect me!"</span></strong></p><p></p><p>The two armed dread zombies, who looked like deceased town's guards, Advanced upon Wil, positioning themselves between the archer and the priest, though one was slow to move. The quicker Dreads stabbed with its longsword, and connected on the attack.</p><p></p><p>In the southeast passage, the Zombie growned a bit at the attacks, but otherwise seemed unphased. Grabing the arrow, it pulled the bolt loose from it's body and dropped it carelessly to the floor. Charina saw the wound close up a bit before it moved. It slings a black glob at the Drow, but it strikes the wall instead. </p><p></p><p>The second Corruption corpse stood up on the top of a casket, and flung a glob at Kane. </p><p></p><p>The Corpse of Despair in the south of the passage charged forward, around Kane, slamming itself into Charina. But, the Drow managed to rebuff the attack, bracing herself at just the last moment. However, while free of injury, the force of the impact sent putrid bile from the zombie on to Charina's face.</p><p></p><p>The rest of the zombie's advanced slowly.</p><p></p><p>[sblock=Mechanics] </p><p>Priest</p><p>Standard: Decaying Ray vs Wil (Fort)</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2608248/" target="_blank">1d20+12=22</a></p><p>Damage: <a href="http://invisiblecastle.com/roller/view/2608248/" target="_blank">1d6+5=9</a></p><p>Effect: Wil is Weakened (Save ends)</p><p>Move: Shift to C20</p><p></p><p>Dread Zombie A18</p><p> Move: to C18</p><p> </p><p>Dread Zombie A16</p><p>Move: to D18</p><p>Standard: Longsword vs Wil (AC)</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2608265/" target="_blank">1d20+12=30</a></p><p>Damage: <a href="http://invisiblecastle.com/roller/view/2608265/" target="_blank">1d8+5=8</a></p><p></p><p>Corruption Corpse: H17</p><p>Regen 5 HP</p><p>Move: Shift to G17</p><p>Standard: Mote of Corruption vs Charina (Reflex)</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2608276/" target="_blank">1d20+7=17</a> Miss</p><p></p><p>Corruption Corpse: H17</p><p>Move: to H18</p><p>Standard: Mote of Corruption vs Kane (Reflex)</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2608281/" target="_blank">1d20+7=17</a> Miss</p><p></p><p>Corpse of Despair K15</p><p>Move: to H15 (avoiding Kane OA)</p><p>Standard: Crushing Despair (AC)</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2608286/" target="_blank">1d20+9=19</a> Miss</p><p></p><p>Corpose of Despair G5</p><p>Move: to H8</p><p></p><p>Chillborn H0 </p><p>Move: to H4</p><p></p><p>Chillborn L2</p><p>Move: to I6</p><p></p><p>Wraithborn</p><p>Move: to F9</p><p></p><p>[/sblock][sblock=Status]</p><p> Wil Rando: E17 <span style="color: Lime">23/40</span> HS 10/10 AP 1 MW 2/2, <span style="color: PaleGreen">Weakened</span></p><p> Hergunna: G13 <span style="color: Lime">51/51 </span>HS 9/9 AP 1 </p><p> Kane: I16 <span style="color: Lime">59/59</span> HS 10/10 AP 1 </p><p> Kruk: H10 <span style="color: Lime">67/67 </span>HS 12/12 AP 1 </p><p> Carolina: H11 <span style="color: Lime">44/44 </span>HS 7/7 AP 1 </p><p> Charina: G15 <span style="color: Lime">39/39 </span>HS 7/7 AP 1 </p><p></p><p><strong>Enemies:</strong></p><p>Father Niris: C20 <span style="color: Lime">177/186 </span>AP 2/2</p><p>Dread Zombie: D18 <span style="color: Lime">66/66</span><span style="color: Lime">, <span style="color: PaleGreen">Auto-Phoenix-10hp*</span></span></p><p><span style="color: Lime"><span style="color: PaleGreen"></span></span>Dread Zombie: E18 <span style="color: Lime">55/66</span><span style="color: Lime">, <span style="color: PaleGreen">Auto-Phoenix-10hp*</span></span>, slowed-TENT</p><p>---</p><p>Corruption Corpse: G17 <span style="color: DarkRed">17/46</span><span style="color: Lime">, <span style="color: PaleGreen">Regen 5,<span style="color: DarkRed"> Bloodied</span></span></span></p><p><span style="color: Lime"><span style="color: PaleGreen"></span></span>Corruption Corpse: H18 <span style="color: Lime">46/46</span><span style="color: Lime">, <span style="color: PaleGreen">Regen 5</span></span></p><p>Corpse of Despair: H15 <span style="color: Lime">86/86</span></p><p> ---</p><p>Wraithborn: F9 <span style="color: Lime">150/150, <span style="color: PaleGreen">Regen 5</span></span></p><p>---</p><p>Corpse of Despair: H8 <span style="color: Lime">86/86</span></p><p>Chillborn Zombie: I6 <span style="color: Lime">71/71</span></p><p><span style="color: Lime"></span>Chillborn Zombie: H4 <span style="color: Lime">71/71</span></p><p></p><p>[/sblock][sblock=map]</p><p> <img src="http://www.nexusnine.net/images/L4E/Byron3-1-2.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p> [/sblock][sblock=Enemies]</p><p> <strong>Father Niris (Reskin: Kalarel, Scion of Orcus</strong>)</p><p>Medium natural humanoid, human</p><p>Initiative +5 Senses Perception +9</p><p>HP 186; Bloodied 93</p><p>AC 22; Fortitude 21, Reflex 19, Will 24</p><p>Saving Throws +2</p><p>Speed 5</p><p>Action Points 2</p><p><strong>Rod of Ruin (standard, at-will) Weapon</strong></p><p>+14 vs AC; 2d6+5 damage plus ongoing 5 necrotic damage (save ends).</p><p><strong>Decaying Ray (standard, at-will) Necrotic</strong></p><p>Ranged 10; +12 vs Fortitude; 1d6+5 necrotic damage, and the target is weakened (save ends). Weakened Attacks deal half damage.</p><p><strong>Touch of Ruin (minor, at-will) Necrotic</strong></p><p>Kalarel must have combat advantage against the target.; +12 vs Fortitude; target gains only half the value of healing done to it until the end of Kalarel's next turn.</p><p><strong>Call of the Grave (minor, recharge ) Necrotic</strong></p><p>Ranged 5 (affects creatures with ongoing necrotic damage only); +12 vs Fortitude; the target is immobilized until the end of Kalarel's next turn.</p><p><strong>Unlife to Life (standard, encounter) Healing</strong></p><p>Close burst 5; undead allies heal 5 hp and can shift 3 as an immediate action.</p><p></p><p><strong>Wrathborn</strong></p><p>Medium natural humanoid (undead)</p><p>Initiative +7 Senses Perception +8; darkvision</p><p>HP 150; Bloodied 75</p><p>Regeneration 5</p><p>AC 25; Fortitude 23, Reflex 21, Will 19</p><p>Immune disease, poison, fear; Resist 10 necrotic; Vulnerable 5 radiant</p><p>Saving Throws +2</p><p>Speed 5</p><p>Action Points 1</p><p><strong>Longsword (standard, at-will) Weapon</strong></p><p>+14 vs AC; 2d8+2 damage.</p><p><strong>Vengeful Strike (standard, at-will) Necrotic, Weapon</strong></p><p>Requires longsword; +14 vs AC; 1d8+1 damage plus 5 necrotic damage, and the target is pushed 1 square and knocked prone.</p><p><strong>Pinning Chains (standard, recharge ) Necrotic</strong></p><p>Close burst 5; targets enemies; +12 vs Reflex; 3d8+3 necrotic damage. Hit or Miss: Each enemy adjacent to the wrathborn is immobilized until the end of the wrathborn's next turn.</p><p><strong>Survival Instinct</strong></p><p>A wrathborn gains a +2 bonus to all defenses while bloodied.</p><p>Equipment: heavy shield , longsword , plate armor.</p><p></p><p><strong>Corruption Corpse</strong></p><p>Medium natural animate (undead)</p><p>Initiative +3 Senses Perception +3; darkvision</p><p><u>Grave Stench aura 1; living enemies in the aura take a -5 penalty to attack rolls.</u></p><p>HP 46; Bloodied 23</p><p>Regeneration 5 (if the corruption corpse takes radiant damage, regeneration doesn’t function on its next turn)</p><p>AC 17; Fortitude 16, Reflex 14, Will 14</p><p>Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant</p><p>Speed 4</p><p><strong>Slam (standard, at-will)</strong></p><p>+8 vs AC; 1d6+3 damage.</p><p><strong>Mote of Corruption (standard, at-will) Necrotic</strong></p><p>The corruption corpse hurls a black glob of necrotic filth: ranged 10; +7 vs Reflex; 2d6+3 necrotic damage, and the target is weakened (save ends).</p><p><strong>Death Burst (when reduced to 0 hit points) Necrotic</strong></p><p>The corruption corpse explodes: close burst 1; +7 vs Fortitude; 2d6+3 necrotic damage.</p><p></p><p><strong>Corpse of Despair</strong></p><p>Medium natural animate (undead)</p><p>Initiative +3 Senses Perception +4; darkvision</p><p>HP 86; Bloodied 43</p><p>AC 18; Fortitude 19, Reflex 15, Will 16</p><p>Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant</p><p>Speed 4</p><p><strong>Slam (standard, at-will)</strong></p><p>+9 vs AC; 2d8+4 damage.</p><p><strong>Crushing Despair (standard, at-will)</strong></p><p>+9 vs AC; 2d6+4 damage, and the target is dazed (save ends).</p><p><strong>Death of Hope Psychic</strong></p><p>A dazed target hit by the corpse of despair also takes ongoing 5 psychic damage (save ends).</p><p></p><p><strong>Chillborn Zombie</strong></p><p>Medium natural animate (undead)</p><p>Initiative +5 Senses Perception +3; darkvision</p><p><u>Chillborn Aura (Cold) aura 2; any creature that enters or begins its turn in the aura takes 5 cold damage. Multiple chillborn auras deal cumulative damage.</u></p><p>HP 71; Bloodied 35</p><p>AC 22; Fortitude 20, Reflex 16, Will 16</p><p>Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5 fire, 5 radiant</p><p>Speed 4</p><p><strong>Slam (standard, at-will) Cold</strong></p><p>+11 vs AC; 1d6+4 damage, and the target is immobilized until the end of the chillborn zombie’s next turn and takes ongoing 5 cold damage (save ends).</p><p><strong>Death Burst (when reduced to 0 hit points) Cold</strong></p><p>The chillborn zombie explodes: close burst 1; +9 vs Fortitude; 2d6+2 cold damage, and the target is slowed (save ends).</p><p><strong>Ice Reaper Cold</strong></p><p>The chillborn zombie deals +5 cold damage to an immobilized creature.</p><p></p><p><strong>Dread Zombie</strong></p><p>Medium natural animate (undead)</p><p>Initiative +3 Senses Perception +3; darkvision</p><p>HP 66; Bloodied 33</p><p>AC 21; Fortitude 19, Reflex 15, Will 16</p><p>Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant</p><p>Speed 5</p><p><strong>Longsword (standard, at-will) Weapon</strong></p><p>+12 vs AC; 1d8+5 damage.</p><p><strong>Zombie Grab (standard, at-will)</strong></p><p>+10 vs Reflex; the target is grabbed. Attempts to escape the zombie's grab take a -5 penalty.</p><p><strong>Rise Again</strong></p><p>If a dread zombie is reduced to 0 hit points by an attack that does not deal fire or radiant damage, the creature is not destroyed. The dread zombie falls prone and appears to be destroyed, but instead, the creature returns with 10 hit points at the beginning of its next turn.</p><p><strong>Zombie Weakness</strong></p><p>A critical hit scored against a dread zombie reduces the zombie to 0 hit points.</p><p>Equipment: heavy shield , longsword , plate armor .</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Tenchuu, post: 5246840, member: 85539"] [sblock=Please Read] I forgot Ryry didn't post. I didn't want to delay my post any longer, so I did this: I treated his Init roll as a fail, moved him toward the south east room you are trying to clear, and then the extra zombies on the west side I didn't double move, so that should even out if he missed a turn. If Ryry is not back in time to post, I dub R1 as designate to post his next turn. And, for some theme music/video: [URL="http://www.youtube.com/watch?v=d78UW1FPvWY"]Please enjoy[/URL] [/sblock][COLOR=PaleGreen][B] "A hunter, you say? Hmmm... an undead hunter will be such a boon to my master's plans, yes. Now, an undead dwarf... well, we've plenty of those, but another wouldn't hurt," [/B][/COLOR]the priest mocked, before reeling back from Wil's attack. [COLOR=PaleGreen][B]"You'll pay for that!"[/B][/COLOR] An arc of black lightning spit from his hand, striking Wil and sending burning pain across his face. The priest then motioned for his minions to advance. [B][COLOR=PaleGreen]"Protect me!"[/COLOR][/B] The two armed dread zombies, who looked like deceased town's guards, Advanced upon Wil, positioning themselves between the archer and the priest, though one was slow to move. The quicker Dreads stabbed with its longsword, and connected on the attack. In the southeast passage, the Zombie growned a bit at the attacks, but otherwise seemed unphased. Grabing the arrow, it pulled the bolt loose from it's body and dropped it carelessly to the floor. Charina saw the wound close up a bit before it moved. It slings a black glob at the Drow, but it strikes the wall instead. The second Corruption corpse stood up on the top of a casket, and flung a glob at Kane. The Corpse of Despair in the south of the passage charged forward, around Kane, slamming itself into Charina. But, the Drow managed to rebuff the attack, bracing herself at just the last moment. However, while free of injury, the force of the impact sent putrid bile from the zombie on to Charina's face. The rest of the zombie's advanced slowly. [sblock=Mechanics] Priest Standard: Decaying Ray vs Wil (Fort) Attack: [URL="http://invisiblecastle.com/roller/view/2608248/"]1d20+12=22[/URL] Damage: [URL="http://invisiblecastle.com/roller/view/2608248/"]1d6+5=9[/URL] Effect: Wil is Weakened (Save ends) Move: Shift to C20 Dread Zombie A18 Move: to C18 Dread Zombie A16 Move: to D18 Standard: Longsword vs Wil (AC) Attack: [URL="http://invisiblecastle.com/roller/view/2608265/"]1d20+12=30[/URL] Damage: [URL="http://invisiblecastle.com/roller/view/2608265/"]1d8+5=8[/URL] Corruption Corpse: H17 Regen 5 HP Move: Shift to G17 Standard: Mote of Corruption vs Charina (Reflex) Attack: [URL="http://invisiblecastle.com/roller/view/2608276/"]1d20+7=17[/URL] Miss Corruption Corpse: H17 Move: to H18 Standard: Mote of Corruption vs Kane (Reflex) Attack: [URL="http://invisiblecastle.com/roller/view/2608281/"]1d20+7=17[/URL] Miss Corpse of Despair K15 Move: to H15 (avoiding Kane OA) Standard: Crushing Despair (AC) Attack: [URL="http://invisiblecastle.com/roller/view/2608286/"]1d20+9=19[/URL] Miss Corpose of Despair G5 Move: to H8 Chillborn H0 Move: to H4 Chillborn L2 Move: to I6 Wraithborn Move: to F9 [/sblock][sblock=Status] Wil Rando: E17 [COLOR=Lime]23/40[/COLOR] HS 10/10 AP 1 MW 2/2, [COLOR=PaleGreen]Weakened[/COLOR] Hergunna: G13 [COLOR=Lime]51/51 [/COLOR]HS 9/9 AP 1 Kane: I16 [COLOR=Lime]59/59[/COLOR] HS 10/10 AP 1 Kruk: H10 [COLOR=Lime]67/67 [/COLOR]HS 12/12 AP 1 Carolina: H11 [COLOR=Lime]44/44 [/COLOR]HS 7/7 AP 1 Charina: G15 [COLOR=Lime]39/39 [/COLOR]HS 7/7 AP 1 [B]Enemies:[/B] Father Niris: C20 [COLOR=Lime]177/186 [/COLOR]AP 2/2 Dread Zombie: D18 [COLOR=Lime]66/66[/COLOR][COLOR=Lime], [COLOR=PaleGreen]Auto-Phoenix-10hp* [/COLOR][/COLOR]Dread Zombie: E18 [COLOR=Lime]55/66[/COLOR][COLOR=Lime], [COLOR=PaleGreen]Auto-Phoenix-10hp*[/COLOR][/COLOR], slowed-TENT --- Corruption Corpse: G17 [COLOR=DarkRed]17/46[/COLOR][COLOR=Lime], [COLOR=PaleGreen]Regen 5,[COLOR=DarkRed] Bloodied[/COLOR] [/COLOR][/COLOR]Corruption Corpse: H18 [COLOR=Lime]46/46[/COLOR][COLOR=Lime], [COLOR=PaleGreen]Regen 5[/COLOR][/COLOR] Corpse of Despair: H15 [COLOR=Lime]86/86[/COLOR] --- Wraithborn: F9 [COLOR=Lime]150/150, [COLOR=PaleGreen]Regen 5[/COLOR][/COLOR] --- Corpse of Despair: H8 [COLOR=Lime]86/86[/COLOR] Chillborn Zombie: I6 [COLOR=Lime]71/71 [/COLOR]Chillborn Zombie: H4 [COLOR=Lime]71/71[/COLOR] [/sblock][sblock=map] [IMG]http://www.nexusnine.net/images/L4E/Byron3-1-2.png[/IMG] [/sblock][sblock=Enemies] [B]Father Niris (Reskin: Kalarel, Scion of Orcus[/B]) Medium natural humanoid, human Initiative +5 Senses Perception +9 HP 186; Bloodied 93 AC 22; Fortitude 21, Reflex 19, Will 24 Saving Throws +2 Speed 5 Action Points 2 [B]Rod of Ruin (standard, at-will) Weapon[/B] +14 vs AC; 2d6+5 damage plus ongoing 5 necrotic damage (save ends). [B]Decaying Ray (standard, at-will) Necrotic[/B] Ranged 10; +12 vs Fortitude; 1d6+5 necrotic damage, and the target is weakened (save ends). Weakened Attacks deal half damage. [B]Touch of Ruin (minor, at-will) Necrotic[/B] Kalarel must have combat advantage against the target.; +12 vs Fortitude; target gains only half the value of healing done to it until the end of Kalarel's next turn. [B]Call of the Grave (minor, recharge ) Necrotic[/B] Ranged 5 (affects creatures with ongoing necrotic damage only); +12 vs Fortitude; the target is immobilized until the end of Kalarel's next turn. [B]Unlife to Life (standard, encounter) Healing[/B] Close burst 5; undead allies heal 5 hp and can shift 3 as an immediate action. [B]Wrathborn[/B] Medium natural humanoid (undead) Initiative +7 Senses Perception +8; darkvision HP 150; Bloodied 75 Regeneration 5 AC 25; Fortitude 23, Reflex 21, Will 19 Immune disease, poison, fear; Resist 10 necrotic; Vulnerable 5 radiant Saving Throws +2 Speed 5 Action Points 1 [B]Longsword (standard, at-will) Weapon[/B] +14 vs AC; 2d8+2 damage. [B]Vengeful Strike (standard, at-will) Necrotic, Weapon[/B] Requires longsword; +14 vs AC; 1d8+1 damage plus 5 necrotic damage, and the target is pushed 1 square and knocked prone. [B]Pinning Chains (standard, recharge ) Necrotic[/B] Close burst 5; targets enemies; +12 vs Reflex; 3d8+3 necrotic damage. Hit or Miss: Each enemy adjacent to the wrathborn is immobilized until the end of the wrathborn's next turn. [B]Survival Instinct[/B] A wrathborn gains a +2 bonus to all defenses while bloodied. Equipment: heavy shield , longsword , plate armor. [B]Corruption Corpse[/B] Medium natural animate (undead) Initiative +3 Senses Perception +3; darkvision [U]Grave Stench aura 1; living enemies in the aura take a -5 penalty to attack rolls.[/U] HP 46; Bloodied 23 Regeneration 5 (if the corruption corpse takes radiant damage, regeneration doesn’t function on its next turn) AC 17; Fortitude 16, Reflex 14, Will 14 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 4 [B]Slam (standard, at-will)[/B] +8 vs AC; 1d6+3 damage. [B]Mote of Corruption (standard, at-will) Necrotic[/B] The corruption corpse hurls a black glob of necrotic filth: ranged 10; +7 vs Reflex; 2d6+3 necrotic damage, and the target is weakened (save ends). [B]Death Burst (when reduced to 0 hit points) Necrotic[/B] The corruption corpse explodes: close burst 1; +7 vs Fortitude; 2d6+3 necrotic damage. [B]Corpse of Despair[/B] Medium natural animate (undead) Initiative +3 Senses Perception +4; darkvision HP 86; Bloodied 43 AC 18; Fortitude 19, Reflex 15, Will 16 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 4 [B]Slam (standard, at-will)[/B] +9 vs AC; 2d8+4 damage. [B]Crushing Despair (standard, at-will)[/B] +9 vs AC; 2d6+4 damage, and the target is dazed (save ends). [B]Death of Hope Psychic[/B] A dazed target hit by the corpse of despair also takes ongoing 5 psychic damage (save ends). [B]Chillborn Zombie[/B] Medium natural animate (undead) Initiative +5 Senses Perception +3; darkvision [U]Chillborn Aura (Cold) aura 2; any creature that enters or begins its turn in the aura takes 5 cold damage. Multiple chillborn auras deal cumulative damage.[/U] HP 71; Bloodied 35 AC 22; Fortitude 20, Reflex 16, Will 16 Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5 fire, 5 radiant Speed 4 [B]Slam (standard, at-will) Cold[/B] +11 vs AC; 1d6+4 damage, and the target is immobilized until the end of the chillborn zombie’s next turn and takes ongoing 5 cold damage (save ends). [B]Death Burst (when reduced to 0 hit points) Cold[/B] The chillborn zombie explodes: close burst 1; +9 vs Fortitude; 2d6+2 cold damage, and the target is slowed (save ends). [B]Ice Reaper Cold[/B] The chillborn zombie deals +5 cold damage to an immobilized creature. [B]Dread Zombie[/B] Medium natural animate (undead) Initiative +3 Senses Perception +3; darkvision HP 66; Bloodied 33 AC 21; Fortitude 19, Reflex 15, Will 16 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 5 [B]Longsword (standard, at-will) Weapon[/B] +12 vs AC; 1d8+5 damage. [B]Zombie Grab (standard, at-will)[/B] +10 vs Reflex; the target is grabbed. Attempts to escape the zombie's grab take a -5 penalty. [B]Rise Again[/B] If a dread zombie is reduced to 0 hit points by an attack that does not deal fire or radiant damage, the creature is not destroyed. The dread zombie falls prone and appears to be destroyed, but instead, the creature returns with 10 hit points at the beginning of its next turn. [B]Zombie Weakness[/B] A critical hit scored against a dread zombie reduces the zombie to 0 hit points. Equipment: heavy shield , longsword , plate armor . [/sblock] [/QUOTE]
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Adventure: Lord Byron's Lost Silver (DM: Tenchuu, Judge: H.M.Gimlord)
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