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[Feats, Templates] Alternate Zombies

Clay_More

First Post
Made several alternate zombies for my campaign setting, giving some diversity to the necromancers in a part of the world called the Black Kingdoms. These zombies are not greatly different from common zombies stat-wise, their powers lie in the special attacks and special qualities they have.

New Zombie Variants
The following are alternate types of zombies that can be created if the creator has the prerequisite feat. Some of the zombies templates listed below are harder to create and control than regular zombies, having one or several virtual Hit Dice. A virtual Hit Dice does not affect the zombie in any way, the virtual Hit Dice only affects the amount of undead that the creator can command. For example, a zombie with 2 HD and a virtual Hit Dice would count as a 3 HD creature for the purpose of commanding it, but it would still be a 2 HD creature in all other aspects, including its ability to resist Turn Undead.


Stalwart Necromancy
Your necromancy magic is more durable and you can create mook zombies with your Animate Dead spell.
Prerequisites: Caster level 5th, ability to cast at least five Necromancy spells.
Benefit: When a necromancy spell with a duration of one round or more cast by you ends for any reason, by being dispelled or having its duration end for example, you may choose to immediately renew the spell by using a spell slot of the same spell level as the ended spell. Renewing a spell counts as a free action and the renewed spell will have the exact same specifications as the spell it replaces, it will affect the exact same target or area. In addition to your ability to renew spells, you can also create mook zombies with the Animate Dead spell.

Mook Zombie
Mook zombies are a variant of the common zombie used by some of the northern tribes of the Black Kingdoms. Mook zombies are extremely durable combatants, capable of withstanding significantly greater amounts of damage than regular zombies. It is virtually impossible to notice any difference between a regular zombie and a mook zombie.

Creating a Mook Zombie

“Mook Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Size and Type: The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can’t be made into a mook zombie with the animate dead spell.

Speed: If the base creature can fly, its maneuverability rating drops to clumsy.

Armor Class: Natural armor bonus increases by a number based on the mook zombie’s size:

Size AC Bonus
Tiny or smaller +1
Small +3
Medium +4
Large +5
Huge +6
Gargantuan +9
Colossal +13

Base Attack: A mook zombie has a base attack bonus equal to 1/2 its Hit Dice.

Attacks: A mook zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A mook zombie also gains a slam attack.

Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the mook zombie’s size. (Use the base creature’s slam damage if it’s better.)

Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

Special Attacks: A mook zombie retains none of the base creature’s special attacks.

Special Qualities: A mook zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A mook zombie gains the following special qualities.

Damage Reduction 5/Slashing: Mook zombies are lumbering masses of flesh.

Great Toughness (Ex): A mook zombie has an additional Hit Point per Hit Die.

Relentless Dead (Su): Mook zombies are very hard to permanently kill. When a mook zombie is killed, it will rise again in 1d4 rounds after it was slain. When a mook zombie rises again, it will have an amount of Hit Points equal to half its normal maximum. If the mook zombie is killed after it has already risen once, it will not rise again. A mook zombie that is killed by any spell or effect that completely destroys it, such as the Disintegrate spell, it will not rise again.

Single Actions Only (Ex): Mook zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.

Virtual Hit Dice (Su): Mook zombies have one virtual Hit Dice.

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Abilities: A mook zombie’s Strength increases by +4, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.

Skills: A mook zombie has no skills.

Feats: A mook zombie loses all feats of the base creature and gains Great Fortitude and Toughness.

Environment: Any land and underground.

Organization: Any.

Challenge Rating: Depends on Hit Dice, as follows:

Hit Dice Challenge Rating
1/2 1/8
1 1/4
2 1/2
4 1
6 2
8–10 3
12–14 4
15–16 5
18–20 6

Treasure: None.

Alignment: Always neutral evil.

Advancement: As base creature, but double Hit Dice (maximum 20), or — if the base creature advances by character class.

Level Adjustment: —.


Sample Mook Zombie

Human Warrior Mook Zombie
Hit Dice: 2d12+5 (18 hp)
Initiative: -1
Speed: 30 ft. (6 squares; can't run)
Armor Class: 13 (–1 Dex, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +1/+4
Attack: Slam +4 melee (1d6+3) or longsword +2 melee (1d8+3)
Full Attack: Slam +4 melee (1d6+3) or longsword +2 melee (1d8+3)
Space/Reach: 5 ft./5 ft
Special Attacks: -
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., great toughness, relentless dead, single actions only, virtual hit dice, undead traits
Saves: Fort +2, Ref –1, Will +3
Abilities: Str 16, Dex 8, Con —, Int —, Wis 10, Cha 1
Skills: -
Feats: Great Fortitude, Toughness
Environment: Any
Organization: Any
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral evil
Advancement: None
Level Adjustment: -
 

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Clay_More

First Post
Hex Magic
You are able to more efficiently affect targets that all fallen under the sway of your necromancy spells and you can create hex zombies with your Animate Dead spell.
Prerequisites: Caster level 7th, ability to cast at least six Necromancy spells.
Benefit: When you cast a necromancy spell on an opponent that already has one or more necromancy spells in effect on him, your opponent gains a -1 penalty to his Saving Throw against your spell for each necromancy spell in effect on him. In addition to your ability to more easily influence targets that already have necromancy spells on them, you can also create hex zombies with your Animate Dead spell.

Hex Zombie
Hex zombies are a highly specialized type of undead minion made by the cabalists of the Black Kingdoms to fight enemy spellcasters. Hex zombies vaguely resemble common zombies, the major difference beeing that hex zombies are covered by glowing arcane runes that makes it virtually impossible for them to hide in the dark. The runes emit enough light for the zombie to be easily spotted at a distance of 120 ft. in complete darkness. In daylight, the glowing runes are only vaguely noticable.

Creating a Hex Zombie

“Hex Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Size and Type: The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can’t be made into a hex zombie with the animate dead spell.

Speed: If the base creature can fly, its maneuverability rating drops to clumsy.

Armor Class: Natural armor bonus increases by a number based on the hex zombie’s size:

Size AC Bonus
Tiny or smaller +0
Small +1
Medium +2
Large +3
Huge +4
Gargantuan +7
Colossal +11

Base Attack: A hex zombie has a base attack bonus equal to 1/2 its Hit Dice.

Attacks: A hex zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A hex zombie also gains a slam attack.

Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the hex zombie’s size. (Use the base creature’s slam damage if it’s better.)

Size Damage

Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

Special Attacks: A hex zombie retains none of the base creature’s special attacks. A hex zombie gains the following special attacks.

Hex (Su): When a hex zombie causes damage to an opponent, the opponent becomes Hexed for 5 rounds. A Hexed opponent suffers a -5 penalty to all Saving Throws against spells cast by the caster in control of the hex zombie.

Nether Grasp (Su): Once per day, a hex zombie may choose to perform a special nether grasp attack. A nether grasp attack is a normal melee attack that completely ignores any protective spells on the target. The attack doesn't ignore armor bonuses gained from magic items, but it does ignore all spells that grant bonuses to the subjects armor class as well as spells that provide concealment (such as Blur). A nether grasp attack can even be done through a force effect, such as Wall of Force, but the ability doesn't allow the entire zombie to pass through the force effect, only its weapon or hand.

Special Qualities: A hex zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A hex zombie gains the following special quality.

Damage Reduction 5/Slashing: Hex zombies are lumbering masses of flesh.

Nether Stride (Su): Once per day, when a hex zombie fully or partially resists a spell due to either succeeding at its Saving Throw or due to its spell resistance, the hex zombie can choose to perform a nether stride towards the caster of the resisted spell. Performing a nether stride is a free action. When the nether stride is performed, the hex zombie will sink into the ground and re-appear in any unoccupied square next to the caster of the resisted spell.

Single Actions Only (Ex): Hex zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.

Spell Resistance: A hex zombie has spell resistance equal to 10 + Hit Dice.

Virtual Hit Dice (Su): Hex zombies have two virtual Hit Die.

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Abilities: A hex zombie’s Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.

Skills: A hex zombie has no skills.

Feats: A hex zombie loses all feats of the base creature and gains Toughness.

Environment: Any land and underground.

Organization: Any.

Challenge Rating: Depends on Hit Dice, as follows:

Hit Dice Challenge Rating
1/2 1/4
1 1/2
2 1
4 2
6 3
8–10 4
12–14 5
15–16 6
18–20 7

Treasure: None.

Alignment: Always neutral evil.

Advancement: As base creature, but double Hit Dice (maximum 20), or — if the base creature advances by character class.

Level Adjustment: —.


Sample Hex Zombie

Human Warrior Hex Zombie
Hit Dice: 2d12+3 (16 hp)
Initiative: -1
Speed: 30 ft. (6 squares; can't run)
Armor Class: 11 (–1 Dex, +2 natural), touch 9, flat-footed 11
Base Attack/Grapple: +1/+3
Attack: Slam +3 melee (1d6+2) or longsword +2 melee (1d8+2)
Full Attack: Slam +3 melee (1d6+2) or longsword +2 melee (1d8+2)
Space/Reach: 5 ft./5 ft
Special Attacks: Hex, nether grasp
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., nether stride, single actions only, spell resistance, virtual hit dice, undead traits
Saves: Fort +0, Ref –1, Will +3
Abilities: Str 14, Dex 8, Con —, Int —, Wis 10, Cha 1
Skills: -
Feats: Toughness
Environment: Any
Organization: Any
Challenge Rating: 1
Treasure: None
Alignment: Always neutral evil
Advancement: None
Level Adjustment: -
 

Clay_More

First Post
Undead Bond
You are able to harness energy from your undead minions and you can create nexus zombies with your Animate Dead spell.
Prerequisites: Caster level 7th, ability to cast at least six Necromancy spells.
Benefit: You can sacrifice undead under your command to restore used spells. Once per round, as a free action, you can choose to sacrifice an undead under your command to restore a used spell slot. The undead will crumble into dust when the ability is used, enabling you to restore a spell of a spell level equal to the Hit Dice of the sacrificed undead. In addition to being able to sacrifice undead, you can also create nexus zombies with your Animate Dead spell.

Nexus Zombie
Nexus zombies are undead minions that have a strong link with their creator. The link allows the creator to channel his magic directly into the zombies to grant them unique abilities. Nexus zombies look like common zombies with a shroud of pale, dark energy surrounding their head.

Creating a Nexus Zombie

“Nexus Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Size and Type: The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can’t be made into a nexus zombie with the animate dead spell.

Speed: If the base creature can fly, its maneuverability rating drops to clumsy.

Armor Class: Natural armor bonus increases by a number based on the nexus zombie’s size:

Size AC Bonus
Tiny or smaller +0
Small +1
Medium +2
Large +3
Huge +4
Gargantuan +7
Colossal +11

Base Attack: A nexus zombie has a base attack bonus equal to 1/2 its Hit Dice.

Attacks: A nexus zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A nexus zombie also gains a slam attack.

Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the nexus zombie’s size. (Use the base creature’s slam damage if it’s better.)

Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

Special Attacks: A nexus zombie retains none of the base creature’s special attacks. A nexus zombie gains the following special attacks.

Lifelink (Su): When a nexus zombie causes damage to an opponent, the caster that has control over it is healed for an amount of damage equal to half of the damage caused by the attack.

Special Qualities: A nexus zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A nexus zombie gains the following special quality.

Nexus Potency (Sl): The caster commanding the nexus zombie can imbue the zombie with various powers by spending a spell. Using Nexus Potency is a free action for the caster who controls the zombie.

Necromantic Rage - By spending a 1st level spell, the creator can cause the nexus zombie to enter a frenzied rage for three rounds, during which the zombie gains a +3 bonus to attack and damage and the zombie can ignore the Single Actions Only special quality while enraged.
Energy Burst - By spending a 2nd level spell, the creator can cause the nexus zombie to emit a burst of negative energy. The wave of energy heals all undead within 20 ft. of the zombie, including the nexus zombie itself, for 2d8 points of damage.
Echo Spell - By spending a 3rd level spell, the creator can cause the nexus zombie to create an echo of the next necromancy spell cast by the creator. The next necromancy spell cast by the creator will take effect twice, once originating from the creator and once originating from the nexus zombie. Both spells will have the exact same target, range and area of effect. If the target of the spell is within range of the creator, but not within range of the nexus zombie, the echo spell power will be lost. It is only possible to create an echo of a spell of spell level six or less.
Dire End - By spending a 4th level spell, the creator of the nexus zombie can cause the zombie to explode in a blast of negative energy. The zombie will be destroyed, but in the process it will cause 2d6 points of Negative Energy damage per HD to all creatures within 20 ft. (Reflex Saving Throw DC 20 for half damage). Dire End can not cause more damage than 20d6, no matter the HD of the nexus zombie.

Damage Reduction 5/Slashing: Nexus zombies are lumbering masses of flesh.

Single Actions Only (Ex): Nexus zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.

Virtual Hit Dice (Su): Nexus zombies have one virtual Hit Die.

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Abilities: A nexus zombie’s Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 14, and its Charisma changes to 1.

Skills: A nexus zombie has no skills.

Feats: A nexus zombie loses all feats of the base creature and gains Toughness.

Environment: Any land and underground.

Organization: Any.

Challenge Rating: Depends on Hit Dice, as follows:

Hit Dice Challenge Rating
1/2 1/8
1 1/4
2 1/2
4 1
6 2
8–10 3
12–14 4
15–16 5
18–20 6

Treasure: None.

Alignment: Always neutral evil.

Advancement: As base creature, but double Hit Dice (maximum 20), or — if the base creature advances by character class.

Level Adjustment: —.


Sample Nexus Zombie

Human Warrior Nexus Zombie
Hit Dice: 2d12+3 (16 hp)
Initiative: -1
Speed: 30 ft. (6 squares; can't run)
Armor Class: 11 (–1 Dex, +2 natural), touch 9, flat-footed 11
Base Attack/Grapple: +1/+3
Attack: Slam +3 melee (1d6+2) or longsword +2 melee (1d8+2)
Full Attack: Slam +3 melee (1d6+2) or longsword +2 melee (1d8+2)
Space/Reach: 5 ft./5 ft
Special Attacks: Lifelink
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., nexus potency, single actions only, virtual hit dice, undead traits
Saves: Fort +0, Ref –1, Will +5
Abilities: Str 14, Dex 8, Con —, Int —, Wis 14, Cha 1
Skills: -
Feats: Great Fortitude
Environment: Any
Organization: Any
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral evil
Advancement: None
Level Adjustment: -
 

Clay_More

First Post
Just figured it might be a very good idea to summarize the differences between these templates and the standard zombie template, since "spotting" the differences can be a bit tricky when the entire template is posted.

Mook Zombie
* 1 point of extra natural armor for smallest size category, 2 points of extra natural armor for all other size categories
* 2 extra points of Strength
* Great Fortitude as bonus feat.
* Great Toughness (Ex): A mook zombie has an additional Hit Point per Hit Die.
* Relentless Dead (Su): Mook zombies are very hard to permanently kill. When a mook zombie is killed, it will rise again in 1d4 rounds after it was slain. When a mook zombie rises again, it will have an amount of Hit Points equal to half its normal maximum. If the mook zombie is killed after it has already risen once, it will not rise again. A mook zombie that is killed by any spell or effect that completely destroys it, such as the Disintegrate spell, it will not rise again.
* Virtual Hit Dice (Su): Mook zombies have one virtual Hit Die.

Hex Zombie
* Hex (Su): When a hex zombie causes damage to an opponent, the opponent becomes Hexed for 5 rounds. A Hexed opponent suffers a -5 penalty to all Saving Throws against spells cast by the caster in control of the hex zombie.
* Nether Grasp (Su): Once per day, a hex zombie may choose to perform a special nether grasp attack. A nether grasp attack is a normal melee attack that completely ignores any protective spells on the target. The attack doesn't ignore armor bonuses gained from magic items, but it does ignore all spells that grant bonuses to the subjects armor class as well as spells that provide concealment (such as Blur). A nether grasp attack can even be done through a force effect, such as Wall of Force, but the ability doesn't allow the entire zombie to pass through the force effect, only its weapon or hand.
* Nether Stride (Su): Once per day, when a hex zombie fully or partially resists a spell due to either succeeding at its Saving Throw or due to its spell resistance, the hex zombie can choose to perform a nether stride towards the caster of the resisted spell. Performing a nether stride is a free action. When the nether stride is performed, the hex zombie will sink into the ground and re-appear in any unoccupied square next to the caster of the resisted spell.
* Spell Resistance: A hex zombie has spell resistance equal to 10 + Hit Dice.
* Virtual Hit Dice (Su): Hex zombies have two virtual Hit Die.

Nexus Zombie
* Wisdom becomes 14 instead of 10
* Lifelink (Su): When a nexus zombie causes damage to an opponent, the caster that has control over it is healed for an amount of damage equal to half of the damage caused by the attack.
* Nexus Potency (Sl): The caster commanding the nexus zombie can imbue the zombie with various powers by spending a spell. Using Nexus Potency is a free action for the caster who controls the zombie.

Necromantic Rage - By spending a 1st level spell, the creator can cause the nexus zombie to enter a frenzied rage for three rounds, during which the zombie gains a +3 bonus to attack and damage and the zombie can ignore the Single Actions Only special quality while enraged.
Energy Burst - By spending a 2nd level spell, the creator can cause the nexus zombie to emit a burst of negative energy. The wave of energy heals all undead within 20 ft. of the zombie, including the nexus zombie itself, for 2d8 points of damage.
Echo Spell - By spending a 3rd level spell, the creator can cause the nexus zombie to create an echo of the next necromancy spell cast by the creator. The next necromancy spell cast by the creator will take effect twice, once originating from the creator and once originating from the nexus zombie. Both spells will have the exact same target, range and area of effect. If the target of the spell is within range of the creator, but not within range of the nexus zombie, the echo spell power will be lost. It is only possible to create an echo of a spell of spell level six or less.
Dire End - By spending a 4th level spell, the creator of the nexus zombie can cause the zombie to explode in a blast of negative energy. The zombie will be destroyed, but in the process it will cause 2d6 points of Negative Energy damage per HD to all creatures within 20 ft. (Reflex Saving Throw DC 20 for half damage). Dire End can not cause more damage than 20d6, no matter the HD of the nexus zombie.

* Virtual Hit Dice (Su): Nexus zombies have one virtual Hit Die.
 

Dragonwriter

First Post
Personally, I like the flavor of these. I could definitely see using them. (For other variant Zombies, check out Libris Mortis. There's some nasty fun to be had in there. Also, there's the Corpsecrafter feat and the feats it opens up. Those allow some more powerful zombies and skeletons, or any undead.)

There's only a few things I can see right now that don't seem to be a good idea.

The "sacrificing undead" with Undead Bond seems to give too much on restoring your spells. I would think that you could get a spell of a level equal to 1/2 the HD of the sacrificed undead. I could be wrong, but that's just the way it seems to me. Also, the best undead-makers are clerics and wizards, which require prepared spells. Restoring a used spell slot for them isn't quite as useful unless they have time to prepare fresh spells (after 8 hours of rest, which neutralizes the bonus). Maybe sacrificing undead for new spells on a special list, like the Spontaneous Casting, but focusing on the HD of the undead, high HD giving a better spell-effect. Or the sacrificing of the undead grants you the ability to re-use a prepped spell.

Then there's the "Dire End" for the Nexus Zombies. 2d6 negative per HD of the zombie to all within 20 ft. with a Reflex save for half damage. This seems too much, especially since the HD of zombies gets really high at low CR. I don't think I have ever seen a 6th level PC that can handle 40d6 damage. Maybe 1d6 per HD would be better...

Anyway, these are just my thoughts, and I love the new and different zombies.
 

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