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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 4563214" data-attributes="member: 2795"><p><strong>Bunnies & Zombies</strong></p><p></p><p><span style="color: limegreen">The dust bunny was a suggestion from a friend. I've used the questing zombies in a 1st-level adventure. They worked well enough, and the create spawn ability caught the players off-guard.</span></p><p></p><p>[sblock=Dust Bunny; CR 1/4]</p><p>NE Tiny Undead (Shapechanger)</p><p><strong>Init</strong> +2; <strong>Senses</strong> darkvision 60 ft., scent, Listen +2, Spot +2</p><p>-----</p><p><strong>AC</strong> 14 (+2 size, +2 Dex), touch 14, flat-footed 12; Dodge, Mobility</p><p><strong>hp</strong> 1 (1/4 HD)</p><p><strong>Immune</strong> ability damage, ability drain, critical hits, disease, death effects, death from massive damage, effects that require Fortitude saves (unless it works on objects or is harmless), energy drain, exhaustion, fatigue, mind-affecting spells and abilities, nonlethal damage, paralysis, poison, <em>sleep</em> effects, stunning</p><p><strong>Fort</strong> +0, <strong>Ref</strong> +2, <strong>Will</strong> +3</p><p>-----</p><p><strong>Speed</strong> 30 ft. (6 squares)</p><p><strong>Melee</strong> bite +4 (1d3-4)</p><p><strong>Space</strong> 2-1/2 ft.; <strong>Reach</strong> 0 ft.</p><p><strong>Base Atk</strong> +0; <strong>Grp</strong> -12</p><p><strong>Atk Options</strong> swarm form</p><p>-----</p><p><strong>Abilities</strong> Str 2, Dex 15, Con --, Int 2, Wis 12, Cha 2</p><p><strong>Feats</strong> Dodge (B), Mobility (B), Weapon Finesse</p><p><strong>Skills</strong> Listen +2, Hide +15, Jump +9, Spot +2</p><p>-----</p><p><strong>Environment</strong> any</p><p><strong>Organization</strong> solitary, pair, or warren (5-20)</p><p>-----</p><p></p><p><strong>Dust Bunny Tomb Dust Form</strong></p><p>NE Fine Undead (Shapechanger, Swarm)</p><p><strong>Init</strong> +4; <strong>Senses</strong> darkvision 60 ft., scent, Listen +2, Spot +2</p><p>-----</p><p><strong>AC</strong> 22 (+8 size, +4 Dex), touch 22, flat-footed 18; Dodge, Mobility</p><p><strong>hp</strong> 1 (1/4 HD)</p><p><strong>Immune</strong> as above plus immune to weapon damage</p><p><strong>Fort</strong> +0, <strong>Ref</strong> +2, <strong>Will</strong> +3</p><p>-----</p><p><strong>Speed</strong> Fly 60 ft. (12 squares) (perfect)</p><p><strong>Melee</strong> swarm (1d4)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 0 ft.</p><p><strong>Base Atk</strong> +0; <strong>Grp</strong> --</p><p><strong>Atk Options</strong> distraction</p><p>-----</p><p><strong>Abilities</strong> Str 1, Dex 19, Con --, Int 2, Wis 12, Cha 2</p><p><strong>Feats</strong> Dodge (B), Mobility (B)</p><p><strong>Skills</strong> Listen +2, Hide +25, Spot +2</p><p>-----</p><p><strong>Distraction (Ex):</strong> Any living creature vulnerable to a swarm's damage that begins its turn with the swarm in its square is nauseated for 1 round (Fort save DC 10 negates). Even with a successful save, spellcasting or concentrating on a spell within the area of a swarm requires a DC 20 + spell level Concentration check. Using skills that require patience or concentration requires a DC 20 Concentration check.</p><p></p><p><strong>Hive Mind (Ex):</strong> In swarm form, a dust bunny is immune to any spell or effect that targets a specific number of creatures, except for effects that specifically affect the undead.</p><p></p><p><strong>Scent (Ex):</strong> Can detect approaching enemies, sniff out hidden foes, and track by sense of smell.</p><p></p><p><strong>Swarm Form (Su):</strong> Changing shape to or from tomb dust form is a standard action.</p><p></p><p><strong>Skills:</strong> Dust bunnies have a +4 racial bonus on Hide and a +8 racial bonus on Jump checks. Dust bunnies use their Dexterity modifier for Jump checks. In tomb dust form, a dust bunny has a +10 Disguise bonus to appear as inanimate dust.[/sblock]</p><p></p><p>[sblock=Questing Zombie; CR 1/2]</p><p>NE Medium Undead</p><p><strong>Init</strong> -1; <strong>Senses</strong> darkvision 60 ft., scent</p><p>-----</p><p><strong>AC</strong> 11 (-1 Dex, +2 natural), touch 9, flat-footed 11</p><p><strong>hp</strong> 9 (1 HD); <strong>DR</strong> 5/slashing</p><p><strong>Immune</strong> ability damage, ability drain, critical hits, disease, death effects, death from massive damage, effects that require Fortitude saves (unless it works on objects or is harmless), energy drain, exhaustion, fatigue, mind-affecting spells and abilities, nonlethal damage, paralysis, poison, <em>sleep</em> effects, stunning</p><p><strong>Fort</strong> +0, <strong>Ref</strong> -1, <strong>Will</strong> +2</p><p>-----</p><p><strong>Speed</strong> 30 ft. (6 squares) (can't run)</p><p><strong>Melee</strong> slam +1 (1d3+1)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +0; <strong>Grp</strong> +5</p><p><strong>Atk Options</strong> bite, create spawn, improved grab</p><p>-----</p><p><strong>Abilities</strong> Str 12, Dex 8, Con --, Int 5, Wis 10, Cha 1</p><p><strong>Feats</strong> Toughness, Track (B)</p><p><strong>Skills</strong> Survival +4</p><p>-----</p><p><strong>Bite (Ex):</strong> A questing zombie deals 1d4+1 points of damage with a successful grapple check.</p><p></p><p><strong>Create Spawn (Su):</strong> A humanoid creature killed by a questing zombie's bite rises again as questing zombie in 1d4 rounds. The spawned questing zombie has the same mission as the one that created it, but it is not otherwise under the control of caster who created the questing zombies in the first place.</p><p></p><p><strong>Improved Grab (Ex):</strong> To use this ability, a questing zombie must hit with a slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can bite. A questing zombie has a +4 racial bonus on grapple checks.</p><p></p><p><strong>Single Actions Only (Ex):</strong> 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.</p><p></p><p><strong>Creating a Questing Zombie:</strong> <em>Animate dead</em> can be used to create questing zombies. The normal spell rules apply, but <em>animate dead</em> creates only half as many questing zombies as it does normal zombies. Apply the zombie template as normal, but do not double Hit Dice. All questing zombies have an Intelligence of 5 and appropriate skill points. Survival is a questing zombie's only class skill. All questing zombies have Track as a bonus feat as well as the bite, create spawn, improved grab, and single actions only features. Note that a questing zombie's slam attack isn't as powerful as a normal zombie's.</p><p></p><p>Evil clerics and necromancers often use questing zombies to track down and retrieve or punish a specific target. Since questing zombies are somewhat intelligent, they can understand and follow more complex instructions than a normal zombie.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 4563214, member: 2795"] [b]Bunnies & Zombies[/b] [color=limegreen]The dust bunny was a suggestion from a friend. I've used the questing zombies in a 1st-level adventure. They worked well enough, and the create spawn ability caught the players off-guard.[/color] [sblock=Dust Bunny; CR 1/4] NE Tiny Undead (Shapechanger) [b]Init[/b] +2; [b]Senses[/b] darkvision 60 ft., scent, Listen +2, Spot +2 ----- [b]AC[/b] 14 (+2 size, +2 Dex), touch 14, flat-footed 12; Dodge, Mobility [b]hp[/b] 1 (1/4 HD) [b]Immune[/b] ability damage, ability drain, critical hits, disease, death effects, death from massive damage, effects that require Fortitude saves (unless it works on objects or is harmless), energy drain, exhaustion, fatigue, mind-affecting spells and abilities, nonlethal damage, paralysis, poison, [i]sleep[/i] effects, stunning [b]Fort[/b] +0, [b]Ref[/b] +2, [b]Will[/b] +3 ----- [b]Speed[/b] 30 ft. (6 squares) [b]Melee[/b] bite +4 (1d3-4) [b]Space[/b] 2-1/2 ft.; [b]Reach[/b] 0 ft. [b]Base Atk[/b] +0; [b]Grp[/b] -12 [b]Atk Options[/b] swarm form ----- [b]Abilities[/b] Str 2, Dex 15, Con --, Int 2, Wis 12, Cha 2 [b]Feats[/b] Dodge (B), Mobility (B), Weapon Finesse [b]Skills[/b] Listen +2, Hide +15, Jump +9, Spot +2 ----- [b]Environment[/b] any [b]Organization[/b] solitary, pair, or warren (5-20) ----- [b]Dust Bunny Tomb Dust Form[/b] NE Fine Undead (Shapechanger, Swarm) [b]Init[/b] +4; [b]Senses[/b] darkvision 60 ft., scent, Listen +2, Spot +2 ----- [b]AC[/b] 22 (+8 size, +4 Dex), touch 22, flat-footed 18; Dodge, Mobility [b]hp[/b] 1 (1/4 HD) [b]Immune[/b] as above plus immune to weapon damage [b]Fort[/b] +0, [b]Ref[/b] +2, [b]Will[/b] +3 ----- [b]Speed[/b] Fly 60 ft. (12 squares) (perfect) [b]Melee[/b] swarm (1d4) [b]Space[/b] 10 ft.; [b]Reach[/b] 0 ft. [b]Base Atk[/b] +0; [b]Grp[/b] -- [b]Atk Options[/b] distraction ----- [b]Abilities[/b] Str 1, Dex 19, Con --, Int 2, Wis 12, Cha 2 [b]Feats[/b] Dodge (B), Mobility (B) [b]Skills[/b] Listen +2, Hide +25, Spot +2 ----- [b]Distraction (Ex):[/b] Any living creature vulnerable to a swarm's damage that begins its turn with the swarm in its square is nauseated for 1 round (Fort save DC 10 negates). Even with a successful save, spellcasting or concentrating on a spell within the area of a swarm requires a DC 20 + spell level Concentration check. Using skills that require patience or concentration requires a DC 20 Concentration check. [b]Hive Mind (Ex):[/b] In swarm form, a dust bunny is immune to any spell or effect that targets a specific number of creatures, except for effects that specifically affect the undead. [b]Scent (Ex):[/b] Can detect approaching enemies, sniff out hidden foes, and track by sense of smell. [b]Swarm Form (Su):[/b] Changing shape to or from tomb dust form is a standard action. [b]Skills:[/b] Dust bunnies have a +4 racial bonus on Hide and a +8 racial bonus on Jump checks. Dust bunnies use their Dexterity modifier for Jump checks. In tomb dust form, a dust bunny has a +10 Disguise bonus to appear as inanimate dust.[/sblock] [sblock=Questing Zombie; CR 1/2] NE Medium Undead [b]Init[/b] -1; [b]Senses[/b] darkvision 60 ft., scent ----- [b]AC[/b] 11 (-1 Dex, +2 natural), touch 9, flat-footed 11 [b]hp[/b] 9 (1 HD); [b]DR[/b] 5/slashing [b]Immune[/b] ability damage, ability drain, critical hits, disease, death effects, death from massive damage, effects that require Fortitude saves (unless it works on objects or is harmless), energy drain, exhaustion, fatigue, mind-affecting spells and abilities, nonlethal damage, paralysis, poison, [i]sleep[/i] effects, stunning [b]Fort[/b] +0, [b]Ref[/b] -1, [b]Will[/b] +2 ----- [b]Speed[/b] 30 ft. (6 squares) (can't run) [b]Melee[/b] slam +1 (1d3+1) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +0; [b]Grp[/b] +5 [b]Atk Options[/b] bite, create spawn, improved grab ----- [b]Abilities[/b] Str 12, Dex 8, Con --, Int 5, Wis 10, Cha 1 [b]Feats[/b] Toughness, Track (B) [b]Skills[/b] Survival +4 ----- [b]Bite (Ex):[/b] A questing zombie deals 1d4+1 points of damage with a successful grapple check. [b]Create Spawn (Su):[/b] A humanoid creature killed by a questing zombie's bite rises again as questing zombie in 1d4 rounds. The spawned questing zombie has the same mission as the one that created it, but it is not otherwise under the control of caster who created the questing zombies in the first place. [b]Improved Grab (Ex):[/b] To use this ability, a questing zombie must hit with a slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can bite. A questing zombie has a +4 racial bonus on grapple checks. [b]Single Actions Only (Ex):[/b] 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. [b]Creating a Questing Zombie:[/b] [i]Animate dead[/i] can be used to create questing zombies. The normal spell rules apply, but [i]animate dead[/i] creates only half as many questing zombies as it does normal zombies. Apply the zombie template as normal, but do not double Hit Dice. All questing zombies have an Intelligence of 5 and appropriate skill points. Survival is a questing zombie's only class skill. All questing zombies have Track as a bonus feat as well as the bite, create spawn, improved grab, and single actions only features. Note that a questing zombie's slam attack isn't as powerful as a normal zombie's. Evil clerics and necromancers often use questing zombies to track down and retrieve or punish a specific target. Since questing zombies are somewhat intelligent, they can understand and follow more complex instructions than a normal zombie. [/sblock] [/QUOTE]
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