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The Undead

Sporemine

First Post
I just recently began a campaign using the undead conquering (eating) most of the world but the ones in the monster manual are getting old. If anybody has any stat blocks, ideas, powers or even a general concept for an undead creature this is where you should post it.

My ideas:

Boneweapon zombie/skeleton: a zombie/skeleton that has had it's arms whittled into weapons

Creeping zombie/skeleton: High evasiveness and speed skeleton/zombie that strikes from the shadows.
 
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chronoplasm

First Post
Desecators:
Consecrated lands block the passage of undead. Desecrators spew corruption to turn these holy places unholy so that the undead may travel through.

Inverters:
Inverters are Desecrators that have become empowered through the desecration of holy symbols. The bright radiant energy that once eminated from the sacred relics now emit terrible necrotic energy.

Screaming Meemies:
These zombies shout deafening warcries until either their own brains and lungs explode or everybody elses' does. They weaken their foes with thundering shrieks and, for a grand finale, their heads burst into a wretched splash of necrotic damage.
 

Mesh Hong

First Post
It might help if we knew what level range of undead you require, and what your party was made up of.

anyway here are a few zombies to start with.

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Zombie Ripper Level 6 Brute
Medium Natural Animate (undead) XP 250

Initiative +5 Senses Perception +4
HP 86; Bloodied 43; see Zombie Weakness
AC 18; Fortitude 19, Reflex 17, Will 16
Immune charm, disease, poison;
Resist 10 necrotic; Vulnerable 5 radiant
Speed 5, 7 (charge)

[FONT=D&D 4e icons]M[/FONT] Zombie Swipe (Standard; at-will)
Attack +9 vs. AC; 1d10+4 damage

[FONT=D&D 4e icons]m[/FONT] Charging Slam (Standard; at-will) ♦ charge attack
Attack +10 vs. AC; 2d6+4 damage; on hit target is pushed 2 squares and knocked prone

[FONT=D&D 4e icons]m[/FONT] Ripping Claws (Standard; recharge [FONT=D&D 4e icons]456[/FONT])
Attack +7 vs. Reflex; 2d8+4 damage; on hit target takes 2 ongoing bleeding damage (save ends)

Out For Blood
Zombie Ripper gains +2 to hit a bloodied target

Zombie Weakness
Any critical hit reduces the Zombie to 0 HPs, destroying it

Alignment Unaligned Languages
Str 19 (+7) Dex 14 (+5) Wis 12 (+4)
Con 16 (+6) Int 8 (+2) Cha 8 (+2)

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Bloated Zombie Level 5 Controller
Medium Natural Animate (undead) XP 200

Initiative +5 Senses Perception +3
Powerful Stench (poison) aura 3; All creatures entering or starting their turn inside aura take 2 poison damage
HP 66; Bloodied 33; see Zombie Weakness
AC 19; Fortitude 18, Reflex 17, Will 16
Immune charm, disease, poison;
Resist 10 necrotic; Vulnerable 5 radiant
Speed 6

[FONT=D&D 4e icons]M[/FONT] Zombie Slam (Standard; at-will)
Attack +10 vs. AC; 1d6+3 damage

[FONT=D&D 4e icons]c[/FONT] Dreadful Moan (Standard; encounter) ♦ thunder, fear
Burst 5; attack +8 vs. Will; 1d6+4 thunder damage; on hit target is immobilised (save ends); all zombies in burst may immediately shift 1 square, and gain +1 to attack until the start of Bloated Zombies next turn

[FONT=D&D 4e icons]c[/FONT] Acid Belch (Standard; recharge [FONT=D&D 4e icons]56[/FONT]) ♦ acid
Close blast 3; attack +8 vs. Reflex; 1d10+4 acid damage; on hit target takes 2 ongoing acid damage (save ends)

Zombie Weakness
Any critical hit reduces the Zombie to 0 HPs, destroying it

Alignment Unaligned Languages
Str 16 (+5) Dex 16 (+5) Wis 12 (+3)
Con 18 (+6) Int 12 (+3) Cha 8 (+1)

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Zombie Needle Horror Level 6 Skirmisher
Medium Natural Animate (undead) XP 250

Initiative +7 Senses Perception +9
HP 72; Bloodied 36; see Zombie Weakness
AC 20; Fortitude 18, Reflex 19, Will 16
Immune charm, disease, poison;
Resist 10 necrotic; Vulnerable 5 radiant
Speed 6

[FONT=D&D 4e icons]M[/FONT] Needle Stab (Standard; at-will)
Attack +11 vs. AC; 1d6+3 damage

[FONT=D&D 4e icons]m[/FONT] Mobile Needle Stab (Standard; at-will)
Needle Horror may move up to 6 squares and make a Needle Stab attack at any point, this movement does not provoke opportunity attacks from the target

[FONT=D&D 4e icons]r[/FONT] Needle Toss (Standard; at-will)
Range 10; Attack +9 vs. Reflex; 1d6+4 damage; on hit target is slowed (save ends)

[FONT=D&D 4e icons]c[/FONT] Frenzied Stabbing (Standard; encounter)
Burst 1; enemies only; attack +8 vs. Reflex; 2d6+3 damage

Zombie Weakness
Any critical hit reduces the Zombie to 0 HPs, destroying it

Sharing the Needlepoison
If Needle Horror has combat advantage it deals an additional 1d6 poison damage

Alignment Unaligned Languages
Skills stealth +12, perception +9
Str 16 (+6) Dex 19 (+7) Wis 12 (+4)
Con 16 (+6) Int 10 (+3) Cha 8 (+2)
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is this the kind of thing you were after?
 

Mesh Hong

First Post
Crawling hands might make an amusing addition to a combat encounter, I imagine them dropping from the rafters, or ceiling, crawling out of cupboards etc.

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Crawling Hand Level 4 Minion
Small Natural Animate (undead) XP 43

Initiative +5 Senses Perception +1
HP 1; a missed attack never damages a minion.
AC 18; Fortitude 17, Reflex 17, Will 15
Immune charm, disease, poison;
Resist 10 necrotic; Vulnerable 5 radiant
Speed 4, climb 4

[FONT=D&D 4e icons]m[/FONT] Hand Grab (Standard; at-will)
Attack +9 vs. AC; 5 damage; on hit target is grabbed; DC 20 athletics or acrobatics to escape

[FONT=D&D 4e icons]m[/FONT] Choke Hold (Standard; at-will)
If Hand has a target grabbed at the start of it's turn instead of making an attack it automatically deals 5 damage and continues the grab

Unnatural Cunning (Immediate Reaction)
If missed by a melee attack Hand may shift up to 2 squares as an immediate reaction

Alignment Unaligned Languages
Skills athletics +11, stealth +10
Str 18 (+6) Dex 16 (+5) Wis 8 (+1)
Con 12 (+3) Int 8 (+1) Cha 3 (-2)
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Sporemine

First Post
Sorry I forgot, they are fairly low level now but we move fairly quickly.

The party is 2 fighters a star warlock and a wizard. The star warlock is one of my most cunning players and he took the half elf race and used that to get the lay on hands ability as a daily power. I may have other people join because it is early in the campagain but the races from the monster manual and the classes paladin and cleric are banned.

Good job people, this is turning out well.

I like the Screaming meemies as they seem to be the most annoying undead I have ever heared of and the hands because the classic "HOLY CRAP SOMETHING IS CLAWING AT MY LEG! Oh wait it's just a disembodied hand. HOLY CRAP A DISEMBODIED HAND IS CLAWING AT MY LEG" response never gets old.

If somebody could create stats for boneweapon undead or meemies that would be great.

-Sporemine
 
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chronoplasm

First Post
:-S Why are cleric and paladin banned?

Anyway, heres a Screaming Meemie.

SCREAMING MEEMIE Level 4 Controller
Medium Natural Animate (undead)
HP 24; Bloodied 12
AC 18; Fortitude 16, Reflex 14, Will 14
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
  • Slam (standard; at-will)
    +9 vs. AC; 1d6+4 damage.
  • Shrieking Lungs (standard; recharge 4/6)
    Close burst 3; +8 vs. will; 3d6+4 thundering damage.
  • Death Burst (when reduced to 0 hit points) Necrotic
    The screaming meemie explodes. Close burst 1; +8 vs. Fortitude; 3d6+4 necrotic damage.
Alignment Unaligned
Str 16 (+5), Dex 13 (+3), Wis 12 (+3)
Con 16 (+5), Int 4 (-1), Cha 3 (-2)
 

Mesh Hong

First Post
With Clerics and Paladins banned, and I assume rare or non existant in your world I can see why the undead are such a major problem!

Without even a warlord the PCs must be having a hard time healing during combat. Though with two fighters at least they have a solid front line.

I am curious as to how strong the connection with the Gods is in your world.

Interesting stuff.
 

Mesh Hong

First Post
Here are a couple of skeletons for you.

Heavy Skeleton Level 3 Brute
Medium Natural Animate (undead) XP 150

Initiative +4 Senses Perception +1
HP 54; Bloodied 27
AC 15; Fortitude 16, Reflex 16, Will 13
Immune charm, disease, poison;
Resist 10 necrotic; Vulnerable 5 radiant
Speed 5

[FONT=D&D 4e icons]M[/FONT] Club Swing (Standard; at-will)
Attack +6 vs. AC; 1d10+3 damage

[FONT=D&D 4e icons]m[/FONT] Heavy Swing (Standard; at-will)
Attack +6 vs. AC; 2d6+3 damage; on hit target is pushed 1 square

[FONT=D&D 4e icons]m[/FONT] Get Out Of My Way (Standard; encounter)
Attack +5 vs. Fortitude; target is pushed 2 squares; Heavy Skeleton may charge a different target within range

Speed of the Dead
Skeleton gains +2 to hit on opportunity attacks

Alignment Unaligned Languages
Str 17 (+4) Dex 16 (+4) Wis 10 (+1)
Con 14 (+3) Int 10 (+1) Cha 8 (+0)
Equipment improvised greatclub

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Bone Blade Skeleton Level 4 Skirmisher
Medium Natural Animate (undead) XP 175

Initiative +5 Senses Perception +8
HP 55; Bloodied 27
AC 18; Fortitude 17, Reflex 16, Will 15
Immune charm, disease, poison;
Resist 10 necrotic; Vulnerable 5 radiant
Speed 6

[FONT=D&D 4e icons]M[/FONT] Arm Blade Swipe (Standard; at-will)
Attack +9 vs. AC; 1d8+4 damage

[FONT=D&D 4e icons]m[/FONT] Double Arm Strike (Standard; at-will)
2 attacks; +8 vs. AC; 1d8+4 damage

[FONT=D&D 4e icons]m[/FONT] Sly Stab (Standard; encounter) ♦ necrotic
Attack +7 vs. Will; 2d8+4 necrotic damage

Necrotic Advantagenecrotic
If the Bone Blade Skeleton hits with an attack when it has combat advantage it also deals an additional 2 ongoing necrotic damage (save ends)

Speed of the Dead
Skeleton gains +2 to hit on opportunity attacks

Alignment Unaligned Languages
Skills perception +8
Str 18 (+6) Dex 16 (+5) Wis 12 (+3)
Con 15 (+4) Int 12 (+3) Cha 8 (+1)

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Mesh Hong

First Post
If you like your zombies to have a more disease/infection origin then maybe this could be interesting.

Hungry Tatters Level 3 Minion
Medium Natural Humanoid (undead) XP 37

Initiative +3 Senses Perception +3
HP 1; a missed attack never damages a minion.
AC 17; Fortitude 16, Reflex 15, Will 15
Immune disease, poison; Resist 5 necrotic
Speed 7

[FONT=D&D 4e icons]M[/FONT]Desperate Grab (Standard; at-will)
Attack +6 vs. Reflex; 3 damage and target is grabbed; athletics DC16 or
acrobatics DC15 to escape

[FONT=D&D 4e icons]m[/FONT]Very Hungry (Standard; at-will)
Grabbed target only; attack +7 vs. Fortitude; 4 damage; on hit target
contracts The Hunger (disease), see Disease Track for initial effect

Mob Tactics
Hungry Tatter gains a +1 to hit with Desperate Grab attacks for each
Tatter ally adjacent to target

Alignment Unaligned Languages
Str 16 (+4) Dex 15 (+3) Wis 14 (+3)
Con 14 (+3) Int 13 (+2) Cha 10 (+1)

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The Hunger (disease)
Endurance or Heal: Daily Roll (upon waking).
Any character with the Heal skill that is treating a sick comrade may make
1 heal check and apply that result instead.

Result
16 or less = worsen
17 to 22 = maintain
23 plus = improve

Effect Track
- 2 : Cured


- 1 : Feeling much better, wounds still feels slightly tender
-- Healing surge total back to full.


Initial : Nasty looking bite wounds, mild headache.
-- lose 1 healing surge, (daily healing surges -1 total)


+1 : Bite wounds start to fester, wounds start to itch, headache worsens.
-- lose 2 healing surges, (daily healing surges -2 total), -1 to Will defence.


+2 : Bad headache, bite wounds have become infected and filled with puss.
Wounds are very itchy and you have the constant urge to scratch them.
Concentrating on what you are doing becomes very difficult, you start to
have odd flashes of hunger.
-- lose 4 healing surges, (daily healing surges -4 total), - 2 to Will defence.


+3 : Things seem much more straight forward now. You must feed on living
flesh, those people around you look tasty so you had better start with
them.
-- you become undead, gain 5 resistance to necrotic damage. Gain a bite
attack ½ level + Dex or STR vs. AC 1d8+ DEX or STR damage, on hit
target contracts The Hunger.

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Tattered Champion Level 4 Elite Soldier (Leader)
Medium Natural Humanoid (undead) XP 350

Initiative +4 Senses Perception +4
HP 112; Bloodied 56; see Bloodied Vomit
AC 22; Fortitude 19, Reflex 17, Will 16
Immune disease, poison;
Resist 10 necrotic; Vulnerable 5 radiant, 5 fire
Saving Throws +2
Speed 6
Action Points 1

[FONT=D&D 4e icons]MSword Swing (Standard; at-will)

Attack +11 vs. AC; 1d8+4 damage

[FONT=D&D 4e icons]mSwing and Bite (Standard; at-will)[/FONT]
Attack +11 vs. AC; 1d8+4 damage; on hit secondary (bite) attack +9 vs.
Reflex; 1d8+4 damage; on hit target contracts The Hunger (disease), see
Disease Track for initial effect

[FONT=D&D 4e icons]mGoing for the Throat (Standard; encounter)[/FONT]
Attack +10 vs. Reflex; 3d6+4 damage; Champion takes a -4 penalty to AC
until the start of its next turn; on hit target contracts The Hunger
(disease), see Disease Track for initial effect

[FONT=D&D 4e icons]cMotivating the Mob (Move; recharge 56)[/FONT]
Burst 10; all tatter allies inside burst may shift 2 squares and gain +1 AC
until the start of Champions next turn

[FONT=D&D 4e icons]cBloodied Vomit (Immediate Reaction; encounter) ♦ necrotic, when bloodied [/FONT]
When bloodied Champion coughs and sprays out a blast of bloody vomit; close
blast 3; attack +8 vs. Fortitude; 1d8+4 necrotic damage; on hit target takes 2
ongoing necrotic damage (save ends)

Alignment Unaligned Languages common
Skills endurance +10, athletics +11
Str 18 (+6) Dex 14 (+4) Wis 15 (+4)
Con 16 (+5) Int 14 (+4) Cha 12 (+3)
Equipment damaged heavy armour, buckled shield, notched longsword
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[/FONT]
 

Really cool monsters. Mesh Hong, you creep me out.

I particularly love the heavy skeleton, tattered champion, and needle horror. Well, that's not true. I hate the needle horror. Though not as much as I'd hate it if I were a PC.

Without a paladin or cleric, it's a good thing the party has a starlock, because somebody has to deal radiant damage.
 

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