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The Undead

Mesh Hong

First Post
Just a couple of things:

It feeds off of living flesh (energy draining) and uses the undead and negative energy "wells"

I took this to mean that the Death Ooze fed off the living and uses the undead, my reasoning was that the undead do not have living flesh.

I think that the Rotten Feywalker is a brilliant idea, you will need to change the Zombie bite power on the Remnant though as it states that the target must be grabbed and it has no attack that actually grabs a target.

Also Ghearus how do you embed images, it would save me a lot of time posting if I knew how to import stat blocks from where I save them from the monster maker into word.
 
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ghearus

Explorer
I host them on my webserver then click the image button in the post editor and add the url.

Monster creator? Where is that? Is it a free tool?
 


cmbarona

First Post
Seppukursed

Zombies of people who saw their impending doom and committed seppuku (suicide by stomach cutting, for those unfamiliar). Their intestines lash out, trying to absorb living flesh directly. Don't have any stats, but I figure they should have a reach weapon and maybe some close blast attacks. Maybe some grab action going on, too.
 

Mesh Hong

First Post
The Smell of Freedom. (these people could join or ally themselves with the council)

A group of experienced adventurers were unfortunate enough to get caught up in the cities problems. They were part of a group that found themselves trapped in a collapsed building as it filled with a strange black gas. Out of a group of eight adventurers only four clawed their way out.

They emerged to a changed world, and found themselves changed also. Their flesh had decayed and their minds felt cloudy. But they were still adventurers and the city needed protecting from the chaos that surrounded them.

Vincent Victory, Deadeye Thompson, Grinder and Little Billy now patrol the streets trying to protect any surviving citizens. They fight oppression where ever they see it. Whether it be the undead menace, rogue wizards or the insidious Arri-Vastril cult. They have become a living legend on the streets by suddenly turning up in desperate situations and saving people in need, if you are in trouble and have no where else to turn maybe you will be visited by the “Smell of Freedom”…….

Vincent Victory – undead human, level 6 soldier – Leader of the team with an unnerving smell, a desire for justice and a flaming sword.
Deadeye Thompson – undead dwarf, level 5 artillery – Archer and ranged support, he acquired his nickname from being a crack shot, ironically one of his eyes now is literally dead.
Grinder – undead human, level 6 brute – A raging combat dervish when living, he sees no need to change now that he is undead. He used to live for battle, now he unlives for it.
Little Billy – undead halfling, level 5 lurker – Master thief and sneakster, quick witted and the life and soul of the party, now alas the curse of undeath has changed him. An inky darkness follows him where ever he goes, making people view him with suspicion and fear. He is bitter about the blows that life has dealt him and is determined to defeat the catastrophe no matter the cost. If a lot of things have to die in the process so much the better.

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Vincent Victory Level 6 Elite Soldier
Medium Natural Humanoid (undead vigilante) XP 500

Initiative +5 Senses Perception +4
Distinctive Smell (poison) aura 1; all creatures entering or starting
their turn inside aura take 2 poison damage
HP 144; Bloodied 72
AC 24; Fortitude 21, Reflex 18, Will 19
Immune charm, disease, poison;
Resist 10 necrotic; Vulnerable 5 radiant
Saving Throws +2
Speed 5
Action Points 1

[FONT=D&D 4e icons]M[/FONT]Sword Slash (Standard; at-will)
Attack +13 vs. AC; 1d8+4 damage

[FONT=D&D 4e icons]m[/FONT]Marked for Justice (Standard; at-will)
Attack +13 vs. AC; 2d8+4 damage; on hit target is marked; until the start
of Vincent’s next turn the target provokes an opportunity attack if it
moves or shifts

[FONT=D&D 4e icons]m[/FONT]Flashing Blade (Standard; at-will)
3 attacks; attack +11 vs. AC; 1d6+2 damage

[FONT=D&D 4e icons]m[/FONT]Burning Blade of Vengeance (Standard; recharge [FONT=D&D 4e icons]56[/FONT]) fire
Attack +13 vs. AC; 2d8+4 fire damage; on hit target takes 5 ongoing fire
damage (save ends); Vincent may shift up to 3 squares before or after
this attack

[FONT=D&D 4e icons]c[/FONT]Flames of Glory (Standard; encounter) fire
Close blast 3; attack +10 vs. Reflex; 2d6+4 fire damage; on hit target is
weakened (save ends)

Potion of Suppression (Minor; encounter) necrotic
This potion suppresses the drinkers vulnerability for a short time with a
side effect that they become more susceptible to ongoing effects. effect:
reduce all vulnerabilities to 0, take a -2 penalty to all saves (save ends)
(this is basically a save you do not want to make)

Alignment Unaligned Languages common, dwarven
Skills athletics +12, intimidate +10, streetwise +10
Str 18 (+7) Dex 14 (+5) Wis 12 (+4)
Con 16 (+6) Int 15 (+5) Cha 14 (+5)
Equipment heavy armour, shield, longsword, potion of suppression

----------------------------------------------------------------------

Deadeye Thompson Level 5 Elite Artillery
Medium Natural Humanoid (undead vigilante) XP 400

Initiative +6 Senses Perception +4
HP 104; Bloodied 52
AC 19; Fortitude 17, Reflex 20, Will 19
Immune charm, disease, poison;
Resist 10 necrotic; Vulnerable 5 radiant
Saving Throws +2
Speed 5
Action Points 1

[FONT=D&D 4e icons]M[/FONT]Sword Jab (Standard; at-will)
Attack +10 vs. AC; 1d6+2 damage

[FONT=D&D 4e icons]R[/FONT]Arrow Shot (Standard; at-will)
Range 20/40; attack +12 vs. AC; 1d10+4 damage

[FONT=D&D 4e icons]r[/FONT]Twin Shot (Standard; at-will)
Deadeye makes 2 Arrow Shot attacks, the targets can no be more than 3
squares apart

[FONT=D&D 4e icons]r[/FONT]Radiant Arrow (Standard; encounter) radiant
Range 10; attack +12 vs. AC; 3d8+4 radiant damage; on hit target takes
1 ongoing radiant damage (save ends)

[FONT=D&D 4e icons]a[/FONT]Lightning Arrow (Standard; recharge [FONT=D&D 4e icons]56[/FONT]) lightning
Area burst 1 within 20; attack +9 vs. Reflex; 2d6+4 lightning damage; on
hit target is dazed (save ends)

Miss? I Never Miss (Immediate Reaction; encounter)
Deadeye may reroll a missed ranged attack

Potion of Suppression (Minor; encounter) necrotic
This potion suppresses the drinkers vulnerability for a short time with a
side effect that they become more susceptible to ongoing effects. effect:
reduce all vulnerabilities to 0, take a -2 penalty to all saves (save ends)
(this is basically a save you do not want to make)

Alignment Unaligned Languages common, dwarven
Skills endurance +10, athletics +9, nature +9
Str 14 (+4) Dex 18 (+6) Wis 14 (+4)
Con 16 (+5) Int 12 (+3) Cha 8 (+1)
Equipment light armour, shortbow, shortsword, potion of suppression

----------------------------------------------------------------------

Grinder Level 6 Elite Brute
Medium Natural Humanoid (undead vigilante) XP 500

Initiative +6 Senses Perception +4
HP 176; Bloodied 88
AC 20; Fortitude 22, Reflex 18, Will 18
Immune charm, disease, poison;
Resist 10 necrotic; Vulnerable 5 radiant
Saving Throws +2
Speed 6
Action Points 1

[FONT=D&D 4e icons]M[/FONT]Hammer Blow (Standard; at-will)
Attack +9 vs. AC; 2d6+5 damage

[FONT=D&D 4e icons]m[/FONT]Charging Fury (Standard; at-will) thunder
Charge attack only; attack +10 vs. AC; 3d6+5 thunder damage; on hit
secondary attack +7 vs. Fortitude; on hit target is knocked prone and
dazed (save ends)

[FONT=D&D 4e icons]c[/FONT]Whirlwind of Destruction (Standard; recharge [FONT=D&D 4e icons]56[/FONT])
Burst 1; attack +9 vs. AC; 1d10+5 damage; on hit target is pushed 1
square and knocked prone

Thunderous Rage (Minor; encounter) necrotic
Grinder enters a rage that lasts until the end of the encounter; any
creature hitting Grinder with a melee attack takes 5 thunder damage; any
effect that would push, pull or slide Grinder are reduced by 2

Determined to Live (Move; encounter) healing
Grinder heals 36 HPs and may shift 1 square

Potion of Suppression (Minor; encounter) necrotic
This potion suppresses the drinkers vulnerability for a short time with a
side effect that they become more susceptible to ongoing effects. effect:
reduce all vulnerabilities to 0, take a -2 penalty to all saves (save ends)
(this is basically a save you do not want to make)

Alignment Unaligned Languages common,
Skills endurance +12, athletics +12, perception +9
Str 20 (+8) Dex 16 (+6) Wis 12 (+4)
Con 18 (+7) Int 8 (+2) Cha 6 (+1)
Equipment light armour, warhammer, horned helmet, potion of suppression

----------------------------------------------------------------------

Little Billy Level 5 Elite Lurker
Small Natural Humanoid (undead vigilante) XP 400

Initiative +6 Senses Perception +2
Aura of Night (necrotic) aura 1; Billy gains a +2 bonus to all defences
against attacks that are made from outside the aura
HP 100; Bloodied 50
AC 21; Fortitude 18, Reflex 20, Will 18
Immune charm, disease, poison;
Resist 10 necrotic; Vulnerable 5 radiant
Saving Throws +2
Speed 6
Action Points 1

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

[FONT=D&D 4e icons]R[/FONT]Dagger Throw (Standard; at-will)
Range 5/10; attack +10 vs. AC; 1d6+4 damage

[FONT=D&D 4e icons]m[/FONT]Double Dagger Stab (Standard; at-will)
Billy makes 2 Dagger Stab attacks; Billy can shift 2 squares before, after
or during this action

[FONT=D&D 4e icons]m[/FONT]Bait and Switch (Standard; recharge [FONT=D&D 4e icons]56[/FONT])
Attack +8 vs. Will; 2d6+4 damage; on hit Billy and target change places,
Billy may then shift 3 squares

[FONT=D&D 4e icons]m[/FONT]Going for the Throat (Standard; encounter)
Requires Combat Advantage; attack +10 vs. Fortitude; 3d8+4 damage; on
hit target takes 5 ongoing bleeding damage (save ends) (Do not apply
Surprise Attack ability to this attack)

Surprise Attack
If Billy has Combat Advantage he deals an additional 1d6 damage

Potion of Healing (Standard; encounter) healing
Billy heals 25 HPs

Alignment Unaligned Languages common,
Skills acrobatics +11, streetwise +8, stealth +11, thievery +11
Str 16 (+5) Dex 18 (+6) Wis 10 (+2)
Con 14 (+4) Int 12 (+3) Cha 14 (+4)
Equipment light armour, daggers, potion of healing
 

Wolf88

First Post
Seppukursed

Zombies of people who saw their impending doom and committed seppuku (suicide by stomach cutting, for those unfamiliar). Their intestines lash out, trying to absorb living flesh directly. Don't have any stats, but I figure they should have a reach weapon and maybe some close blast attacks. Maybe some grab action going on, too.

nice idea, but why restrict it to seppuku? i'd say all those who committed suicide get cursed with even worse undeath than the others... something like screaming wights, forever feeling the pain of their deaths.. very feral and very reckless, they want to die AGAIN... stats anyone? :p

also undead vultures and crow flocks (swarms) would be quite a good challenge once in a while

@Mesh Hong: you, sir, are full of win!
 
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Sporemine

First Post
The smell of freedom is exactly the kind of thing needed for the lost ones and will work very well.

For final clarification, the death ooze drains the undead of their negative energy to grow, like a vampire. This leaves behind an empty husk.

I like the zombie transformer thing idea. It would work well for the "council"

Keep up the good work people

-Sporemine
 


evilgenius8000

First Post
Here's another monster for your perusal. Enjoy :)

Necrohemoth


necrohemoth.jpg


Description

A necrohemoth is a giant mass of bones, rotting flesh, and vile fluids resembling a hulking, crudely-formed quadroped with three heads, each with maws filled with sharp bones. Dozens of flailing arms and legs stick out from its body, and thick, foul liquids leak from it and form oozing puddles. A long, scorpion-like tail, made from thousands of bones, protrudes menacingly from its hindquarters.


Necrohemoth Lore

A character knows the following information with a successful Religion check.

  • DC 20: This is a necrohemoth, a monstrosity created through horrible necromantic rituals.

  • DC 25: The necrohemoth's very presence causes living creatures to succumb quicker to necromantic energy. Worse yet, the necrohemoth can expulse some of the remains that comprise its body in a horrible storm of unholy flesh and bone.

  • DC 30: The necrohemoth is completely immune to poison, disease, and necrotic damage. The necrohemoth is vulnerable to radiant damage; in fact, the limbs protruding from the necrohemoth's sides and back continuously rebuild its body unless it is struck with radiant damage.
 

Mesh Hong

First Post
Adults were not the only ones who were changed with the cataclysm, many children also found themselves joining the ranks of the undead.

Strangely most children retained their free will, the curse of undeath just making them tougher and more aggressive. The council acted quickly in recognising a potential asset and has worked to gather up many of the resulting Child Soldier gangs under its paternal wing.

The following are stats for Child Soldiers, they generally run in large gangs with anywhere between 50 and 100 members.

Possible breakdown:
40 Child Soldier – level 1 minion
20 Child Soldier Pelter – level 2 minion
10 Child Soldier Bully – level 3 brute
1 Child Soldier Leader – Level 4 elite controller

The gangs prefer to work as a mob, and try to use force of numbers to deter any common threats. They are not afraid of attacking groups of undead and in these instances they generally all pile in and try to win through overwhelming force.

----------------------------------------------------------------------

Young Child Soldier Level 1 Minion
Small Natural Humanoid (undead) XP 25

Initiative +3 Senses Perception +0
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 13, Reflex 15, Will 13
Immune charm, disease, poison;
Resist 10 necrotic; Vulnerable 5 radiant
Speed 6

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

[FONT=D&D 4e icons]r[/FONT]Stone Throw (Standard; at-will)
Range 5/10; attack +4 vs. Reflex; 3 damage

Mob Tactics
When missed by a melee attack all Child Soldier allies within 3 squares may
shift 2 squares as an immediate free action

Alignment Unaligned Languages common
Skills streetwise +6
Str 14 (+2) Dex 16 (+3) Wis 10 (+0)
Con 12 (+1) Int 12 (+1) Cha 12 (+1)

----------------------------------------------------------------------

Child Soldier Pelter Level 2 Minion
Small Natural Humanoid (undead) XP 31

Initiative +4 Senses Perception +2
HP 1; a missed attack never damages a minion.; catapult
AC 16; Fortitude 14, Reflex 16, Will 14
Immune charm, disease, poison;
Resist 10 necrotic; Vulnerable 5 radiant
Speed 6

[FONT=D&D 4e icons]M[/FONT]Dagger Stab (Standard; at-will)
Attack +7 vs. AC; 4 damage

[FONT=D&D 4e icons]r[/FONT]Rapid Catapult Pelt (Standard; at-will)
2 attacks; range 10/20; attack +5 vs. Reflex; 3 damage

Tenacious Pelt
When missed by a melee attack Pelter may shift 1 square and make an
immediate free Catapult Pelt against the attacker; attack +5 vs. Reflex; 3
damage

Alignment Unaligned Languages common
Skills streetwise +8
Str 14 (+3) Dex 17 (+4) Wis 12 (+2)
Con 13 (+2) Int 14 (+3) Cha 14 (+3)

----------------------------------------------------------------------

Child Soldier Bully Level 3 Brute
Small Natural Humanoid (undead) XP 150

Initiative +4 Senses Perception +1
HP 54; Bloodied 27
AC 15; Fortitude 16, Reflex 16, Will 15
Immune charm, disease, poison;
Resist 10 necrotic; Vulnerable 5 radiant
Speed 6

[FONT=D&D 4e icons]M[/FONT]Punch (Standard; at-will)
Attack +6 vs. AC; 2d6+3 damage

[FONT=D&D 4e icons]m[/FONT]Trip and Wallop (Standard; at-will)
Attack +4 vs. Reflex; on hit target is knocked prone; on hit secondary
attack +8 vs. AC; 2d8+3 damage; on hit target is dazed (save ends)

[FONT=D&D 4e icons]r[/FONT]Intimidating Stare (Minor; encounter) fear
Range 5; attack +4 vs. Will; on hit target is immobilised and takes a -1
penalty to all defences (save ends both)

Alignment Unaligned Languages common
Skills athletics +9, streetwise +6
Str 16 (+4) Dex 16 (+4) Wis 10 (+1)
Con 14 (+3) Int 10 (+1) Cha 14 (+3)

----------------------------------------------------------------------

Child Soldier Leader Level 4 Elite Controller (Leader)
Medium Natural Humanoid (undead) XP 350

Initiative +5 Senses Perception +4
I'm the Bossman (fear) aura 5; All Child Soldier allies inside aura gain
a +1 bonus to hit
HP 112; Bloodied 56
AC 20; Fortitude 17, Reflex 19, Will 20
Immune charm, disease, poison;
Resist 10 necrotic; Vulnerable 5 radiant
Saving Throws +2
Speed 5
Action Points 1

[FONT=D&D 4e icons]M[/FONT]Polearm Bash (Standard; at-will)
Reach 2; attack +9 vs. AC; 1d10+2 damage

[FONT=D&D 4e icons]m[/FONT]Sweeping Cleave(Standard; at-will)
Reach 2; attack +9 vs. AC; 1d10+2 damage; on hit Leader may cleave up
to 2 additional targets within reach for 5 damage

[FONT=D&D 4e icons]m[/FONT]Positioning Strike (Standard; at-will)
Attack +8 vs. Will; 1d8+2 damage; on hit slide target up to 2 squares

Keep Hitting Them (Standard; recharge [FONT=D&D 4e icons]56[/FONT]) fear
All Child Soldier allies within 5 squares may make an immediate free attack

Watch Your Backs (Standard; recharge [FONT=D&D 4e icons]56[/FONT]) fear
All Child Soldier Allies within 10 squares gain a +1 bonus to AC and Reflex
defence until the start of Leaders next turn

Keep Moving (Standard; recharge [FONT=D&D 4e icons]56[/FONT]) fear
All Child Soldiers within 10 squares may shift up to 2 squares as an
immediate free action

Protect the Leader (Immediate Interrupt; at-will)
When targeted by a melee or ranged attack Leader may switch places
with an adjacent Child Soldier ally, the ally becomes the new target of the
attack

Alignment Unaligned Languages common
Skills athletics +9, streetwise +9, perception +9
Str 14 (+4) Dex 16 (+5) Wis 15 (+4)
Con 16 (+5) Int 14 (+4) Cha 18 (+6)
Equipment improvised heavy armour, polearm, amulet of protection +1
 

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