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<blockquote data-quote="the Jester" data-source="post: 5745500" data-attributes="member: 1210"><p><strong>CORPSE GATHERER </strong> </p><p> </p><p><strong>Source:</strong> 3e Monster Manual 2.</p><p> </p><p>A corpse gatherer is an entire graveyard animated and empowered by the powers of shadow. It seeks to devour more dead bodies to increase its size and power; ultimately, a corpse gatherer will kill and absorb everything as it seeks to increase the pall of death over the land. </p><p> </p><p><strong>A Lingering Taint:</strong> A corpse gatherer comes to be when malevolent, intelligent undead are buried in an unsanctified graveyard. Sometimes the essence of the undead seeps into the ground, gradually contaminating the bones resting and the earth around them. Once conditions are right, it only takes the intentional spilling of fresh blood from an innocent to cause the corpse gatherer to stir.</p><p> </p><p><strong>A Quick and Terrible Disaster: </strong>Once a corpse gatherer rises from the ground, it moves quickly to slay and absorb everything around it, rapidly leaving a devastated landscape and a trail of zombies behind it. Worse yet, once it has left enough animate bodies behind, they slowly gather to form another corpse gatherer. A single such monster can thus leave an entire continent depopulated and overrun by undead in mere weeks if not destroyed.</p><p> </p><p><strong>Profane Taint:</strong> One of the most terrible aspects of a corpse gatherer's appearance in an area is that its very presence might corrupt and sterilize the ground, making it impossible for plants to grow where it has lingered. The profane taint of the corpse gatherer is so strong that the tainted soil must be removed completely before new life can spring up. Some priests and sages claim that such tainted soil spreads into the surrounding earth like ivy, slowly poisoning all the land near the initial taint. The danger posed by a corpse gatherer thus sometimes outlasts the monster itself for years or decades.</p><p></p><p><strong>Corpse Gatherer Level 25 Solo Soldier </strong> </p><p>Gargantuan shadow animate (undead) XP 35,000 </p><p>HP 928; Bloodied 464 Initiative +17</p><p>AC 41; Fortitude 39; Reflex 36; Will 37 Perception +16</p><p>Speed 8, burrow 4 Darkvision</p><p>Immune disease, poison; Vulnerable 15 radiant</p><p>Saving Throws +5; Action Points 2</p><p>TRAITS </p><p>Profane Traint * Aura 10</p><p> No area in the aura is considered holy ground. Powers with the Healing keyword used within the aura heal half the normal amount of hit points.</p><p>Grow through Death</p><p> When the corpse gatherer takes necrotic damage or kills a living creature, it gains regeneration 15 (save continues).</p><p>STANDARD ACTIONS </p><p>(mbasic) Graveyard Slam (necrotic) * At Will</p><p> Attack: Melee 3 (one creature); +30 vs. AC.</p><p> Hit: 4d6+19 necrotic damage and the target is marked until the end of the corpse gatherer's next turn.</p><p>(melee) Clawing Mass of Gathered Limbs * At Will</p><p> Attack: Close blast 3 (each living creature in blast); +28 vs. AC.</p><p> Hit: 3d8+12 damage and the target is marked until the end of the corpse gatherer's next turn.</p><p>(melee) Consume (necrotic) * Recharge when the corpse gatherer hits with graveyard grasp</p><p> Attack: Melee 3 (each creature grabbed by the corpse gatherer); +26 vs. Fortitude.</p><p> Hit: 4d10+17 necrotic damage. If the target is at 0 or fewer hit points, it is consumed by the corpse gatherer (escape DC 28). While consumed, the target is removed from play. No creature has line of effect or line of sight to the target, nor does the target have line of effect or line of sight to any creature other than the corpse gatherer. At the start of its turn, the consumed creature takes 25 necrotic damage. If a creature dies within the corpse gatherer, its soul is bound and it cannot be returned to life until the corpse gatherer is destroyed.</p><p>MOVE ACTIONS </p><p>Trample * At Will</p><p> Effect: The corpse gatherer moves up to 4 squares and may move through other creatures' spaces. Any creature whose space it moves through takes 30 points of damage and is knocked prone. If the corpse gatherer ends its turn sharing its space with one or more creatures, it uses graveyard grasp against each creature in its space as a free action.</p><p>MINOR ACTIONS </p><p>Release Corpses * At Will 1/round</p><p> Requirement: There cannot be more than ten released corpses within 10 squares of the corpse gatherer.</p><p> Effect: Up to four released corpses appear adjacent to the corpse gatherer. The released corpses act immediately after the corpse gatherer.</p><p>FREE ACTIONS </p><p>Gather Corpse (healing) * At Will</p><p> Effect: The corpse gatherer destroys an adjacent undead minion of 22nd or higher level and ends one condition affecting it.</p><p>TRIGGERED ACTIONS </p><p>(melee) Graveyard Grasp * At Will</p><p> Requirement: The corpse gatherer may not have more than four creatures grabbed.</p><p> Trigger: An enemy marked by the corpse gatherer within 3 squares of it shifts or makes an attack that does not include it as a target.</p><p> Attack (Opportunity Action): Melee 3 (the triggering creature); +28 vs. Reflex.</p><p> Hit: The target is grabbed (escape DC 29).</p><p>---</p><p>Str 28 Dex 16 Wis 19</p><p>Con 24 Int 10 Cha 24 </p><p>Alignment chaotic evil</p><p></p><p><strong>Released Corpse Level 25 Minion Brute </strong> </p><p>Medium natural humanoid, zombie XP Value </p><p>HP 1; a missed attack never damages a minion Initiative +10</p><p>AC 37; Fortitude 40; Reflex 34; Will 37 Perception +12</p><p>Speed 4 Darkvision</p><p>Immune disease; Resist 20 necrotic, 30 poison</p><p>STANDARD ACTIONS </p><p>(mbasic) Slam * At Will</p><p> Attack: Melee 1 (one creature); +30 vs. AC.</p><p> Hit: 20 damage and the target loses resist necrotic, immunity to fear and immunity to necrotic (save ends all).</p><p>TRIGGERED ACTIONS </p><p>(melee) Death Grab * At Will</p><p> Trigger: An attack reduces the released corpse to 0 hit points. </p><p> Attack (No Action): Melee 1 (the attacking enemy); +28 vs. Reflex.</p><p> Hit: The target is grabbed by the dead zombie (save ends). If the target is already grabbed by a dead zombie, it instead takes a -1 penalty to saving throws and Acrobatics or Athletics checks until the death grab ends. This penalty stacks up to a maximum of -5. While grabbed by a dead zombie, the target is immobilized, but may spend a move action to make an Acrobatics or Athletics check, DC 29, to move half its speed. </p><p>---</p><p>Str 18 Dex 6 Wis 10</p><p>Con 28 Int 4 Cha 6 </p><p>Alignment evil</p></blockquote><p></p>
[QUOTE="the Jester, post: 5745500, member: 1210"] [B]CORPSE GATHERER [/B] [B]Source:[/B] 3e Monster Manual 2. A corpse gatherer is an entire graveyard animated and empowered by the powers of shadow. It seeks to devour more dead bodies to increase its size and power; ultimately, a corpse gatherer will kill and absorb everything as it seeks to increase the pall of death over the land. [B]A Lingering Taint:[/B] A corpse gatherer comes to be when malevolent, intelligent undead are buried in an unsanctified graveyard. Sometimes the essence of the undead seeps into the ground, gradually contaminating the bones resting and the earth around them. Once conditions are right, it only takes the intentional spilling of fresh blood from an innocent to cause the corpse gatherer to stir. [B]A Quick and Terrible Disaster: [/B]Once a corpse gatherer rises from the ground, it moves quickly to slay and absorb everything around it, rapidly leaving a devastated landscape and a trail of zombies behind it. Worse yet, once it has left enough animate bodies behind, they slowly gather to form another corpse gatherer. A single such monster can thus leave an entire continent depopulated and overrun by undead in mere weeks if not destroyed. [B]Profane Taint:[/B] One of the most terrible aspects of a corpse gatherer's appearance in an area is that its very presence might corrupt and sterilize the ground, making it impossible for plants to grow where it has lingered. The profane taint of the corpse gatherer is so strong that the tainted soil must be removed completely before new life can spring up. Some priests and sages claim that such tainted soil spreads into the surrounding earth like ivy, slowly poisoning all the land near the initial taint. The danger posed by a corpse gatherer thus sometimes outlasts the monster itself for years or decades. [B]Corpse Gatherer Level 25 Solo Soldier [/B] Gargantuan shadow animate (undead) XP 35,000 HP 928; Bloodied 464 Initiative +17 AC 41; Fortitude 39; Reflex 36; Will 37 Perception +16 Speed 8, burrow 4 Darkvision Immune disease, poison; Vulnerable 15 radiant Saving Throws +5; Action Points 2 TRAITS Profane Traint * Aura 10 No area in the aura is considered holy ground. Powers with the Healing keyword used within the aura heal half the normal amount of hit points. Grow through Death When the corpse gatherer takes necrotic damage or kills a living creature, it gains regeneration 15 (save continues). STANDARD ACTIONS (mbasic) Graveyard Slam (necrotic) * At Will Attack: Melee 3 (one creature); +30 vs. AC. Hit: 4d6+19 necrotic damage and the target is marked until the end of the corpse gatherer's next turn. (melee) Clawing Mass of Gathered Limbs * At Will Attack: Close blast 3 (each living creature in blast); +28 vs. AC. Hit: 3d8+12 damage and the target is marked until the end of the corpse gatherer's next turn. (melee) Consume (necrotic) * Recharge when the corpse gatherer hits with graveyard grasp Attack: Melee 3 (each creature grabbed by the corpse gatherer); +26 vs. Fortitude. Hit: 4d10+17 necrotic damage. If the target is at 0 or fewer hit points, it is consumed by the corpse gatherer (escape DC 28). While consumed, the target is removed from play. No creature has line of effect or line of sight to the target, nor does the target have line of effect or line of sight to any creature other than the corpse gatherer. At the start of its turn, the consumed creature takes 25 necrotic damage. If a creature dies within the corpse gatherer, its soul is bound and it cannot be returned to life until the corpse gatherer is destroyed. MOVE ACTIONS Trample * At Will Effect: The corpse gatherer moves up to 4 squares and may move through other creatures' spaces. Any creature whose space it moves through takes 30 points of damage and is knocked prone. If the corpse gatherer ends its turn sharing its space with one or more creatures, it uses graveyard grasp against each creature in its space as a free action. MINOR ACTIONS Release Corpses * At Will 1/round Requirement: There cannot be more than ten released corpses within 10 squares of the corpse gatherer. Effect: Up to four released corpses appear adjacent to the corpse gatherer. The released corpses act immediately after the corpse gatherer. FREE ACTIONS Gather Corpse (healing) * At Will Effect: The corpse gatherer destroys an adjacent undead minion of 22nd or higher level and ends one condition affecting it. TRIGGERED ACTIONS (melee) Graveyard Grasp * At Will Requirement: The corpse gatherer may not have more than four creatures grabbed. Trigger: An enemy marked by the corpse gatherer within 3 squares of it shifts or makes an attack that does not include it as a target. Attack (Opportunity Action): Melee 3 (the triggering creature); +28 vs. Reflex. Hit: The target is grabbed (escape DC 29). --- Str 28 Dex 16 Wis 19 Con 24 Int 10 Cha 24 Alignment chaotic evil [B]Released Corpse Level 25 Minion Brute [/B] Medium natural humanoid, zombie XP Value HP 1; a missed attack never damages a minion Initiative +10 AC 37; Fortitude 40; Reflex 34; Will 37 Perception +12 Speed 4 Darkvision Immune disease; Resist 20 necrotic, 30 poison STANDARD ACTIONS (mbasic) Slam * At Will Attack: Melee 1 (one creature); +30 vs. AC. Hit: 20 damage and the target loses resist necrotic, immunity to fear and immunity to necrotic (save ends all). TRIGGERED ACTIONS (melee) Death Grab * At Will Trigger: An attack reduces the released corpse to 0 hit points. Attack (No Action): Melee 1 (the attacking enemy); +28 vs. Reflex. Hit: The target is grabbed by the dead zombie (save ends). If the target is already grabbed by a dead zombie, it instead takes a -1 penalty to saving throws and Acrobatics or Athletics checks until the death grab ends. This penalty stacks up to a maximum of -5. While grabbed by a dead zombie, the target is immobilized, but may spend a move action to make an Acrobatics or Athletics check, DC 29, to move half its speed. --- Str 18 Dex 6 Wis 10 Con 28 Int 4 Cha 6 Alignment evil [/QUOTE]
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