ElectricDragon
Explorer
I'm not sure if this is the right forum for this or not. Creature Catalogue seems to be more for converted creatures and this one is new.
A necrophobe is created whenever someone who has contracted the disease, Necrophobia, dies from it. Necrophobes are solitary creatures except in places where the disease has run rampant and become epidemic. Necrophobes are highly contagious; a mere touch can spread the disease to even non-spellcasters.
Necrophobe
Medium Undead
Hit Dice: 4d12 (26 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
AC: 12 (+2 natural armor), Touch: 10, Flat-footed: 12
Base Attack/Grapple: +2/+2
Attack: Claw +2 melee (1d4 + 1d2 Constitution drain + disease)
Full Attack: 2 claws +2 melee (1d4 + 1d2 Constitution drain + disease)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Diseased touch, vitality drain
Special Qualities: Procreation, turn resistance, undead
Saves: Fort +1, Ref +1, Will +4
Abilities: Str 11, Dex 10, Con -, Int -, Wis 10, Cha 3
Skills: -
Feats: -
Environment: Any
Organization: Solitary or Horde (3-36)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: -
Level Adjustment: -
Description: A necrophobe looks like a normal zombie except that its skin is covered in welts, boils, and suppurating wounds. The fluid that drips from its open sores is a thin yellowish liquid that has a high concentration of negative energy.
The change to undead hardens the skin of the necrophobe. Upon dying, a necrophobe’s fingernails thicken and lengthen, shaped by the massive amounts of negative energy engendered by the disease during its latter stages. Most of the negative energy of the creature resides in its claws and its suppurating wounds.
COMBAT
A necrophobe applies no tactics in battle. It attacks the nearest living creature. It is to be feared, though because its touch is lethal in three ways: damage, Constitution drain, and supernatural disease.
Unlike normal Charisma drain, the Charisma drain from the necrophobe's deadly disease can kill.
Diseased Touch (Su): A necrophobe carries the disease that killed it and passes it on through its touch. A single touch infects any humanoid with this disease. Necrophobia requires a Fortitude save DC 16 or take 1d6 Charisma drain. The incubation period for this disease is one day; after which another save is required or the victim suffers the same damage again. This save is repeated each day thereafter. Two successful saving throws in a row means the character has fought off the disease and is free of its influence. Only those who die from the disease and not the damage or Constitution drain rise again as new necrophobes.
Procreation (Su): Creatures slain by the disease rise again as a necrophobe 3 days later. Those slain by normal damage or the negative energy of the claws (Constitution drain) are merely dead.
Turn Resistance: A necrophobe has +2 turn resistance.
Undead: Immunity to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability drain, or energy drain.
Vitality Drain (Su): A necrophobe drains 1d2 Constitution from its victim because of its high concentration of negative energy.
NEW DISEASE
Necrophobia: Spread by contact with infected individuals or a certain kind of undead. Symptoms include boils, welts, and suppurating wounds all over the body. A special circumstance of spontaneous necrophobia exists for necromancers who animate large amounts of undead servitors.
Disease.....Infection DC....Incubation....Damage
Necrophobia.......16..............1 day....1d6 Charisma drain
Unlike normal, anyone reduced to 0 Charisma by this disease dies immediately and rises again in 3 days as a necrophobe.
This is a supernatural disease.
Dispel Magic or similar spells can end this disease, treat the caster level of the disease as 6th. Remove Disease will also end this disease.
Special: Anyone who casts undead animating spells on dead bodies can contract this disease. Casting such a spell imbeds in the body of the caster small amounts of negative energy. This energy can build up over time and can manifest in this disease. Animate Dead and other such spells that animate dead tissue are the danger. If more than 10 bodies are animated in a week or less; there is a 10% change of contracting this disease. The percentage chance will match the amount of bodies animated in one week. Less than 10 bodies animated in this amount of time means not enough negative energy has imbedded into the body to cause the disease. Other types of necromantic spells have no effect on the percentage chance of spontaneously exhibiting the disease.
This chance is rolled each week that the caster animates 10 or more dead bodies; but the chance is rolled for each and every body over 9. So a necromancer who animated 12 zombies in one week must make three rolls to catch the disease: 10%, 11%, and 12%.
While under the effects of the disease, anyone infected who comes within 10 feet of an animated body must roll a Fortitude save DC 12 or run away in fear. Treat those who run away in fear as frightened as long as they remain within 10 feet of an animated undead. Each round an infected individual remains within 10 feet of an animated undead; he must make another save.
A necrophobe is created whenever someone who has contracted the disease, Necrophobia, dies from it. Necrophobes are solitary creatures except in places where the disease has run rampant and become epidemic. Necrophobes are highly contagious; a mere touch can spread the disease to even non-spellcasters.
Necrophobe
Medium Undead
Hit Dice: 4d12 (26 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
AC: 12 (+2 natural armor), Touch: 10, Flat-footed: 12
Base Attack/Grapple: +2/+2
Attack: Claw +2 melee (1d4 + 1d2 Constitution drain + disease)
Full Attack: 2 claws +2 melee (1d4 + 1d2 Constitution drain + disease)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Diseased touch, vitality drain
Special Qualities: Procreation, turn resistance, undead
Saves: Fort +1, Ref +1, Will +4
Abilities: Str 11, Dex 10, Con -, Int -, Wis 10, Cha 3
Skills: -
Feats: -
Environment: Any
Organization: Solitary or Horde (3-36)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: -
Level Adjustment: -
Description: A necrophobe looks like a normal zombie except that its skin is covered in welts, boils, and suppurating wounds. The fluid that drips from its open sores is a thin yellowish liquid that has a high concentration of negative energy.
The change to undead hardens the skin of the necrophobe. Upon dying, a necrophobe’s fingernails thicken and lengthen, shaped by the massive amounts of negative energy engendered by the disease during its latter stages. Most of the negative energy of the creature resides in its claws and its suppurating wounds.
COMBAT
A necrophobe applies no tactics in battle. It attacks the nearest living creature. It is to be feared, though because its touch is lethal in three ways: damage, Constitution drain, and supernatural disease.
Unlike normal Charisma drain, the Charisma drain from the necrophobe's deadly disease can kill.
Diseased Touch (Su): A necrophobe carries the disease that killed it and passes it on through its touch. A single touch infects any humanoid with this disease. Necrophobia requires a Fortitude save DC 16 or take 1d6 Charisma drain. The incubation period for this disease is one day; after which another save is required or the victim suffers the same damage again. This save is repeated each day thereafter. Two successful saving throws in a row means the character has fought off the disease and is free of its influence. Only those who die from the disease and not the damage or Constitution drain rise again as new necrophobes.
Procreation (Su): Creatures slain by the disease rise again as a necrophobe 3 days later. Those slain by normal damage or the negative energy of the claws (Constitution drain) are merely dead.
Turn Resistance: A necrophobe has +2 turn resistance.
Undead: Immunity to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability drain, or energy drain.
Vitality Drain (Su): A necrophobe drains 1d2 Constitution from its victim because of its high concentration of negative energy.
NEW DISEASE
Necrophobia: Spread by contact with infected individuals or a certain kind of undead. Symptoms include boils, welts, and suppurating wounds all over the body. A special circumstance of spontaneous necrophobia exists for necromancers who animate large amounts of undead servitors.
Disease.....Infection DC....Incubation....Damage
Necrophobia.......16..............1 day....1d6 Charisma drain
Unlike normal, anyone reduced to 0 Charisma by this disease dies immediately and rises again in 3 days as a necrophobe.
This is a supernatural disease.
Dispel Magic or similar spells can end this disease, treat the caster level of the disease as 6th. Remove Disease will also end this disease.
Special: Anyone who casts undead animating spells on dead bodies can contract this disease. Casting such a spell imbeds in the body of the caster small amounts of negative energy. This energy can build up over time and can manifest in this disease. Animate Dead and other such spells that animate dead tissue are the danger. If more than 10 bodies are animated in a week or less; there is a 10% change of contracting this disease. The percentage chance will match the amount of bodies animated in one week. Less than 10 bodies animated in this amount of time means not enough negative energy has imbedded into the body to cause the disease. Other types of necromantic spells have no effect on the percentage chance of spontaneously exhibiting the disease.
This chance is rolled each week that the caster animates 10 or more dead bodies; but the chance is rolled for each and every body over 9. So a necromancer who animated 12 zombies in one week must make three rolls to catch the disease: 10%, 11%, and 12%.
While under the effects of the disease, anyone infected who comes within 10 feet of an animated body must roll a Fortitude save DC 12 or run away in fear. Treat those who run away in fear as frightened as long as they remain within 10 feet of an animated undead. Each round an infected individual remains within 10 feet of an animated undead; he must make another save.