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Animate Dead, is it really worth it?
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<blockquote data-quote="frankthedm" data-source="post: 1967369" data-attributes="member: 1164"><p>You are incorrectly using the 3.0 monster manual with 3.5 spells, classes and abilities. In 3.5 skeleton and zombie are templates. Even in 3.0 Wotc was quick to provide templates for better undead than the monster manual [see thier website]</p><p></p><p>Rhino zombies are good beat-sticks</p><p></p><p>Large undead</p><p>Hit Dice: 16d12+3 / 107 HP</p><p>Initiative: -1</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 18 (–1 size, -1 dex, +10 natural), touch 8, flat-footed 18</p><p>Base Attack/Grapple: +8/+21</p><p>Attack: Gore +16 melee (2d6+13)</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: as zombie </p><p>Special Qualities: as zombie </p><p>Saves: as 16 HD zombie</p><p>Abilities: Str 28, Dex 8, Con -, Int -, Wis 10, Cha 1</p><p>Skills: </p><p>Feats: toughness</p><p></p><p></p><p></p><p><span style="color: Lime">SKELETON</span></p><p><span style="color: Lime">Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.</span></p><p><span style="color: Lime">A skeleton is seldom garbed in anything more than the rotting remnants of any clothing or armor it was wearing when slain. A skeleton does only what it is ordered to do. It can draw no conclusions of its own and takes no initiative. Because of this limitation, its instructions must always be simple. A skeleton attacks until destroyed.</span></p><p><span style="color: Lime">CREATING A SKELETON</span></p><p><span style="color: Lime">“Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).</span></p><p><span style="color: Lime">Size and Type: The creature’s type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.</span></p><p><span style="color: Lime">Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s. If the creature has more than 20 Hit Dice, it can’t be made into a skeleton by the animate dead spell.</span></p><p><span style="color: Lime">Speed: Winged skeletons can’t use their wings to fly. If the base creature flew magically, so can the skeleton.</span></p><p><span style="color: Lime">Armor Class: Natural armor bonus changes to a number based on the skeleton’s size:</span></p><p><span style="color: Lime">Tiny or smaller +0</span></p><p><span style="color: Lime">Small +1</span></p><p><span style="color: Lime">Medium or Large +2</span></p><p><span style="color: Lime">Huge +3</span></p><p><span style="color: Lime">Gargantuan +6</span></p><p><span style="color: Lime">Colossal +10</span></p><p><span style="color: Lime">Attacks: A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can’t work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A skeleton’s base attack bonus is equal to 1/2 its Hit Dice.</span></p><p><span style="color: Lime">Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the skeleton’s size. (If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it’s better.)</span></p><p><span style="color: Lime">Diminutive or Fine 1</span></p><p><span style="color: Lime">Tiny 1d2</span></p><p><span style="color: Lime">Small 1d3</span></p><p><span style="color: Lime">Medium 1d4</span></p><p><span style="color: Lime">Large 1d6</span></p><p><span style="color: Lime">Huge 1d8</span></p><p><span style="color: Lime">Gargantuan 2d6</span></p><p><span style="color: Lime">Colossal 2d8</span></p><p><span style="color: Lime">Special Attacks: A skeleton retains none of the base creature’s special attacks.</span></p><p><span style="color: Lime">Special Qualities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A skeleton gains the following special qualities.</span></p><p><span style="color: Lime">Immunity to Cold (Ex): Skeletons are not affected by cold.</span></p><p><span style="color: Lime">Damage Reduction 5/Bludgeoning: Skeletons lack flesh or internal organs.</span></p><p><span style="color: Lime">Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.</span></p><p><span style="color: Lime">Abilities: A skeleton’s Dexterity increases by +2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.</span></p><p><span style="color: Lime">Skills: A skeleton has no skills.</span></p><p><span style="color: Lime">Feats: A skeleton loses all feats of the base creature and gains Improved Initiative.</span></p><p><span style="color: Lime">Environment: Any, usually same as base creature.</span></p><p><span style="color: Lime">Organization: Any.</span></p><p><span style="color: Lime">Challenge Rating: Depends on Hit Dice, as follows:</span></p><p><span style="color: Lime">Hit Dice Challenge Rating</span></p><p><span style="color: Lime">1/2 1/6</span></p><p><span style="color: Lime">1 1/3</span></p><p><span style="color: Lime">2–3 1</span></p><p><span style="color: Lime">4–5 2</span></p><p><span style="color: Lime">6–7 3</span></p><p><span style="color: Lime">8–9 4</span></p><p><span style="color: Lime">10–11 5</span></p><p><span style="color: Lime">12–14 6</span></p><p><span style="color: Lime">15–17 7</span></p><p><span style="color: Lime">18–20 8</span></p><p><span style="color: Lime">Treasure: None.</span></p><p><span style="color: Lime">Alignment: Always neutral evil.</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime">Troll Skeleton</span></p><p><span style="color: Lime">Large Undead</span></p><p><span style="color: Lime">6d12 (39 hp)</span></p><p><span style="color: Lime">+7</span></p><p><span style="color: Lime">30 ft. (6 squares)</span></p><p><span style="color: Lime">14 (+3 Dex, –1 size, +2 natural), touch 12, flat-footed 11</span></p><p><span style="color: Lime">+3/+13</span></p><p><span style="color: Lime">Claw +8 melee (1d6+6)</span></p><p><span style="color: Lime">2 claws +8 melee (1d6+6) and bite +3 melee (1d6+3)</span></p><p><span style="color: Lime">10 ft./10 ft</span></p><p><span style="color: Lime">—</span></p><p><span style="color: Lime">Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits</span></p><p><span style="color: Lime">Fort +2, Ref +5, Will +5</span></p><p><span style="color: Lime">Str 23, Dex 16, Con —, Int —, Wis 10, Cha 1</span></p><p><span style="color: Lime">Improved Initiative</span></p><p><span style="color: Lime">Cold mountains</span></p><p><span style="color: Lime">Any</span></p><p><span style="color: Lime">3</span></p><p><span style="color: Lime">None</span></p><p><span style="color: Lime">Always neutral evil</span></p><p><span style="color: Lime">—</span></p><p><span style="color: Lime">—</span></p><p><span style="color: Lime">Chimera Skeleton</span></p><p><span style="color: Lime">Large Undead</span></p><p><span style="color: Lime">9d12 (58 hp)</span></p><p><span style="color: Lime">+6</span></p><p><span style="color: Lime">30 ft. (6 squares)</span></p><p><span style="color: Lime">13 (+2 Dex., –1 size, +2 natural), touch 11, flat-footed 11</span></p><p><span style="color: Lime">+4/+12</span></p><p><span style="color: Lime">Bite +7 melee (2d6+4)</span></p><p><span style="color: Lime">Bite +7 melee (2d6+4) and bite+7 melee (1d8+4) and gore +7 melee (1d8+4) and 2 claws +2 melee (1d6+2)</span></p><p><span style="color: Lime">10 ft./5 ft</span></p><p><span style="color: Lime">—</span></p><p><span style="color: Lime">Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits</span></p><p><span style="color: Lime">Fort +3, Ref +5, Will +6</span></p><p><span style="color: Lime">Str 19, Dex 15, Con —, Int —, Wis 10, Cha 1</span></p><p><span style="color: Lime">Improved Initiative</span></p><p><span style="color: Lime">Temperate hills</span></p><p><span style="color: Lime">Any</span></p><p><span style="color: Lime">4</span></p><p><span style="color: Lime">None</span></p><p><span style="color: Lime">Always neutral evil</span></p><p><span style="color: Lime">10–13 HD (Large); 14–27 HD (Huge)</span></p><p><span style="color: Lime">—</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime">ZOMBIE</span></p><p><span style="color: Lime">Zombies are corpses reanimated through dark and sinister magic.</span></p><p><span style="color: Lime">Because of their utter lack of intelligence, the instructions given to a newly created zombie must be very simple.</span></p><p><span style="color: Lime">CREATING A ZOMBIE</span></p><p><span style="color: Lime">“Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature). </span></p><p><span style="color: Lime">Size and Type: The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.</span></p><p><span style="color: Lime">Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can’t be made into a zombie with the animate dead spell.</span></p><p><span style="color: Lime">Speed: If the base creature can fly, its maneuverability rating drops to clumsy.</span></p><p><span style="color: Lime">Armor Class: Natural armor bonus increases by a number based on the zombie’s size:</span></p><p><span style="color: Lime">Tiny or smaller +0</span></p><p><span style="color: Lime">Small +1</span></p><p><span style="color: Lime">Medium +2</span></p><p><span style="color: Lime">Large +3</span></p><p><span style="color: Lime">Huge +4</span></p><p><span style="color: Lime">Gargantuan +7</span></p><p><span style="color: Lime">Colossal +11</span></p><p><span style="color: Lime">Base Attack: A zombie has a base attack bonus equal to 1/2 its Hit Dice.</span></p><p><span style="color: Lime">Attacks: A zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A zombie also gains a slam attack.</span></p><p><span style="color: Lime">Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombie’s size. (Use the base creature’s slam damage if it’s better.)</span></p><p><span style="color: Lime">Fine 1</span></p><p><span style="color: Lime">Diminutive 1d2</span></p><p><span style="color: Lime">Tiny 1d3</span></p><p><span style="color: Lime">Small 1d4</span></p><p><span style="color: Lime">Medium 1d6</span></p><p><span style="color: Lime">Large 1d8</span></p><p><span style="color: Lime">Huge 2d6</span></p><p><span style="color: Lime">Gargantuan 2d8</span></p><p><span style="color: Lime">Colossal 4d6</span></p><p><span style="color: Lime">Special Attacks: A zombie retains none of the base creature’s special attacks.</span></p><p><span style="color: Lime">Special Qualities: A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality.</span></p><p><span style="color: Lime">Single Actions Only (Ex): 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.</span></p><p><span style="color: Lime">Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.</span></p><p><span style="color: Lime">Abilities: A zombie’s Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.</span></p><p><span style="color: Lime">Skills: A zombie has no skills.</span></p><p><span style="color: Lime">Feats: A zombie loses all feats of the base creature and gains Toughness.</span></p><p><span style="color: Lime">Environment: Any land and underground. </span></p><p><span style="color: Lime">Organization: Any.</span></p><p><span style="color: Lime">Challenge Rating: Depends on Hit Dice, as follows:</span></p><p><span style="color: Lime">Hit Dice Challenge Rating</span></p><p><span style="color: Lime">1/2 1/8</span></p><p><span style="color: Lime">1 1/4</span></p><p><span style="color: Lime">2 1/2</span></p><p><span style="color: Lime">4 1</span></p><p><span style="color: Lime">6 2</span></p><p><span style="color: Lime">8–10 3</span></p><p><span style="color: Lime">12–14 4</span></p><p><span style="color: Lime">15–16 5</span></p><p><span style="color: Lime">18–20 6</span></p><p><span style="color: Lime">Treasure: None.</span></p><p><span style="color: Lime">Alignment: Always neutral evil</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime">Wyvern Zombie</span></p><p><span style="color: Lime">Large Undead</span></p><p><span style="color: Lime">14d12+3 (94 hp)</span></p><p><span style="color: Lime">+0</span></p><p><span style="color: Lime">20 ft. (4 squares; can’t run), fly 60 ft. (poor)</span></p><p><span style="color: Lime">20 (–2 size, +12 natural), touch 8, flat-footed 20</span></p><p><span style="color: Lime">+7/+16</span></p><p><span style="color: Lime">Slam +11 melee (2d6+7) or talons +11 melee (2d6+5)</span></p><p><span style="color: Lime">Slam +11 melee (2d6+7) or talons +11 melee (2d6+5)</span></p><p><span style="color: Lime">—</span></p><p><span style="color: Lime">Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits</span></p><p><span style="color: Lime">Fort +4, Ref +4, Will +9</span></p><p><span style="color: Lime">Str 21, Dex 10, Con —, Int —, Wis 10, Cha 1</span></p><p><span style="color: Lime">—</span></p><p><span style="color: Lime">Toughness</span></p><p><span style="color: Lime">Warm hills</span></p><p><span style="color: Lime">Any</span></p><p><span style="color: Lime">4</span></p><p><span style="color: Lime">None</span></p><p><span style="color: Lime">Always neutral evil</span></p><p><span style="color: Lime">16–20 HD (Huge)</span></p><p><span style="color: Lime">—</span></p></blockquote><p></p>
[QUOTE="frankthedm, post: 1967369, member: 1164"] You are incorrectly using the 3.0 monster manual with 3.5 spells, classes and abilities. In 3.5 skeleton and zombie are templates. Even in 3.0 Wotc was quick to provide templates for better undead than the monster manual [see thier website] Rhino zombies are good beat-sticks Large undead Hit Dice: 16d12+3 / 107 HP Initiative: -1 Speed: 30 ft. (6 squares) Armor Class: 18 (–1 size, -1 dex, +10 natural), touch 8, flat-footed 18 Base Attack/Grapple: +8/+21 Attack: Gore +16 melee (2d6+13) Space/Reach: 10 ft./5 ft. Special Attacks: as zombie Special Qualities: as zombie Saves: as 16 HD zombie Abilities: Str 28, Dex 8, Con -, Int -, Wis 10, Cha 1 Skills: Feats: toughness [COLOR=Lime]SKELETON Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. A skeleton is seldom garbed in anything more than the rotting remnants of any clothing or armor it was wearing when slain. A skeleton does only what it is ordered to do. It can draw no conclusions of its own and takes no initiative. Because of this limitation, its instructions must always be simple. A skeleton attacks until destroyed. CREATING A SKELETON “Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature). Size and Type: The creature’s type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here. Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s. If the creature has more than 20 Hit Dice, it can’t be made into a skeleton by the animate dead spell. Speed: Winged skeletons can’t use their wings to fly. If the base creature flew magically, so can the skeleton. Armor Class: Natural armor bonus changes to a number based on the skeleton’s size: Tiny or smaller +0 Small +1 Medium or Large +2 Huge +3 Gargantuan +6 Colossal +10 Attacks: A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can’t work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A skeleton’s base attack bonus is equal to 1/2 its Hit Dice. Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the skeleton’s size. (If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it’s better.) Diminutive or Fine 1 Tiny 1d2 Small 1d3 Medium 1d4 Large 1d6 Huge 1d8 Gargantuan 2d6 Colossal 2d8 Special Attacks: A skeleton retains none of the base creature’s special attacks. Special Qualities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A skeleton gains the following special qualities. Immunity to Cold (Ex): Skeletons are not affected by cold. Damage Reduction 5/Bludgeoning: Skeletons lack flesh or internal organs. Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2. Abilities: A skeleton’s Dexterity increases by +2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1. Skills: A skeleton has no skills. Feats: A skeleton loses all feats of the base creature and gains Improved Initiative. Environment: Any, usually same as base creature. Organization: Any. Challenge Rating: Depends on Hit Dice, as follows: Hit Dice Challenge Rating 1/2 1/6 1 1/3 2–3 1 4–5 2 6–7 3 8–9 4 10–11 5 12–14 6 15–17 7 18–20 8 Treasure: None. Alignment: Always neutral evil. Troll Skeleton Large Undead 6d12 (39 hp) +7 30 ft. (6 squares) 14 (+3 Dex, –1 size, +2 natural), touch 12, flat-footed 11 +3/+13 Claw +8 melee (1d6+6) 2 claws +8 melee (1d6+6) and bite +3 melee (1d6+3) 10 ft./10 ft — Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits Fort +2, Ref +5, Will +5 Str 23, Dex 16, Con —, Int —, Wis 10, Cha 1 Improved Initiative Cold mountains Any 3 None Always neutral evil — — Chimera Skeleton Large Undead 9d12 (58 hp) +6 30 ft. (6 squares) 13 (+2 Dex., –1 size, +2 natural), touch 11, flat-footed 11 +4/+12 Bite +7 melee (2d6+4) Bite +7 melee (2d6+4) and bite+7 melee (1d8+4) and gore +7 melee (1d8+4) and 2 claws +2 melee (1d6+2) 10 ft./5 ft — Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits Fort +3, Ref +5, Will +6 Str 19, Dex 15, Con —, Int —, Wis 10, Cha 1 Improved Initiative Temperate hills Any 4 None Always neutral evil 10–13 HD (Large); 14–27 HD (Huge) — ZOMBIE Zombies are corpses reanimated through dark and sinister magic. Because of their utter lack of intelligence, the instructions given to a newly created zombie must be very simple. CREATING A ZOMBIE “Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature). Size and Type: The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here. Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can’t be made into a zombie with the animate dead spell. Speed: If the base creature can fly, its maneuverability rating drops to clumsy. Armor Class: Natural armor bonus increases by a number based on the zombie’s size: Tiny or smaller +0 Small +1 Medium +2 Large +3 Huge +4 Gargantuan +7 Colossal +11 Base Attack: A zombie has a base attack bonus equal to 1/2 its Hit Dice. Attacks: A zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A zombie also gains a slam attack. Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombie’s size. (Use the base creature’s slam damage if it’s better.) Fine 1 Diminutive 1d2 Tiny 1d3 Small 1d4 Medium 1d6 Large 1d8 Huge 2d6 Gargantuan 2d8 Colossal 4d6 Special Attacks: A zombie retains none of the base creature’s special attacks. Special Qualities: A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality. Single Actions Only (Ex): 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. Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2. Abilities: A zombie’s Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1. Skills: A zombie has no skills. Feats: A zombie loses all feats of the base creature and gains Toughness. Environment: Any land and underground. Organization: Any. Challenge Rating: Depends on Hit Dice, as follows: Hit Dice Challenge Rating 1/2 1/8 1 1/4 2 1/2 4 1 6 2 8–10 3 12–14 4 15–16 5 18–20 6 Treasure: None. Alignment: Always neutral evil Wyvern Zombie Large Undead 14d12+3 (94 hp) +0 20 ft. (4 squares; can’t run), fly 60 ft. (poor) 20 (–2 size, +12 natural), touch 8, flat-footed 20 +7/+16 Slam +11 melee (2d6+7) or talons +11 melee (2d6+5) Slam +11 melee (2d6+7) or talons +11 melee (2d6+5) — Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits Fort +4, Ref +4, Will +9 Str 21, Dex 10, Con —, Int —, Wis 10, Cha 1 — Toughness Warm hills Any 4 None Always neutral evil 16–20 HD (Huge) —[/COLOR] [/QUOTE]
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