Converting Forgotten Realms monsters

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Updated.

All we have left is to fill in a few Xs:

A stone shape spell either forces the dragger to drop any grappled or swallowed prey, or seals its maw shut (preventing use of its bite attack) for x rounds.

Split (Ex): A fully healed dragger of x or more HD can split into multiple draggers. The new draggers may have any combination of HD that totals to the HD of the original dragger, but each must have at least 2 HD. Each new dragger has average hit points for its Hit Dice. This process takes x rounds, during which the dragger may take no other actions.
 

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1d4 rounds on the prevented bite attack. That's enough either to kill it or run away. Most likely, I'd see a dragger just disappearing into the earth if it's incapacitated like that.

For the split, we upped the base HD to 8. So let's go with

Split (Ex): A fully healed dragger of 16 or more HD can split into multiple draggers. The new draggers may have any combination of HD that totals to the HD of the original dragger, but each must have at least 8 HD. Each new dragger has average hit points for its Hit Dice. This process takes 1 minute, during which the dragger may take no other actions.

Does a minute work for the time?
 

I was going to suggest 2 rounds, but 1d4 works too. If this creature were to get below 75% health with an enemy in it's maw it will flee into the earth. That can be flavor combat text.

Split looks good.
 


Nit picking: Can we bold the "In the Realms" part. It just sort of blends together with everything else. Beyond that I don't see any typos or glaring errors.

On a roll this week!
 


October is the time for horror...

Netherese Zombie
CLIMATE/TERRAIN: Any
FREQUENCY: Rare
ORGANIZATION: Nil
ACTIVITY CYCLE: Any
DIET: Nil
INTELLIGENCE: Avg (8-10)
TREASURE: Nil
ALIGNMENT: Neutral evil
NO. APPEARING 2d8
ARMOR CLASS: 6
MOVEMENT: 9
HIT DICE: 6
THAC0: 15
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2d4/2d4
SPELL ATTACKS: Raise dead, control undead
SPECIAL DEFENSES: Spell immunities
MAGIC RESISTANCE: Nil
SIZE: M (6’ tall)
MORALE: Special
XP VALUE: 650

Netherese zombies are undead creatures resembling normal zombies that move about the surface of Netheril on various errands for their master, the Lichlord. While a few of these creatures are independent of their creator, most are known to serve the Lichlord in one manner or another.

These undead are frequently encountered wearing the same clothing as they did in life. It’s not uncommon for Neth zombies to be wearing fine robes and jewelry, death shrouds, or other clothing that they happened to be wearing before they were converted into undeath. There’s a sparkling of intelligence in a Netherese zombie,.the last vestige of humanity left in its body. Each zombie speaks whatever languages it knew in life (typically common) and also communicates telepathically with the Lichlord.

Combat: Neth zombies typically attack in force, seeking to overwhelm any opposition quickly. While a few servants of the Lichlord have been known to hurl daggers or flaming oil, most Neth zombies prefer the direct approach. Once a direct attack fails, however, the Lichlord is quick to inform other bands of his zombies to attack with ranged weapons, wait until night to attack, or simply ambush opponents. Netherese zombies are turned as spectres and attack during their normal Initiative (they don’t always attack last in a round).

While engaged in melee, these zombies seek to pummel or claw their opponents to the ground. The Neth zombie that defeats an opponent can then choose to raise dead on that creature, transforming him into a Netherese zombie in 1d4 turns. As the transformation comes to fruition, the skin slowly turns a pale white, fingernails become sharp, and the eyes sink in a bit.

A successfully cast remove curse versus 12th-level magic stops the transformation, returning the victim to the ranks of the dead. From there, a normal raise dead or resurrection spell can be used to bring the creature back to life as described above after being defeated in combat.

Zombies of Netherese variety can also control nonthinking undead (skeletons, normal zombies, and others) within 30 feet. Such control is equivalent to that of an evil priest who successfully controls undead.

Neth zombies are immune to sleep, charm, hold, death magic, poison, and cold-based attacks. A vial of holy water inflicts 2d4 points of damage.

Habitat/Society: Most Netherese zombies are loyal servants to the Lichlord. These creatures roam the lands of Netheril searching for new recruits to add to the Lichlord’s army of undead. Each zombie possesses a burning desire to kill any human it encounters.

Neth zombies retain most of their Intelligence (10 maximum) and the ability to speak. They also keep the personality and memories that they had in life, typically using these to their advantage in service to the Lichlord. Overall, creatures retain two-thirds of the abilities they had in life (so a fighter with 18 Strength would be reduced to a Strength of 12).

All of these undead answer only to the telepathic will of the Lichlord, though he may from time to time appoint a wraith or spectre to command in his stead.

Ecology: As zombies swell their ranks with those they defeat, it becomes increasingly difficult to oppose this wave of undead as it ravages the countryside. In short order, entire villages are absorbed into a growing mass of destruction that sweeps up anything it encounters. Fertile fields are trampled flat by their passing, and animals flee as they approach.

Originally appeared in How the Mighty are Fallen (1996).
 

October is the time for horror...

Netherese Zombie

Hmm, so will this be a standard monster or do we create a "Netherese Zombie" template? I can see arguments either way.

Guess it'll be easier to stat them up as a regular monster.

Medium-sized Undead, obviously.

6 Hit Dice.

Same physical stats as a human zombie, but intelligent, probably something like.

Str 12, Dex 8, Con -, Int 8, Wis 10, Cha 10.

What martial proficiencies will they have? I was thinking they might keep the weapon & armour proficiencies they knew in life, not just the simple weapons all Undead know, to give them a slight "template" flavour.

A +5 natural armour bonus would give them AC14, the equivalent of the AD&D version's AC6.

Their undead powers seem pretty straightforward - standard Undead immunities, spawn more Netherese zombies from humans they slay, rebuke non-intelligent Undead as a 6th level evil cleric.
 

I lean toward template, since standard zombies (and many variants) are templates.

That said, we could always stat up our sample first, then reverse-engineer it to get a template. :)
 


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