Converting monsters from Dungeon Magazine

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Here we go. We can swap feats, skills, weapons, armor, and bloodline if you'd like.

Zombire, 5th-Level Human Fighter/1st-Level Demon Bloodline (major)
Medium Undead (Augmented Humanoid)
Hit Dice: 5d12+20 (52 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
AC: 17 (+1 Dex, +3 natural, +3 +1 leather armor), touch 11, flat-footed 16
Base Attack/Grapple: +5/+9
Attack: Slam +10 melee (1d8+5 plus paralysis) or +1 ranseur +11 melee (2d4+10/x3)
Full Attack: Slam +10 melee (1d8+5 plus paralysis) or +1 ranseur +11 melee (2d4+10/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Command undead, create spawn, paralysis
Special Qualities: Damage reduction 10/silver and slashing, darkvision 60 ft., demon affinity, immunity to cold and mind-affecting attacks, resistance to electricity 5, +2 turn resistance, undead traits
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 21, Dex 13, Con -, Int 14, Wis 8, Cha 18
Skills: Climb +13, Jump +13, Move Silently +3, Swim +13
Feats: Cleave, Combat Expertise, Combat Reflexes, Improved Disarm, Power Attack (B), Weapon Focus (ranseur), Weapon Specialization (ranseur)
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +4

Command Undead (Su): This zombire can rebuke or command undead as a 6th-level cleric.

Create Spawn (Su): Any humanoid or monstrous humanoid slain by a zombire becomes a zombie in 1d4 rounds. Zombie spawn are under the command of the zombire that created them and remain enslaved until its death. Creatures possessing a bloodline slain by a zombire instead become free-willed zombires.

Demon Affinity (Ex): Because of its bloodline, this zombire gains a +2 bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with demons.

Gaseous Form (Su): As a standard action, a zombire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Paralysis (Su): Any creature damaged by this zombire's slam attack must make a DC 16 Fortitude save or be paralyzed for 2d6 rounds. The save DC is Charisma-based.

Unholy Toughness (Ex): A zombire gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.
 



Looks pretty good. You just need to change Weapon Focus and Specialization over to scimitar and you're done. ;)
 

The Priesthood of Maalpherus

The dark god of disease and plague makes many demands of his priests. Maalpherus requires total dedication to his cause, so his priests have few wordly goods. The colors of the priesthood are dull browns and dark reds. He disallows the use of edged weapons in combat, save those with edges that rip or tear flesh. Most of the clerics at his temple in the Reaching Fens cary large maces with hooked spikes that resemble claws. These weapons cause more damage (1d6+2) than do standard footman's maces.

The spheres of influence available to followers of Maalpherus are: All, Guardian (minor), Healing, Necromantic, Protection, and Sun (minor). Priests may use only the reverse form of the Sun sphere and are strongly encouraged to use the reverse of Healing and Necromantic spheres. In fact, Maalpherus feels that only the strongest of his followers should survive, and priests are permitted to use true Healing only on themeselves. They may not use this power even to heal comrades. All priests of 5th level or greater receive a bonus spell from their god: cause disease.

Children of Maalpherus
Climate/Terrain: Any
Freq: Very Rare
Org: Nil
Activity Cycle: Night
Diet: Nil
Int: Non- (0)
Treasure: Nil
Alignment: Neutral
# App: 2-8
SD: Spell immunity
AC: 6
Movement: 6
HD: 4
THAC0: 17
# Att: 1
Dmg/Att: 1-8
SA: See below
MR: See below
Size: M (6' tall)
Morale: Special
XP Value: 650

The Children of Maalpherus are zombies created by the priesthood of the god of disease and plague. As the corpses animated by the priests often come from those who have angered the god, these zombies are usually in even worse condition than others. The bodies are often missing large amounts of flesh, hair, and even some limbs (although there is a practical limit due to movement and attack purposes.) They, like most undead, are immune to sleep, charm, hold, death magic, poisons, mind affecting spells, and cold-based spells. Crushing and piercing weapons cause no damage, and slashing weapon damage is regenerated at the rate of 1 hit point every two rounds. They cannot regenerate damage cuased by fire, acid, or energy spells such as magic missile, lightning bolt, etc. A vial of holy water inflicts 3-10 hp damage (non-regenerative) on thse creatures. Children of Maalpherus are most often found in swamps, sewers, and other disease-ridden places.

In addition to the normal damage caused by these zombies, there is a 25% chance that the individual struck will also become infected with some sort of disease (dtermined by the DM). Because of their strong tie to the powers of their god, the Children of Maalpherus are more powerful than normal zombies and so are turned as spectres. To create such a zombie, a priest of Maalpherus must first cast cause disease on a corpse. Then, within 24 hours, the priest must cast an animate dead spell (which affects only the one corpse).

Originally appeared in Dungeon Magazine #57 (1996).
 

Start with a human zombie and work from there? Seems like the main difference is the regeneration (or fast healing, not sure which) and disease. What do you think?
 


These just seemed specific enough ("As the corpses animated by the priests often come from those who have angered the god, these zombies are usually in even worse condition than others.") as not to need a template, but we can go either way.
 

Couldn't a giant, or dragon, or manticore, for example, anger the god?

I'm fine either way, though.

Anyone else have an opinion?
 

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