Converting Monsters from Polyhedron Magazine

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Zombie, actually.

Starting up the stat-block:

Bole-zombie, Troglodyte Zombie
Medium Undead
Hit Dice: 7d12+3 (48 hp)
Initiative: +0
Speed: 30 ft. (6 squares; can’t run)
Armor Class: 18 (+8 natural), touch 10, flat-footed 18
Base Attack/Grapple: +3/+4
Attack: Greatclub +5 melee (1d10+1) or bite +4 melee (1d4+1) or slam +4 melee (1d6+1) or javelin +3 ranged (1d6+1)
Full Attack: Greatclub +5 melee (1d10+1) or bite +4 melee (1d4+1) or slam +4 melee (1d6+1) or javelin +3 ranged (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Noisome odor (DC 13), sickening strike (DC 13)
Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits, +2 greater turn resistance, greater vulnerability to holy water, magic mouth
Saves: Fort +2, Ref +2, Will +5
Abilities: Str 12, Dex 11, Con —, Int 2, Wis 10, Cha 11
Skills: Listen +5, Spot +5
Feats: Toughness , Power Attack, Cleave, Weapon Focus (greatclub)
Environment: Underground
Organization: Any
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: —
Level Adjustment: —

I think that gets it. Suggestions on skills and feats? I'd likely go for the Spot/Listen split on skills, like the skeleton.
 
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Done.

Bole-Wight
Medium Undead
Hit Dice: 7d12 (26 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple: +3/+4
Attack: Slam +4 melee (1d4+1 plus energy drain)
Full Attack: Slam +4 melee (1d4+1 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, energy drain (DC 17), noisome odor (DC 17), sickening strike (DC 17)
Special Qualities: Darkvision 60 ft., +2 greater turn resistance, greater vulnerability to holy water, undead traits
Saves: Fort +2, Ref +5, Will +6
Abilities: Str 12, Dex 16, Con —, Int 11, Wis 13, Cha 19
Skills: Hide +13, Listen +13, Move Silently +21, Spot +13
Feats: Alertness, Blind-Fight, 1 more
Environment: Any
Organization: Solitary, pair, gang (3–5), or pack (6–11)
Challenge Rating: 4
Treasure: None
Alignment: Always lawful evil
Advancement: 8 HD (Medium)
Level Adjustment: —
 



Updated.

Do we want to make any changes to their appearance (maybe a barklike appearance to their skin or something else indicating ties to a tree)?
 

I don't know, that maybe seems a little too fey-like. Smell would be a good thing to add. Maybe we could say that their stink smells like rotting vegetation or something?
 

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