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Converting my old Magic conversions to 3.5
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<blockquote data-quote="HellHound" data-source="post: 1978498" data-attributes="member: 3397"><p><strong>Lim-Dûl’s Cohort</strong></p><p></p><p>[imager]http://www.psi-soft.co.uk/images/M/IA/Lim-DulsCohort.JPG[/imager]Medium Undead</p><p>Hit Dice: 2d12+6 (19 hp)</p><p>Initiative: -1 (Dex)</p><p>Speed: 30 ft</p><p>AC: 15 (-1 Dex, +6 Natural)</p><p>Attacks: Slam +2 melee or Weapon +2 melee</p><p>Damage: Slam 1d6+1 or Weapon +1</p><p>Face/Reach: 5 ft by 5 ft / 5 ft</p><p>Special Attacks: True Damage</p><p>Special Qualities: Undead, Partial Actions Only, +4 Turn Resistence</p><p>Saves: Fort +0, Refl -1, Will +3</p><p>Abilities: Str 13, Dex 8, Con -, Int -, Wis 10, Cha 1</p><p>Feats: Toughness x2</p><p>Climate/Terrain: Any northern lands</p><p>Organization: Solitary or Gang (2-8)</p><p>Challenge Rating: 2</p><p>Treasure: Normal</p><p>Alignment: Neutral Evil</p><p>Advancement: 3-4 HD (Medium)</p><p></p><p>The northern necromancer Lim-Dûl created these zombies as his personal guards and servants. Although they act and move as any other zombie, they look as though they were made of dark grey clay, with strong jaws and almost no nose remaining. Their eyes are two dark pits under their brow from which no light escapes.</p><p></p><p>Lim-Dûl’s Cohort are infused with dark, cold energies from the negative material plane, which affects their strikes against all foes.</p><p></p><p>They are created using a fourth-level variant of the Animate Dead spell created by Lim-Dûl which must be cast on unhallowed ground. Should another necromancer discover</p><p>these methods, more of these fell zombies may be created as if they were any other zombie, as per the rules of the Animate Dead spell (although the Cohort-creating version only works on medium-sized humanoids).</p><p></p><p>“Join me in this place of power, you risen dead. Join me where the waters weep and the trees have no hearts”</p><p></p><p>COMBAT</p><p></p><p>The Zombie Cohorts assault their foes with their unnaturally strong and cold fists or weapons, either one carrying the unnaturally chill touch of the grave with them.</p><p></p><p>Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage.</p><p></p><p>True Damage (Su): All blows from one of Lim-Dûl’s Cohort’s fists or melee weapons deal damage that is never considered subdual damage (therefore not able to be regenerated).</p><p></p><p>Partial Actions Only (Ex): Lim-Dûl’s Cohorts have poor reflexes and can perform only partial actions. Thus they can move or attack but can only do both if they charge (a partial charge).</p></blockquote><p></p>
[QUOTE="HellHound, post: 1978498, member: 3397"] [b]Lim-Dûl’s Cohort[/b] [imager]http://www.psi-soft.co.uk/images/M/IA/Lim-DulsCohort.JPG[/imager]Medium Undead Hit Dice: 2d12+6 (19 hp) Initiative: -1 (Dex) Speed: 30 ft AC: 15 (-1 Dex, +6 Natural) Attacks: Slam +2 melee or Weapon +2 melee Damage: Slam 1d6+1 or Weapon +1 Face/Reach: 5 ft by 5 ft / 5 ft Special Attacks: True Damage Special Qualities: Undead, Partial Actions Only, +4 Turn Resistence Saves: Fort +0, Refl -1, Will +3 Abilities: Str 13, Dex 8, Con -, Int -, Wis 10, Cha 1 Feats: Toughness x2 Climate/Terrain: Any northern lands Organization: Solitary or Gang (2-8) Challenge Rating: 2 Treasure: Normal Alignment: Neutral Evil Advancement: 3-4 HD (Medium) The northern necromancer Lim-Dûl created these zombies as his personal guards and servants. Although they act and move as any other zombie, they look as though they were made of dark grey clay, with strong jaws and almost no nose remaining. Their eyes are two dark pits under their brow from which no light escapes. Lim-Dûl’s Cohort are infused with dark, cold energies from the negative material plane, which affects their strikes against all foes. They are created using a fourth-level variant of the Animate Dead spell created by Lim-Dûl which must be cast on unhallowed ground. Should another necromancer discover these methods, more of these fell zombies may be created as if they were any other zombie, as per the rules of the Animate Dead spell (although the Cohort-creating version only works on medium-sized humanoids). “Join me in this place of power, you risen dead. Join me where the waters weep and the trees have no hearts” COMBAT The Zombie Cohorts assault their foes with their unnaturally strong and cold fists or weapons, either one carrying the unnaturally chill touch of the grave with them. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage. True Damage (Su): All blows from one of Lim-Dûl’s Cohort’s fists or melee weapons deal damage that is never considered subdual damage (therefore not able to be regenerated). Partial Actions Only (Ex): Lim-Dûl’s Cohorts have poor reflexes and can perform only partial actions. Thus they can move or attack but can only do both if they charge (a partial charge). [/QUOTE]
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