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Dawn of the Dead in DnD?
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<blockquote data-quote="Land Outcast" data-source="post: 3170213" data-attributes="member: 29160"><p>Ghasts.</p><p>No paralysis, instead a disease (or poison, your choice) similar to mummy rot.</p><p>Modified Dex, Int, and added Critical Vulnerability. Removed turn resistance, stench, ghoul fever.</p><p></p><p><u><strong>Romero's Zombies</strong></u></p><p><strong>Size/Type:</strong> Medium Undead</p><p><strong>Hit Dice:</strong> 4d12 (26 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>Armor Class:</strong> 14 (+0 Dex, +4 natural), touch 10, flat-footed 14</p><p><strong>Base Attack/Grapple:</strong> +2/+5</p><p><strong>Attack:</strong> Bite +5 melee (1d8+3 plus zombie corruption)</p><p><strong>Full Attack:</strong> Bite +5 melee (1d8+3 plus zombie corruption) and 2 claws +0 melee (1d4+1 plus zombie corruption)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Zombie Corruption</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., undead traits, critical vulnerability</p><p><strong>Saves:</strong> Fort +1, Ref +1, Will +6</p><p><strong>Abilities:</strong> Str 17, Dex 13, Con Ø, Int Ø, Wis 14, Cha 16</p><p><strong>Skills:</strong> -</p><p><strong>Feats:</strong> -</p><p><strong>Environment:</strong> Any</p><p><strong>Organization:</strong> Solitary, gang (8-20), pack (21-48), or horde (100+)</p><p><strong>Challenge Rating: </strong> 3</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Always Neutral</p><p><strong>Advancement:</strong> 5-8 HD (Medium)</p><p><strong>Level Adjustment:</strong> —</p><p></p><p></p><p><strong>Zombie Corruption (Su):</strong></p><p></p><p>Supernatural disease—bite or claw, Fortitude DC 16, incubation period 1 minute; damage 1d4 Con and 1d4 Cha. The save DC is Charisma-based.</p><p></p><p>Unlike normal diseases, zombie corruption continues until the victim reaches Constitution 0 (and dies) or is cured as described below.</p><p></p><p>Zombie corruption is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with zombie corruption must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.</p><p></p><p>To eliminate zombie corruption, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the zombie corruption can be magically cured as any normal disease.</p><p></p><p>An afflicted creature who dies of zombie corruption rises as a Romero's Zombie in 1d3 rounds.</p><p></p><p><strong>Critical Vulnerability (Ex):</strong></p><p>At a difference with normal undead, Romero's Zombies are vulnerable to critical hits and Coup de Grace attempts. Every critical hit is treated as a Coup de Grace attempt.</p></blockquote><p></p>
[QUOTE="Land Outcast, post: 3170213, member: 29160"] Ghasts. No paralysis, instead a disease (or poison, your choice) similar to mummy rot. Modified Dex, Int, and added Critical Vulnerability. Removed turn resistance, stench, ghoul fever. [U][B]Romero's Zombies[/B][/U] [B]Size/Type:[/B] Medium Undead [B]Hit Dice:[/B] 4d12 (26 hp) [B]Initiative:[/B] +0 [B]Speed:[/B] 30 ft. (6 squares) [B]Armor Class:[/B] 14 (+0 Dex, +4 natural), touch 10, flat-footed 14 [B]Base Attack/Grapple:[/B] +2/+5 [B]Attack:[/B] Bite +5 melee (1d8+3 plus zombie corruption) [B]Full Attack:[/B] Bite +5 melee (1d8+3 plus zombie corruption) and 2 claws +0 melee (1d4+1 plus zombie corruption) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] Zombie Corruption [B]Special Qualities:[/B] Darkvision 60 ft., undead traits, critical vulnerability [B]Saves:[/B] Fort +1, Ref +1, Will +6 [B]Abilities:[/B] Str 17, Dex 13, Con Ø, Int Ø, Wis 14, Cha 16 [B]Skills:[/B] - [B]Feats:[/B] - [B]Environment:[/B] Any [B]Organization:[/B] Solitary, gang (8-20), pack (21-48), or horde (100+) [B]Challenge Rating: [/B] 3 [B]Treasure:[/B] Standard [B]Alignment:[/B] Always Neutral [B]Advancement:[/B] 5-8 HD (Medium) [B]Level Adjustment:[/B] — [B]Zombie Corruption (Su):[/B] Supernatural disease—bite or claw, Fortitude DC 16, incubation period 1 minute; damage 1d4 Con and 1d4 Cha. The save DC is Charisma-based. Unlike normal diseases, zombie corruption continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Zombie corruption is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with zombie corruption must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate zombie corruption, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the zombie corruption can be magically cured as any normal disease. An afflicted creature who dies of zombie corruption rises as a Romero's Zombie in 1d3 rounds. [B]Critical Vulnerability (Ex):[/B] At a difference with normal undead, Romero's Zombies are vulnerable to critical hits and Coup de Grace attempts. Every critical hit is treated as a Coup de Grace attempt. [/QUOTE]
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