Exotic zombies at WotC


log in or register to remove this ad


I sure hope that in the upcoming Monster Manual, they don't consider such zombie variant monsters as separate entries to be worth of having their own page, because that would cheapen the Monster Manual greatly for me.
 


DandD said:
I sure hope that in the upcoming Monster Manual, they don't consider such zombie variant monsters as separate entries to be worth of having their own page, because that would cheapen the Monster Manual greatly for me.
I expect you to get basically three statblocks on one page, and then some details about each one.

I'm disappointed that the reanimator zombie mentioned in one of the playtests didn't show up. But I'm looking forward to these.

It also looks like they're taking advantage of zombies en mass preventing you from maneuvering. And I now want to run an encounter with Chillborn zombies in icy water.
 

[sblock=the article]The simplest monsters are cooler in the new edition of the D&D game, and zombies are no exception. But even though they're soulless animated corpses, zombies don't have to be dead simple. The 4th Edition designers threw the new zombie a bone, coming up with a few ways that everyone's favorite corpse creatures can function in the game to give more chills and kills.

To this end, in the Monster Manual, three exotic zombies appear. The first is the chillborn zombie, the coldness of the grave given just enough volition to be bent on murder. The corruption zombie is a paragon of rot with a great throwing arm. The final new zombie is the gravehound zombie.

That list might spark some preconceived notions about what these undead do. All three possess the implacable resilience of regular zombies, but each comes with an added spin. You might expect easy clichés and predictable performances, but the ideas behind these new breeds of zombie aren't dead on arrival.

A chillborn is cold, but it's not merely an icy zombie. Whatever accursed rites or foul maledictions gave a semblance of life to the chillborn made it even tougher than normal, its body and mind hardened by the freezing hand of death. Life-sapping cold streams from the creature, and the more chillborn zombies in a group, the deeper the freeze. As might be expected, the remorseless fists of the chillborn deal some cold damage, but when a chillborn strikes you, you just might freeze in place, still able to fight back but unable to flee the biting aura the zombie exudes. All chillborn deal more damage to immobilized victims, and your inability to maneuver certainly benefits anyone relying on the chillborn to provide a defensive front line.

One creature that requires such a line of defenders, although probably provided by allies other than the chillborn, is the corruption zombie. This creature is so tainted that its body constantly exudes putrid flesh. It tears off chunks of its own rotting body to hurl at its foes, but leaving itself unharmed due to the supernatural nature of its tissues. If one of its thrown motes of corruption strikes you, however, you're in trouble -- not only does the gobbet hurt, but the unclean flesh also weakens you. Your instincts might dictate charging the zombie to stop its ranged attacks. But the stink of death is so strong near the creature, so sickening, that it can overwhelm the fortitude of the hardiest warrior, slowing his movement and enfeebling his attacks. Even so, if you can stand the smell, pressing the corruption zombie into melee might be an effective way to put an end to the creature.

[IMaGel]http://wizards.com/dnd/images/mhbk_gallery/tn_76982_CN_jpg.jpg [/IMaGel] This isn't true of a gravehound zombie. So named because it's usually created from the corpse of a sizeable dog, a gravehound zombie is a melee monster like many other zombies. It's much faster than normal zombies, and its bite makes up in damage what it lacks in accuracy. The real problem with gravehounds is that their bite causes continuing decomposition around the wound. That trouble can persist even after the gravehound is destroyed. When the gravehound goes down, it lashes out one final time. If it hits you, its jaws lock. Until you can use brute force to open the death grip, you have to drag the hound around and deal with the decay its teeth cause. Being hindered like that during a battle can be more than just a minor nuisance.

When you're playing D&D, you want exciting entertainment. Defeating these exotic zombies is all the more satisfying, the possibility of horrible death all the more threatening, given their terrifying abilities. They set a great precedent for the zombie category's future expansion, and the prospect of even more terrifying fun.[/sblock]
 

DandD said:
I sure hope that in the upcoming Monster Manual, they don't consider such zombie variant monsters as separate entries to be worth of having their own page, because that would cheapen the Monster Manual greatly for me.
Why not? They are interesting enough to be their own creatures, have unique special abilities, and would all probably look and act differently enough that they might as well be different creatures. The only similarities between them are that they are all rotting corpses.

If they don't deserve thier own entries, then what does? Certainly by your logic, every devil should be on the same page, and giving distinct devils their own pages would cheapen the Monster Manual.

I just don't agree.
 

Betote said:
I liked what I read, but if I see one more "cool" in a Design&Development article, I'm going to cry :\
Yeah, it might not hurt to crack a thesaurus now and then. I nearly punched myself in the teeth when I saw that the latest Ampersand column is actually called "Exciting News!" Sounds like something that belongs in the "Does anyone agree with me about 4E?" meta-thread.
 

DandD said:
I sure hope that in the upcoming Monster Manual, they don't consider such zombie variant monsters as separate entries to be worth of having their own page, because that would cheapen the Monster Manual greatly for me.

If the fluff of the variants is different enough from the 'core' zombie, I don't see why shouldn't they have different entries.

On a side note, I'd love to see a basic zombie stat block alongside a number of 'zombie traits' that could be attached to it depending on the specific zombified monster, as in "this one has got horns" or "this one has got harder skin".
 

Betote said:
On a side note, I'd love to see a basic zombie stat block alongside a number of 'zombie traits' that could be attached to it depending on the specific zombified monster, as in "this one has got horns" or "this one has got harder skin".
That would be good, actually. Like giving other variants of peculiar monsters, like for example the Merrow, an aquatic variant of the Gargoyle, simply some modifiers and abilities, without wasting all too much space and disguising the same monster-variant as totally 'cool' new monster that is uber-cool, because it's new.
 
Last edited:

Pets & Sidekicks

Remove ads

Top