Exotic zombies at WotC

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".
Kind'a like a one-monster mini-template. I've got your Minotaur Zombie (Level 4 Large Brute (with horns)) right here ...

By the way, Gravehounds sound wicked awesome. Although I think that Goblin Necromancer used wolves ...
 

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While I still strongly dislike changing zombies from a template, and wouldn't care to use these rules for general purposes, they DO inspire me to run a wicked Castlevania mini-campaign. :D
 

MoogleEmpMog said:
While I still strongly dislike changing zombies from a template, and wouldn't care to use these rules for general purposes, they DO inspire me to run a wicked Castlevania mini-campaign. :D
I need a drool icon, stat.
 

Design & Development columns are great and all, but what about the Features? Its now been two updates without a Feature being released.
 

MoogleEmpMog said:
While I still strongly dislike changing zombies from a template, and wouldn't care to use these rules for general purposes, they DO inspire me to run a wicked Castlevania mini-campaign. :D

If the hype is to be believed, it'll be easy enough to tweek the new zombie to be appropriate for, say, a hill giant zombie. It may even be easier than applying the 3E templates. I'm not holding my breath, but that's the impression I'm getting from the hype.

On a different note, things like this are starting to make me wonder if 4E won't be the best edition of the game for the type of games I want to run. (And I mean that in a very good way.)
 

Interesting Article. I like what I see so far...... sorta.

Are monster templates are going the way of the dodo? I really hope not, since templates are what made 3.x monsters so friggin cool.

I like variant creatures, but these just beg "template". Maybe instead of templates, they are going to offer up some monster building advice.

Also, is there any indication that the different 3.x monster types and descriptors changing/going away? They made it easy to categorize and "lump" monsters together, and it made the templating easier, but I haven't really heard anything one way or the other about these yet.
 

I do begin to tire of the [word+word]SPACE[Creature type] naming scheme. I realize it's probably tough to come up with names for this many weird critters, but it still feels kinda hokey after a while.
 

I liked zombies as a template, but I like this idea too. Don't get me wrong: I know that variant zombies aren't anything new... but something about the acknowledgment of it being organized that way resonates with me. Also, from the original zombie article, I'm still just excited to see zombies coming into their own and being a little more ominous/cinematic. I definitely smell a mini-necropalypse in the months ahead in my campaign.
 

frankthedm said:
[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]

1) Love the article and the 3 exotic zombies!
2) Wish they showed more about the reanimator zombie mentioned in someone's blog

3) When I look at the page, I don't get the pic of the gravehound zombie that shows up in frankthedm's spoiler. I'm on a Mac, and I used both Safari and Firefox, but no pic. Strange. makes me wonder what other pics I'm missing? :(
 

Reaper Steve said:
3) When I look at the page, I don't get the pic of the gravehound zombie that shows up in frankthedm's spoiler. I'm on a Mac, and I used both Safari and Firefox, but no pic. Strange. makes me wonder what other pics I'm missing? :(
I think that's his own work -- I'm not getting it in Firefox or IE on an XP machine.
 

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