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[Feats, Templates] Alternate Zombies
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<blockquote data-quote="Clay_More" data-source="post: 4428764" data-attributes="member: 9813"><p><span style="color: #BF0000"><span style="font-size: 12px"><strong>Hex Magic</strong></span></span></p><p>You are able to more efficiently affect targets that all fallen under the sway of your necromancy spells and you can create hex zombies with your Animate Dead spell.</p><p><strong>Prerequisites:</strong> Caster level 7th, ability to cast at least six Necromancy spells.</p><p><strong>Benefit:</strong> When you cast a necromancy spell on an opponent that already has one or more necromancy spells in effect on him, your opponent gains a -1 penalty to his Saving Throw against your spell for each necromancy spell in effect on him. In addition to your ability to more easily influence targets that already have necromancy spells on them, you can also create hex zombies with your Animate Dead spell.</p><p></p><p><span style="color: #BF0000"><span style="font-size: 12px"><strong>Hex Zombie</strong></span></span></p><p>Hex zombies are a highly specialized type of undead minion made by the cabalists of the Black Kingdoms to fight enemy spellcasters. Hex zombies vaguely resemble common zombies, the major difference beeing that hex zombies are covered by glowing arcane runes that makes it virtually impossible for them to hide in the dark. The runes emit enough light for the zombie to be easily spotted at a distance of 120 ft. in complete darkness. In daylight, the glowing runes are only vaguely noticable. </p><p></p><p><u><strong>Creating a Hex Zombie</strong></u></p><p></p><p>“Hex Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).</p><p></p><p><strong>Size and Type:</strong> The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.</p><p></p><p><strong>Hit Dice:</strong> Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can’t be made into a hex zombie with the animate dead spell.</p><p></p><p><strong>Speed:</strong> If the base creature can fly, its maneuverability rating drops to clumsy.</p><p></p><p><strong>Armor Class:</strong> Natural armor bonus increases by a number based on the hex zombie’s size:</p><p></p><p><u><strong>Size AC Bonus</strong></u></p><p>Tiny or smaller +0</p><p>Small +1</p><p>Medium +2</p><p>Large +3</p><p>Huge +4</p><p>Gargantuan +7</p><p>Colossal +11</p><p></p><p><strong>Base Attack: </strong>A hex zombie has a base attack bonus equal to 1/2 its Hit Dice.</p><p></p><p><strong>Attacks:</strong> A hex zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A hex zombie also gains a slam attack.</p><p></p><p><strong>Damage: </strong>Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the hex zombie’s size. (Use the base creature’s slam damage if it’s better.)</p><p><u></u></p><p><u><strong>Size Damage</strong></u></p><p>Fine 1</p><p>Diminutive 1d2</p><p>Tiny 1d3</p><p>Small 1d4</p><p>Medium 1d6</p><p>Large 1d8</p><p>Huge 2d6</p><p>Gargantuan 2d8</p><p>Colossal 4d6</p><p></p><p><strong>Special Attacks: </strong>A hex zombie retains none of the base creature’s special attacks. A hex zombie gains the following special attacks.</p><p></p><p><strong>Hex (Su):</strong> When a hex zombie causes damage to an opponent, the opponent becomes Hexed for 5 rounds. A Hexed opponent suffers a -5 penalty to all Saving Throws against spells cast by the caster in control of the hex zombie.</p><p></p><p><strong>Nether Grasp (Su): </strong>Once per day, a hex zombie may choose to perform a special nether grasp attack. A nether grasp attack is a normal melee attack that completely ignores any protective spells on the target. The attack doesn't ignore armor bonuses gained from magic items, but it does ignore all spells that grant bonuses to the subjects armor class as well as spells that provide concealment (such as Blur). A nether grasp attack can even be done through a force effect, such as Wall of Force, but the ability doesn't allow the entire zombie to pass through the force effect, only its weapon or hand. </p><p></p><p><strong>Special Qualities: </strong>A hex zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A hex zombie gains the following special quality.</p><p></p><p><strong>Damage Reduction 5/Slashing: </strong>Hex zombies are lumbering masses of flesh.</p><p></p><p><strong>Nether Stride (Su): </strong>Once per day, when a hex zombie fully or partially resists a spell due to either succeeding at its Saving Throw or due to its spell resistance, the hex zombie can choose to perform a nether stride towards the caster of the resisted spell. Performing a nether stride is a free action. When the nether stride is performed, the hex zombie will sink into the ground and re-appear in any unoccupied square next to the caster of the resisted spell.</p><p></p><p><strong>Single Actions Only (Ex):</strong> Hex zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.</p><p></p><p><strong>Spell Resistance:</strong> A hex zombie has spell resistance equal to 10 + Hit Dice.</p><p></p><p><strong>Virtual Hit Dice (Su): </strong>Hex zombies have two virtual Hit Die.</p><p></p><p><strong>Saves:</strong> Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.</p><p></p><p><strong>Abilities:</strong> A hex zombie’s Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.</p><p></p><p><strong>Skills: </strong>A hex zombie has no skills.</p><p></p><p><strong>Feats:</strong> A hex zombie loses all feats of the base creature and gains Toughness.</p><p></p><p><strong>Environment:</strong> Any land and underground.</p><p></p><p><strong>Organization: </strong>Any.</p><p></p><p><strong>Challenge Rating:</strong> Depends on Hit Dice, as follows:</p><p></p><p><u><strong>Hit Dice Challenge Rating</strong></u></p><p>1/2 1/4</p><p>1 1/2</p><p>2 1</p><p>4 2</p><p>6 3</p><p>8–10 4</p><p>12–14 5</p><p>15–16 6</p><p>18–20 7</p><p></p><p><strong>Treasure:</strong> None.</p><p></p><p><strong>Alignment: </strong>Always neutral evil.</p><p></p><p><strong>Advancement: </strong>As base creature, but double Hit Dice (maximum 20), or — if the base creature advances by character class.</p><p></p><p><strong>Level Adjustment:</strong> —.</p><p></p><p></p><p><span style="color: #BF0000"><span style="font-size: 12px"><strong>Sample Hex Zombie</strong></span></span></p><p></p><p><strong>Human Warrior Hex Zombie</strong></p><p><strong>Hit Dice:</strong> 2d12+3 (16 hp)</p><p><strong>Initiative:</strong> -1</p><p><strong>Speed: </strong>30 ft. (6 squares; can't run)</p><p><strong>Armor Class: </strong>11 (–1 Dex, +2 natural), touch 9, flat-footed 11 </p><p><strong>Base Attack/Grapple:</strong> +1/+3</p><p><strong>Attack: </strong>Slam +3 melee (1d6+2) or longsword +2 melee (1d8+2)</p><p><strong>Full Attack:</strong> Slam +3 melee (1d6+2) or longsword +2 melee (1d8+2)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft</p><p><strong>Special Attacks:</strong> Hex, nether grasp</p><p><strong>Special Qualities:</strong> Damage reduction 5/slashing, darkvision 60 ft., nether stride, single actions only, spell resistance, virtual hit dice, undead traits</p><p><strong>Saves:</strong> Fort +0, Ref –1, Will +3</p><p><strong>Abilities:</strong> Str 14, Dex 8, Con —, Int —, Wis 10, Cha 1</p><p><strong>Skills:</strong> -</p><p><strong>Feats:</strong> Toughness</p><p><strong>Environment: </strong>Any</p><p><strong>Organization:</strong> Any</p><p><strong>Challenge Rating:</strong> 1</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral evil</p><p><strong>Advancement:</strong> None</p><p><strong>Level Adjustment:</strong> -</p></blockquote><p></p>
[QUOTE="Clay_More, post: 4428764, member: 9813"] [color=#BF0000][size=3][b]Hex Magic[/b][/size][/color] You are able to more efficiently affect targets that all fallen under the sway of your necromancy spells and you can create hex zombies with your Animate Dead spell. [b]Prerequisites:[/b] Caster level 7th, ability to cast at least six Necromancy spells. [b]Benefit:[/b] When you cast a necromancy spell on an opponent that already has one or more necromancy spells in effect on him, your opponent gains a -1 penalty to his Saving Throw against your spell for each necromancy spell in effect on him. In addition to your ability to more easily influence targets that already have necromancy spells on them, you can also create hex zombies with your Animate Dead spell. [color=#BF0000][size=3][b]Hex Zombie[/b][/size][/color] Hex zombies are a highly specialized type of undead minion made by the cabalists of the Black Kingdoms to fight enemy spellcasters. Hex zombies vaguely resemble common zombies, the major difference beeing that hex zombies are covered by glowing arcane runes that makes it virtually impossible for them to hide in the dark. The runes emit enough light for the zombie to be easily spotted at a distance of 120 ft. in complete darkness. In daylight, the glowing runes are only vaguely noticable. [u][b]Creating a Hex Zombie[/b][/u] “Hex Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature). [b]Size and Type:[/b] The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here. [b]Hit Dice:[/b] Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can’t be made into a hex zombie with the animate dead spell. [b]Speed:[/b] If the base creature can fly, its maneuverability rating drops to clumsy. [b]Armor Class:[/b] Natural armor bonus increases by a number based on the hex zombie’s size: [u][b]Size AC Bonus[/b][/u] Tiny or smaller +0 Small +1 Medium +2 Large +3 Huge +4 Gargantuan +7 Colossal +11 [b]Base Attack: [/b]A hex zombie has a base attack bonus equal to 1/2 its Hit Dice. [b]Attacks:[/b] A hex zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A hex zombie also gains a slam attack. [b]Damage: [/b]Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the hex zombie’s size. (Use the base creature’s slam damage if it’s better.) [u] [b]Size Damage[/b][/u] Fine 1 Diminutive 1d2 Tiny 1d3 Small 1d4 Medium 1d6 Large 1d8 Huge 2d6 Gargantuan 2d8 Colossal 4d6 [b]Special Attacks: [/b]A hex zombie retains none of the base creature’s special attacks. A hex zombie gains the following special attacks. [b]Hex (Su):[/b] When a hex zombie causes damage to an opponent, the opponent becomes Hexed for 5 rounds. A Hexed opponent suffers a -5 penalty to all Saving Throws against spells cast by the caster in control of the hex zombie. [b]Nether Grasp (Su): [/b]Once per day, a hex zombie may choose to perform a special nether grasp attack. A nether grasp attack is a normal melee attack that completely ignores any protective spells on the target. The attack doesn't ignore armor bonuses gained from magic items, but it does ignore all spells that grant bonuses to the subjects armor class as well as spells that provide concealment (such as Blur). A nether grasp attack can even be done through a force effect, such as Wall of Force, but the ability doesn't allow the entire zombie to pass through the force effect, only its weapon or hand. [b]Special Qualities: [/b]A hex zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A hex zombie gains the following special quality. [b]Damage Reduction 5/Slashing: [/b]Hex zombies are lumbering masses of flesh. [b]Nether Stride (Su): [/b]Once per day, when a hex zombie fully or partially resists a spell due to either succeeding at its Saving Throw or due to its spell resistance, the hex zombie can choose to perform a nether stride towards the caster of the resisted spell. Performing a nether stride is a free action. When the nether stride is performed, the hex zombie will sink into the ground and re-appear in any unoccupied square next to the caster of the resisted spell. [b]Single Actions Only (Ex):[/b] Hex zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge. [b]Spell Resistance:[/b] A hex zombie has spell resistance equal to 10 + Hit Dice. [b]Virtual Hit Dice (Su): [/b]Hex zombies have two virtual Hit Die. [b]Saves:[/b] Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2. [b]Abilities:[/b] A hex zombie’s Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1. [b]Skills: [/b]A hex zombie has no skills. [b]Feats:[/b] A hex zombie loses all feats of the base creature and gains Toughness. [b]Environment:[/b] Any land and underground. [b]Organization: [/b]Any. [b]Challenge Rating:[/b] Depends on Hit Dice, as follows: [u][b]Hit Dice Challenge Rating[/b][/u] 1/2 1/4 1 1/2 2 1 4 2 6 3 8–10 4 12–14 5 15–16 6 18–20 7 [b]Treasure:[/b] None. [b]Alignment: [/b]Always neutral evil. [b]Advancement: [/b]As base creature, but double Hit Dice (maximum 20), or — if the base creature advances by character class. [b]Level Adjustment:[/b] —. [color=#BF0000][size=3][b]Sample Hex Zombie[/b][/size][/color] [b]Human Warrior Hex Zombie[/b] [b]Hit Dice:[/b] 2d12+3 (16 hp) [b]Initiative:[/b] -1 [b]Speed: [/b]30 ft. (6 squares; can't run) [b]Armor Class: [/b]11 (–1 Dex, +2 natural), touch 9, flat-footed 11 [b]Base Attack/Grapple:[/b] +1/+3 [b]Attack: [/b]Slam +3 melee (1d6+2) or longsword +2 melee (1d8+2) [b]Full Attack:[/b] Slam +3 melee (1d6+2) or longsword +2 melee (1d8+2) [b]Space/Reach:[/b] 5 ft./5 ft [b]Special Attacks:[/b] Hex, nether grasp [b]Special Qualities:[/b] Damage reduction 5/slashing, darkvision 60 ft., nether stride, single actions only, spell resistance, virtual hit dice, undead traits [b]Saves:[/b] Fort +0, Ref –1, Will +3 [b]Abilities:[/b] Str 14, Dex 8, Con —, Int —, Wis 10, Cha 1 [b]Skills:[/b] - [b]Feats:[/b] Toughness [b]Environment: [/b]Any [b]Organization:[/b] Any [b]Challenge Rating:[/b] 1 [b]Treasure:[/b] None [b]Alignment:[/b] Always neutral evil [b]Advancement:[/b] None [b]Level Adjustment:[/b] - [/QUOTE]
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