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[Feats, Templates] Alternate Zombies
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<blockquote data-quote="Clay_More" data-source="post: 4428766" data-attributes="member: 9813"><p><span style="color: #BF0000"><span style="font-size: 12px"><strong>Undead Bond</strong></span></span></p><p>You are able to harness energy from your undead minions and you can create nexus 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> You can sacrifice undead under your command to restore used spells. Once per round, as a free action, you can choose to sacrifice an undead under your command to restore a used spell slot. The undead will crumble into dust when the ability is used, enabling you to restore a spell of a spell level equal to the Hit Dice of the sacrificed undead. In addition to being able to sacrifice undead, you can also create nexus zombies with your Animate Dead spell.</p><p></p><p><span style="color: #BF0000"><span style="font-size: 12px"><strong>Nexus Zombie</strong></span></span></p><p>Nexus zombies are undead minions that have a strong link with their creator. The link allows the creator to channel his magic directly into the zombies to grant them unique abilities. Nexus zombies look like common zombies with a shroud of pale, dark energy surrounding their head. </p><p></p><p><u><strong>Creating a Nexus Zombie</strong></u></p><p></p><p>“Nexus 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 nexus 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 nexus 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 nexus zombie has a base attack bonus equal to 1/2 its Hit Dice.</p><p></p><p><strong>Attacks:</strong> A nexus zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A nexus 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 nexus zombie’s size. (Use the base creature’s slam damage if it’s better.)</p><p></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 nexus zombie retains none of the base creature’s special attacks. A nexus zombie gains the following special attacks.</p><p></p><p><strong>Lifelink (Su):</strong> When a nexus zombie causes damage to an opponent, the caster that has control over it is healed for an amount of damage equal to half of the damage caused by the attack.</p><p></p><p><strong>Special Qualities: </strong>A nexus zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A nexus zombie gains the following special quality.</p><p></p><p><strong>Nexus Potency (Sl):</strong> The caster commanding the nexus zombie can imbue the zombie with various powers by spending a spell. Using Nexus Potency is a free action for the caster who controls the zombie.</p><p></p><p><em>Necromantic Rage</em> - By spending a 1st level spell, the creator can cause the nexus zombie to enter a frenzied rage for three rounds, during which the zombie gains a +3 bonus to attack and damage and the zombie can ignore the Single Actions Only special quality while enraged. </p><p><em>Energy Burst </em>- By spending a 2nd level spell, the creator can cause the nexus zombie to emit a burst of negative energy. The wave of energy heals all undead within 20 ft. of the zombie, including the nexus zombie itself, for 2d8 points of damage.</p><p><em>Echo Spell </em>- By spending a 3rd level spell, the creator can cause the nexus zombie to create an echo of the next necromancy spell cast by the creator. The next necromancy spell cast by the creator will take effect twice, once originating from the creator and once originating from the nexus zombie. Both spells will have the exact same target, range and area of effect. If the target of the spell is within range of the creator, but not within range of the nexus zombie, the echo spell power will be lost. It is only possible to create an echo of a spell of spell level six or less.</p><p><em>Dire End</em> - By spending a 4th level spell, the creator of the nexus zombie can cause the zombie to explode in a blast of negative energy. The zombie will be destroyed, but in the process it will cause 2d6 points of Negative Energy damage per HD to all creatures within 20 ft. (Reflex Saving Throw DC 20 for half damage). Dire End can not cause more damage than 20d6, no matter the HD of the nexus zombie. </p><p></p><p><strong>Damage Reduction 5/Slashing:</strong> Nexus zombies are lumbering masses of flesh.</p><p></p><p><strong>Single Actions Only (Ex): </strong>Nexus 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>Virtual Hit Dice (Su):</strong> Nexus zombies have one 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 nexus zombie’s Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 14, and its Charisma changes to 1.</p><p></p><p><strong>Skills:</strong> A nexus zombie has no skills.</p><p></p><p><strong>Feats:</strong> A nexus 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 1/8</p><p>1 1/4</p><p>2 1/2</p><p>4 1</p><p>6 2</p><p>8–10 3</p><p>12–14 4</p><p>15–16 5</p><p>18–20 6</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 Nexus Zombie</strong></span></span></p><p></p><p><strong>Human Warrior Nexus 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> Lifelink</p><p><strong>Special Qualities:</strong> Damage reduction 5/slashing, darkvision 60 ft., nexus potency, single actions only, virtual hit dice, undead traits</p><p><strong>Saves:</strong> Fort +0, Ref –1, Will +5</p><p><strong>Abilities:</strong> Str 14, Dex 8, Con —, Int —, Wis 14, Cha 1</p><p><strong>Skills:</strong> -</p><p><strong>Feats:</strong> Great Fortitude</p><p><strong>Environment:</strong> Any</p><p><strong>Organization:</strong> Any</p><p><strong>Challenge Rating:</strong> 1/2</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: 4428766, member: 9813"] [color=#BF0000][size=3][b]Undead Bond[/b][/size][/color] You are able to harness energy from your undead minions and you can create nexus zombies with your Animate Dead spell. [b]Prerequisites:[/b] Caster level 7th, ability to cast at least six Necromancy spells. [b]Benefit:[/b] You can sacrifice undead under your command to restore used spells. Once per round, as a free action, you can choose to sacrifice an undead under your command to restore a used spell slot. The undead will crumble into dust when the ability is used, enabling you to restore a spell of a spell level equal to the Hit Dice of the sacrificed undead. In addition to being able to sacrifice undead, you can also create nexus zombies with your Animate Dead spell. [color=#BF0000][size=3][b]Nexus Zombie[/b][/size][/color] Nexus zombies are undead minions that have a strong link with their creator. The link allows the creator to channel his magic directly into the zombies to grant them unique abilities. Nexus zombies look like common zombies with a shroud of pale, dark energy surrounding their head. [u][b]Creating a Nexus Zombie[/b][/u] “Nexus 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 nexus 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 nexus 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 nexus zombie has a base attack bonus equal to 1/2 its Hit Dice. [b]Attacks:[/b] A nexus zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A nexus zombie also gains a slam attack. [b]Damage:[/b] Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the nexus 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 nexus zombie retains none of the base creature’s special attacks. A nexus zombie gains the following special attacks. [b]Lifelink (Su):[/b] When a nexus zombie causes damage to an opponent, the caster that has control over it is healed for an amount of damage equal to half of the damage caused by the attack. [b]Special Qualities: [/b]A nexus zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A nexus zombie gains the following special quality. [b]Nexus Potency (Sl):[/b] The caster commanding the nexus zombie can imbue the zombie with various powers by spending a spell. Using Nexus Potency is a free action for the caster who controls the zombie. [i]Necromantic Rage[/i] - By spending a 1st level spell, the creator can cause the nexus zombie to enter a frenzied rage for three rounds, during which the zombie gains a +3 bonus to attack and damage and the zombie can ignore the Single Actions Only special quality while enraged. [i]Energy Burst [/i]- By spending a 2nd level spell, the creator can cause the nexus zombie to emit a burst of negative energy. The wave of energy heals all undead within 20 ft. of the zombie, including the nexus zombie itself, for 2d8 points of damage. [i]Echo Spell [/i]- By spending a 3rd level spell, the creator can cause the nexus zombie to create an echo of the next necromancy spell cast by the creator. The next necromancy spell cast by the creator will take effect twice, once originating from the creator and once originating from the nexus zombie. Both spells will have the exact same target, range and area of effect. If the target of the spell is within range of the creator, but not within range of the nexus zombie, the echo spell power will be lost. It is only possible to create an echo of a spell of spell level six or less. [i]Dire End[/i] - By spending a 4th level spell, the creator of the nexus zombie can cause the zombie to explode in a blast of negative energy. The zombie will be destroyed, but in the process it will cause 2d6 points of Negative Energy damage per HD to all creatures within 20 ft. (Reflex Saving Throw DC 20 for half damage). Dire End can not cause more damage than 20d6, no matter the HD of the nexus zombie. [b]Damage Reduction 5/Slashing:[/b] Nexus zombies are lumbering masses of flesh. [b]Single Actions Only (Ex): [/b]Nexus 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]Virtual Hit Dice (Su):[/b] Nexus zombies have one 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 nexus zombie’s Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 14, and its Charisma changes to 1. [b]Skills:[/b] A nexus zombie has no skills. [b]Feats:[/b] A nexus 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 1/8 1 1/4 2 1/2 4 1 6 2 8–10 3 12–14 4 15–16 5 18–20 6 [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 Nexus Zombie[/b][/size][/color] [b]Human Warrior Nexus 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] Lifelink [b]Special Qualities:[/b] Damage reduction 5/slashing, darkvision 60 ft., nexus potency, single actions only, virtual hit dice, undead traits [b]Saves:[/b] Fort +0, Ref –1, Will +5 [b]Abilities:[/b] Str 14, Dex 8, Con —, Int —, Wis 14, Cha 1 [b]Skills:[/b] - [b]Feats:[/b] Great Fortitude [b]Environment:[/b] Any [b]Organization:[/b] Any [b]Challenge Rating:[/b] 1/2 [b]Treasure:[/b] None [b]Alignment:[/b] Always neutral evil [b]Advancement: [/b]None [b]Level Adjustment: [/b]- [/QUOTE]
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