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[Feats, Templates] Alternate Zombies
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<blockquote data-quote="Clay_More" data-source="post: 4429469" data-attributes="member: 9813"><p>Just figured it might be a very good idea to summarize the differences between these templates and the standard zombie template, since "spotting" the differences can be a bit tricky when the entire template is posted.</p><p></p><p><span style="color: #BF0000"><strong><span style="font-size: 12px">Mook Zombie</span></strong></span></p><p> * 1 point of extra natural armor for smallest size category, 2 points of extra natural armor for all other size categories</p><p> * 2 extra points of Strength</p><p> * Great Fortitude as bonus feat.</p><p> * <strong>Great Toughness (Ex):</strong> A mook zombie has an additional Hit Point per Hit Die.</p><p> * <strong>Relentless Dead (Su):</strong> Mook zombies are very hard to permanently kill. When a mook zombie is killed, it will rise again in 1d4 rounds after it was slain. When a mook zombie rises again, it will have an amount of Hit Points equal to half its normal maximum. If the mook zombie is killed after it has already risen once, it will not rise again. A mook zombie that is killed by any spell or effect that completely destroys it, such as the Disintegrate spell, it will not rise again.</p><p> * <strong>Virtual Hit Dice (Su):</strong> Mook zombies have one virtual Hit Die.</p><p></p><p><span style="color: #BF0000"><strong><span style="font-size: 12px">Hex Zombie</span></strong></span></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> * <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> * <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> * <strong>Spell Resistance:</strong> A hex zombie has spell resistance equal to 10 + Hit Dice.</p><p> * <strong>Virtual Hit Dice (Su):</strong> Hex zombies have two virtual Hit Die.</p><p></p><p><span style="color: #BF0000"><strong><span style="font-size: 12px">Nexus Zombie</span></strong></span></p><p> * Wisdom becomes 14 instead of 10</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> * <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> * V<strong>irtual Hit Dice (Su):</strong> Nexus zombies have one virtual Hit Die.</p></blockquote><p></p>
[QUOTE="Clay_More, post: 4429469, member: 9813"] Just figured it might be a very good idea to summarize the differences between these templates and the standard zombie template, since "spotting" the differences can be a bit tricky when the entire template is posted. [color=#BF0000][b][size=3]Mook Zombie[/size][/b][/color] * 1 point of extra natural armor for smallest size category, 2 points of extra natural armor for all other size categories * 2 extra points of Strength * Great Fortitude as bonus feat. * [b]Great Toughness (Ex):[/b] A mook zombie has an additional Hit Point per Hit Die. * [b]Relentless Dead (Su):[/b] Mook zombies are very hard to permanently kill. When a mook zombie is killed, it will rise again in 1d4 rounds after it was slain. When a mook zombie rises again, it will have an amount of Hit Points equal to half its normal maximum. If the mook zombie is killed after it has already risen once, it will not rise again. A mook zombie that is killed by any spell or effect that completely destroys it, such as the Disintegrate spell, it will not rise again. * [b]Virtual Hit Dice (Su):[/b] Mook zombies have one virtual Hit Die. [color=#BF0000][b][size=3]Hex Zombie[/size][/b][/color] * [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]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]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. [color=#BF0000][b][size=3]Nexus Zombie[/size][/b][/color] * Wisdom becomes 14 instead of 10 * [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]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. * V[b]irtual Hit Dice (Su):[/b] Nexus zombies have one virtual Hit Die. [/QUOTE]
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