Freshflesh Zombie

Clay_More

First Post
Okay, got a new spell that I want a little feedback on :)

Its intended to give the Arcane caster the possibility of creating more powerful undead, yet undead that operate in another manner than those created by Create Undead.



Freshflesh Zombie
Necromancy
Level: Sor/Wiz 6
Components: V, S, M, F
Casting Time: 1 minute
Range: Touch
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Freshflesh Zombie creates an undead that can retain some of the physical power of the flesh out of which it is made. Unlike a normal zombie created with the spell Animate Dead, this spell requires the corpse to be fairly new, since the spell allows for some of the abilities the corpse had in life to be used.
The caster can take parts from as many different bodies as he pleases. The finished zombie will have ability scores depending on the different contributing corpses. All of the corpses that contribute to the finished zombie must be of the same size for the spell to work.

Movement Rate: The zombie will have a movement rate equal to the movement rate of the creature that supplied the legs.
Natural Attacks: The zombie will be able of making attacks using the natural weapons of the creatures that supply the various body parts. If the supplying creatures are able of causing damage with their hands or claws, the zombie will be able of inflicting the same amount of damage. If the creature that supplied the head is normally able of causing bite damage, the zombie will also gain the ability to bite.
If the creature that supplies the hands / paws isn’t normally able of using tools (if, for example, the caster uses the paws from a tiger or lion), the finished zombie will not be able of wielding tools or weapons either.
Natural Armor: The zombie will have the same natural armor as the creature that supplied the torso. If the other body parts come from creatures that have less natural armor than the creature that supplied the torso, there will be a –2 penalty to the natural armor of the zombie. If all of the body parts come from creatures that have the same or higher natural armor, then the zombie will have the same natural armor as the creature that supplied the torso.
Strength: The zombie will have a strength score equal to the Strength of the creature that supplied the arms.
Dexterity: The zombie will have a dexterity score equal to the Dexterity of the creature that supplied the hands and feet.
Intelligence: The zombie will have an intelligence score equal to the intelligence of the creature that supplied the brain –2. Any zombie with an intelligence of 5 or more will have the same skills as the creature that supplied the brain.
Wisdom: The zombie will have a Wisdom score of 10
Charisma: The zombie will have a Charisma score of 8

It is possible for the caster to sow many parts together. The caster can, if he so chooses, give the zombie special, extra limbs and appendages.

Extra Legs: The zombie can be given an extra pair of legs. The caster needs to locate a creature that naturally has two pairs of legs, such as a centaur, tiger or bear. Simply taking two pairs of legs from different two-legged creatures will not be sufficient, since such legs are not meant to operate in fours. Should the caster put together a creature with four legs taken from creatures that are normally two-legged, its Dexterity will be reduced by –2 and it will suffer a –10 ft. penalty to its movement rate.
Extra Arms: The zombie can be given an extra pair of arms as well. The extra pair of arms will allow the zombie to make additional attacks, both unarmed and armed. Yet, putting another pair of arms on the zombie is also a hindrance and will give it a –4 penalty to Dexterity. Only one pair of extra arms can be fitted unto the zombie.
Wings: If the caster can locate a pair of wings, he can sow them unto the zombie to give it flight. The creature from which the wings are taken need to be one size larger than the rest of the zombie, otherwise they will not be large enough to grant it flight. The zombie will gain the same flight speed as the creature that supplied the wings. Its manoeuvrability will be one class lower though. If the zombie has an intelligence of 3 or less, it won’t be able of using the wings properly.

All of the various body parts used to create the zombie must be fresh. If they are more than 24 hours old, they will have degenerated. For every day past the first that the body parts have been dead, they have a –2 penalty to the ability score they grant. If the caster, for example, uses the arms of a creature that has been dead for three days, the finished zombie will have a Strength score equal to that of the original creature –4. Casting Gentle Repose on a corpse will allow it to overcome the degeneration.

The caster needs to succeed with a Knowledge (Anatomy) check to see if he succeeded in stiching the zombie together properly. The DC is equal to 5 + the amount of Ability Points the zombie has above those normally found on a zombie of its size (use the Monstrous Manual for reference). Failure means that one of the body parts has been poorly attached. Roll on the table below to see what hindrances are imposed on the freshflesh zombie. These effects are not visible to the caster and will only be revealed after the freshflesh zombie has been created.

Failed by Effect
1-2 -1 penalty to Str/Dex
3-4 -2 penalty to Str/Dex, -1 penalty to Int
5-6 -4 penalty to Str/Dex, -2 penalty to Int
7+ Zombie is flawed and will die again immediatly after animation

Once the caster has constructed his zombie and stitched it together, he is ready to animate it. To animate it, he first casts Freshflesh Zombie. In the next round, the caster must cast a spell that causes Lightning damage on the corpse, to activate the muscles and nerves. The spell must cause at least 15 points of damage to the corpse. If it doesn’t cause 15 points of damage, the animation will have failed the corpse will be ruined. If it causes more than 15 points of damage, the zombie will gain a number of bonus hit points equal to the extra points of damage caused. These bonus hit points are permanent hit points. For example, if the creator casts a Lightning Bolt on the corpse that inflicts 27 points of damage, the zombie will gain 12 extra hit points. After the zombie has been created, any Lightning damage it suffers will actually heal it instead of harming it.
The zombie will have the same HD as a normal zombie of its size (See pg. 191 of the Monstrous Manual). Unlike normal zombies, the freshflesh zombie isn’t confined to taking partial actions only. All of these zombies start out with having the Toughness feat.
The zombie created will be under the command of the caster. The caster can command a number of these zombies equal to his caster level divided by 5. For example, a 14 th. level caster would be able of commanding 3 such zombies, no matter their HD. Commanding freshflesh zombies doesn’t interfere with the number of normal undead the caster can command.
These zombies are used for a great number of purposes by necromancers. Some create intelligent zombies that are put in command of other undeads. Some create large and brutal zombies they can use as bodyguards or shocktroopers. Some even create zombies made completely of bodyparts taken from one species. This allows the zombie to blend in fairly well in a normal society, making it an excellent spy. Since the zombie doesn’t decay like normal undead, it is very hard to reveal its true nature.
Unlike normal zombies, freshflesh zombies can actually take a class if they have an intelligence of 5 or more. Often, this class will be dictated by the creator, yet some freshflesh zombies are allowed to choose for themselves.
If the creator of a freshflesh zombie dies, the zombie will not cease to exist. It will live on, but will be free from any orders and commands given to it by its master before his death. More unintelligent zombies will simply live as animals, whereas intelligent zombies have been known to travel the world looking for a new employer. In a few cases, freshflesh zombies have even been seen commanding undead of their own.

Sample Freshflesh Zombie
This is a large, combat-oriented zombie. It has the arms of a brown bear, the legs and lower body of a bison, the brain, head, torso and hands of a troll. When the zombie was animated, the caster used an empowered Lightning Bolt that caused 54 points of damage (which gives the zombie an additional 39 Hit Points). Since the zombie doesn’t end up with an intelligence of 5 or more, it doesn’t receive the skills from the Troll. This creature would cost 1000 gp. to make, not including the cost to find the various creatures that supply the body parts.

Hit Dice: 4d12+42 (68 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 16 (-1 size, +2 Dex, +5 natural)
Attacks: 2 Claws +10 melee, bite +5 melee
Damage: Claw 1d6+8, bite 1d+8
Face/Reach: 5 ft. / 10 ft.
Special Qualities: Undead, Lightning Heal
Saves: Fort +1, Ref +3, Will +4
Abilities: Str 27, Dex 14, Con -, Int 4, Wis 10, Cha 1
Skills: None
Feats: Toughness

Focus: The caster must have a silver headband that has been specially prepared for the purpose. The headband allows him to control the freshflesh zombies once they are created, but it must be worn at all times and thus takes up the headband/helmet slot. Removing the headband will free all freshflesh zombies under the caster control permanently (putting it back on will not bring the zombies back under the casters control).

Material Component: The various body parts the make up the zombie and a great number of various herbs and oils that will keep the zombie safe from the ravages of time. The cost of these components depends on the size of the zombie. (Tiny 125 gp., Small 250 gp., Medium-Size 500 gp., Large 1000 gp., Huge 2000 gp., Gargantuan 4000 gp., Colossal 8000 gp.)
 

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Recommend you create a discrete template for FFZs, to shorten the spell description to something manageable. You might also want to make the whole process a bit simpler.

It's probably not a good idea to introduce a new Knowledge skill purely for the purposes of this spell. A Spellcraft check would work fine, or maybe a Knowledge (nature) check.
 

Something Familiar Here

This reminds me alot of the flesh golem. Perhaps your template should be a golem rather than an undead? Just an idea.
 

Thanks alot for the comments guys.

Recommend you create a discrete template for FFZs, to shorten the spell description to something manageable. You might also want to make the whole process a bit simpler.

It could be done, but I myself wonder how you would propose such a Template could be constructed. Would you make it an undead template added to the living creature or a partial living template added to the zombie?

It's probably not a good idea to introduce a new Knowledge skill purely for the purposes of this spell. A Spellcraft check would work fine, or maybe a Knowledge (nature) check.

I know that Knowledge (Anatomy) was used in the book titled Undead, where I got it. Have seen other sources using Anatomy (can be used to establish cause of death as well). Knowledge (nature) is one of the basic PhB skills, but it falls quite far from what this spell is achieving (even though, it could possibly identify usable animal components).

This reminds me alot of the flesh golem. Perhaps your template should be a golem rather than an undead? Just an idea.

As far as my opinion goes, I think that it resembles a Vampire more than a Flesh Golem actually. It uses the potential already existing in the material it uses, in contrast to the Flesh Golem that simply uses the material as "Raw" material. Constructs do not really rely on their building material in the same manner as the undead templated creatures do. But, I actually liked the concept of Template, if only I could come up with a way of doing it though.
 
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Van Richtens Guide to the Walking dead.

Page 14.
Composite undead is pretty much the same thing you've created. I'd suggest you have a look and see if you can work around it. Cheers, Grish
 

Thanks alot Grish, dont have that book though, unfortunately. Its 2 nd. edition if im not mistaken though? Well, ill see how close they are to another when I get the chance.

Anyways, the spell isn't overpowered as it is now, in your opinions? Its been tweaked a little already (I removed the Clr 6 from the level, to make it available to Arcane spellcasters only. Clerics already have plenty of options for spells as is).
 

It's been rereleased and it's a good read shame I don't have a scanner or I'd let you see the write up. Sorry it's spread over 2 or 3 pages so would take a while to do and I'm in work.

I can tell you though that it's a +2 to the base creatures CR the other creatures don't effect it. It does gain things such as flight if you use a gargoyle or spider climb if using a spider and the special attacks of the creatures. Hope you make some nice meanie for the pc's! Undead have been screwed with no con now so make up with the different abilities they get and total the party hehehe Sorry associating myself with the dead always makes me laugh manically muwahaaaahaaaaa
 

Well, hoping that this version of the spell will do the trick for the BBEG.

I am still considering how it could become a template if it is to keep all its possibilities.
 

I like the spell, but .....

* if it is the spell for the BBEG it's ok, if the players get the hand on it the description is way too long ( as already said)

*the lightning damgage is uncool, Necromancer have to bar one scholl and some take evocation ( most boring school anyway). Maybe cast several animate dead (one per different body part ). Or some Cause Wounds . If caster is a wizard - in the FR is a spell that heals undead IIRC.

* Change: Level: Sor/Wiz 6 Clr 5

* add: Body parts must come from creatures of the same size category (or Anatomy skill +10/20/15)

* change Knowledge(Anatomy) into Craft(Anatomy) or Craft (surgery), maybe Knowledge(Anatomy) and Craft (surgery)

* use a template ! ( Already said) Just adding to the crew.
(how to do it: take construction stuff from spell description to the template)

* don`t put to much possibilty into the spell. KISS

just MHO hope it helps.
CM I invite you to crize my spells ("nu spells #, plz evalute")
Winternight
 

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