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<blockquote data-quote="releasethedogs" data-source="post: 1201862" data-attributes="member: 14865"><p><span style="color: #ffffff">yeah, i have seen the open call for the creatures, only thing is i was woundering if i still own the creature or does it become there property? </span></p><p> </p><p>like the idea about monsters in the two lanscapes that are diffrent. good idea.</p><p> </p><p>its set on present day earth? wtf? lame! that makes all the alien moves off. anyways i got to go now here is the tar zombie. yay!</p><p> </p><p><span style="font-family: 'Times'">Tar Zombie</span></p><p></p><p><span style="font-family: 'Times'"><span style="font-size: 12px">Medium-size Undead</span></span></p><p></p><p></p><p></p><p><span style="font-family: 'Times'"><span style="font-size: 12px">HD: 2d12-4 (9 hp) </span></span></p><p></p><p><span style="font-family: 'Times'"><span style="font-size: 12px">Initiative: -1 (-1 Dex)</span></span></p><p></p><p><span style="font-family: 'Times'"><span style="font-size: 12px">Speed: 30 ft</span></span></p><p></p><p><span style="font-family: 'Times'"><span style="font-size: 12px">AC: 11 (-1 Dex, +2 Natural Armor)</span></span></p><p></p><p><span style="font-family: 'Times'"><span style="font-size: 12px">Attacks: 2 Claws +3 (melee)</span></span></p><p></p><p><span style="font-family: 'Times'"><span style="font-size: 12px">Damage: Claws 1d4+2 and Tar</span></span></p><p></p><p><span style="font-family: 'Times'"><span style="font-size: 12px">Face/Reach: 5 ft x 5 ft/5 ft</span></span></p><p></p><p><span style="font-family: 'Times'"><span style="font-size: 12px">Special Attacks: Tar, Vomit, Feast</span></span></p><p></p><p><span style="font-family: 'Times'"><span style="font-size: 12px">Special Qualities: Sticky, Undead Immunities, Darkvision 60 ft.</span></span></p><p></p><p><span style="font-family: 'Times'"><span style="font-size: 12px">Saves: Fort -5, Refl -1, Will +3</span></span></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Times'">Abilities: Str 14, Dex 9, Con --, Int --, </span><span style="font-family: 'Times'">Wis</span><span style="font-family: 'Times'"> 10, Cha 1</span></span></p><p></p><p></p><p></p><p><span style="font-family: 'Times'"><span style="font-size: 12px">Feats: Toughness, </span></span></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Times'">Climate/Terrain: </span><span style="font-family: 'Times'">Warm</span><span style="font-family: 'Times'">Land</span></span></p><p></p><p><span style="font-family: 'Times'"><span style="font-size: 12px">Organization: Gang (2-5), squad (6-10) or mob (11-20)</span></span></p><p></p><p><span style="font-family: 'Times'"><span style="font-size: 12px">CR: 2</span></span></p><p></p><p><span style="font-family: 'Times'"><span style="font-size: 12px">Treasure: None</span></span></p><p></p><p><span style="font-family: 'Times'"><span style="font-size: 12px">Alignment: Neutral (Always)</span></span></p><p></p><p><span style="font-size: 12px"><span style="font-family: 'Times'">Advancement</span><span style="font-family: 'Times'">Range</span><span style="font-family: 'Times'">: 3-4 HD (Medium-size), 5-6 HD (Large)</span></span></p><p></p><p></p><p></p><p><span style="font-family: 'Times'"><span style="font-size: 12px">Tar Zombies are a mysterious type of zombie that the process of animation turns its body into a drippy, sticky tar like substance. The origins is generally unknown, but it is known that the humidity of the tropical rain forests play a role in there creation. For this reason they are rarely encountered outside of warm areas.</span></span></p><p></p><p></p><p></p><p><span style="font-size: 12px"><strong><u><span style="font-family: 'Times'">Combat</span></u></strong></span></p><p></p><p><span style="font-family: 'Times'"><span style="font-size: 12px">Tar Zombies in combat lumber toward their opponents hammering, mauling and eating there way to victory. </span></span></p><p></p><p><span style="font-size: 12px"><strong><span style="font-family: 'Times'">Tar (Ex): </span></strong><span style="font-family: 'Times'">25% of Tar Zombies are cover with tar that is magically hot. Those struck by their claw attack must make a reflex saving throw (DC 14) or they become covered in tar and take an additional point of damage for 1d6 turns. This attack is cumulative and each additional attack adds a point of damage as well as resets the duration of the damage. Tar can be scraped off with a slashing weapon (like a sword) but doing so there is a 50% chance the characters will inadvertently cut them self's in the process doing half damage of that weapon. Characters using a weapon that they know and have it as a weapon focus feat need not worry about injuring themselves while scraping off tar. Scraping off tar requires 1 turn for each attack.</span></span></p><p></p><p><span style="font-size: 12px"><strong><span style="font-family: 'Times'">Vomit (Ex):</span></strong><span style="font-family: 'Times'"> Twice daily, the tar zombie can vomit up a line of tar up to 5 feet away. Those struck by the vomit attack act as though under a <em>slow</em> spell unless a Reflex saving throw is successful (DC17). Tar Zombies who’s tar is heated are especially deadly with there tar attack. There tar not only acts as a slow spell but it deals 1d4 points of damage for 1d4 rounds. Tar may be scraped off as described above.</span></span></p><p></p><p><span style="font-size: 12px"><strong><span style="font-family: 'Times'">Feast (Ex):</span></strong><span style="font-family: 'Times'"> A Tar Zombie can make a sudden lunge at a victim and bite open there skull, killing the victim. This is done to feast on their brain matter. The feast attack is a attack roll made at –5, unless the target is slowed by the vomit attack in which case the penalty is only –2. Since the Feast attack is directed specifically at the targets for head or the back of their head only include dexterity and any armor that protects the head for purposes of the feast attack. Targets of the feast attack are allowed a reflex saving throw, success means the character avoids death and takes 2d6 points of damage instead. If a Tar Zombie successfully eats brains, that Tar Zombie instantly heals 1d6 points of damage. Those who’s brains are eaten are 10% likely to become a Tar Zombie in 1d4 days unless a <em>wish</em> or <em>limited wish</em> is cast on the body.</span></span></p><p></p><p><span style="font-size: 12px"><strong><span style="font-family: 'Times'">Sticky (Ex):</span></strong><span style="font-family: 'Times'"> Any one attacking a Tar Zombie risks having the weapon stick to its tar covered body. There is a 25% chance per attack that the weapon will stick to the zombie requiring a successful strength check to pull it free.</span></span></p><p></p><p><span style="font-size: 12px"><strong><span style="font-family: 'Times'">Undead Immunities (Ex):</span></strong><span style="font-family: 'Times'"> Imune to poison, <em>sleep</em> paralysis, stunning, deasuse, death and necromantic effects. Ignores mind-influnceing spells, critical hits, subdual damage, ability damage as well as ability and energy drain. Immune to everything that requires a fortitude saving throw (unless it effects objects). Not at risk of death from massive damage.</span></span></p><p></p><p><span style="font-size: 12px"><strong><span style="font-family: 'Times'">Darkvision (Ex):</span></strong><span style="font-family: 'Times'"> Tar Zombies can see in the dark up to 60 ft.</span></span></p></blockquote><p></p>
[QUOTE="releasethedogs, post: 1201862, member: 14865"] [color=#ffffff]yeah, i have seen the open call for the creatures, only thing is i was woundering if i still own the creature or does it become there property? [/color] like the idea about monsters in the two lanscapes that are diffrent. good idea. its set on present day earth? wtf? lame! that makes all the alien moves off. anyways i got to go now here is the tar zombie. yay! [font=Times]Tar Zombie[/font] [font=Times][size=3]Medium-size Undead[/size][/font] [font=Times][size=3]HD: 2d12-4 (9 hp) [/size][/font] [font=Times][size=3]Initiative: -1 (-1 Dex)[/size][/font] [font=Times][size=3]Speed: 30 ft[/size][/font] [font=Times][size=3]AC: 11 (-1 Dex, +2 Natural Armor)[/size][/font] [font=Times][size=3]Attacks: 2 Claws +3 (melee)[/size][/font] [font=Times][size=3]Damage: Claws 1d4+2 and Tar[/size][/font] [font=Times][size=3]Face/Reach: 5 ft x 5 ft/5 ft[/size][/font] [font=Times][size=3]Special Attacks: Tar, Vomit, Feast[/size][/font] [font=Times][size=3]Special Qualities: Sticky, Undead Immunities, Darkvision 60 ft.[/size][/font] [font=Times][size=3]Saves: Fort -5, Refl -1, Will +3[/size][/font] [size=3][font=Times]Abilities: Str 14, Dex 9, Con --, Int --, [/font][font=Times]Wis[/font][font=Times] 10, Cha 1[/font][/size] [font=Times][size=3]Feats: Toughness, [/size][/font] [size=3][font=Times]Climate/Terrain: [/font][font=Times]Warm[/font][font=Times]Land[/font][/size] [font=Times][size=3]Organization: Gang (2-5), squad (6-10) or mob (11-20)[/size][/font] [font=Times][size=3]CR: 2[/size][/font] [font=Times][size=3]Treasure: None[/size][/font] [font=Times][size=3]Alignment: Neutral (Always)[/size][/font] [size=3][font=Times]Advancement[/font][font=Times]Range[/font][font=Times]: 3-4 HD (Medium-size), 5-6 HD (Large)[/font][/size] [font=Times][size=3]Tar Zombies are a mysterious type of zombie that the process of animation turns its body into a drippy, sticky tar like substance. The origins is generally unknown, but it is known that the humidity of the tropical rain forests play a role in there creation. For this reason they are rarely encountered outside of warm areas.[/size][/font] [size=3][b][u][font=Times]Combat[/font][/u][/b][/size] [font=Times][size=3]Tar Zombies in combat lumber toward their opponents hammering, mauling and eating there way to victory. [/size][/font] [size=3][b][font=Times]Tar (Ex): [/font][/b][font=Times]25% of Tar Zombies are cover with tar that is magically hot. Those struck by their claw attack must make a reflex saving throw (DC 14) or they become covered in tar and take an additional point of damage for 1d6 turns. This attack is cumulative and each additional attack adds a point of damage as well as resets the duration of the damage. Tar can be scraped off with a slashing weapon (like a sword) but doing so there is a 50% chance the characters will inadvertently cut them self's in the process doing half damage of that weapon. Characters using a weapon that they know and have it as a weapon focus feat need not worry about injuring themselves while scraping off tar. Scraping off tar requires 1 turn for each attack.[/font][/size] [size=3][b][font=Times]Vomit (Ex):[/font][/b][font=Times] Twice daily, the tar zombie can vomit up a line of tar up to 5 feet away. Those struck by the vomit attack act as though under a [i]slow[/i] spell unless a Reflex saving throw is successful (DC17). Tar Zombies who’s tar is heated are especially deadly with there tar attack. There tar not only acts as a slow spell but it deals 1d4 points of damage for 1d4 rounds. Tar may be scraped off as described above.[/font][/size] [size=3][b][font=Times]Feast (Ex):[/font][/b][font=Times] A Tar Zombie can make a sudden lunge at a victim and bite open there skull, killing the victim. This is done to feast on their brain matter. The feast attack is a attack roll made at –5, unless the target is slowed by the vomit attack in which case the penalty is only –2. Since the Feast attack is directed specifically at the targets for head or the back of their head only include dexterity and any armor that protects the head for purposes of the feast attack. Targets of the feast attack are allowed a reflex saving throw, success means the character avoids death and takes 2d6 points of damage instead. If a Tar Zombie successfully eats brains, that Tar Zombie instantly heals 1d6 points of damage. Those who’s brains are eaten are 10% likely to become a Tar Zombie in 1d4 days unless a [i]wish[/i] or [i]limited wish[/i] is cast on the body.[/font][/size] [size=3][b][font=Times]Sticky (Ex):[/font][/b][font=Times] Any one attacking a Tar Zombie risks having the weapon stick to its tar covered body. There is a 25% chance per attack that the weapon will stick to the zombie requiring a successful strength check to pull it free.[/font][/size] [size=3][b][font=Times]Undead Immunities (Ex):[/font][/b][font=Times] Imune to poison, [i]sleep[/i] paralysis, stunning, deasuse, death and necromantic effects. Ignores mind-influnceing spells, critical hits, subdual damage, ability damage as well as ability and energy drain. Immune to everything that requires a fortitude saving throw (unless it effects objects). Not at risk of death from massive damage.[/font][/size] [size=3][b][font=Times]Darkvision (Ex):[/font][/b][font=Times] Tar Zombies can see in the dark up to 60 ft.[/font][/size] [/QUOTE]
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