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Recreating Undead - How?
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<blockquote data-quote="index" data-source="post: 1650124" data-attributes="member: 21195"><p><strong>do not weaken the PCs, throw several hordes at them</strong></p><p></p><p>Just make sure to bump up the CR of monsters you make more </p><p>powerful.</p><p></p><p>This is a topic I've had bad experiences with. Game I</p><p>played in (until the DM blatantly allowed his friend to</p><p>cheat to steal from the group, so I quit), the DM wrecked my</p><p>Power Attack/Cleave/Great Cleave build by doubling the hit</p><p>points of all undead, without increasing CR.</p><p></p><p>That said, here's some tips:</p><p></p><p>Describe ordinary undead in a horrifying manner. Read some</p><p>H.P. Lovecraft or, in a pinch, Edgar Alan Poe before running</p><p>the session. "The skeletal forms lurch about, tiny alien</p><p>pin-pricks of light in their empty socks, pin-pricks that</p><p>first seem red, but as you look more closely, you become</p><p>nauseous and dizzy. As the mockeries of life notice you,</p><p>their empty jaws click and clack and chatter and they swarm</p><p>like a colony of insane ants toward you, grasping madly."</p><p></p><p>Give the undead powers that seem logical based on their</p><p>description. Skeletons have the typical strength of an</p><p>adult human but only 1/5 the body weight : they have</p><p>negative encumbrance. As long as they aren't weighed down</p><p>with armor, give them a minor climb speed (death from</p><p>above), insane jump bonuses, and either a land speed bonus</p><p>or a dodge bonus to AC (the reason they move as slowly as</p><p>humans is because of their random lurching and twitching).</p><p>Have them always charge in overwhelming hordes so that it</p><p>doesn't matter that the PCs smash the first ten or twenty.</p><p>Heck, give them the ability to charge without having to move</p><p>in a straight line.</p><p></p><p>One problem with negative encumbrance is that skeletons</p><p>should be easy to bull rush etc as if they were small</p><p>creatures. Let the PCs do this. While they're flinging</p><p>one or two skeletons out of their way, eight will surround</p><p>them, clutching at them, while a few more climb on top and</p><p>attack from above.</p><p></p><p>They never get tired. They always start chattering their</p><p>empty jaws when they find prey, attracting more of their</p><p>kind. And their sharpened finger bones are smeared with</p><p>excrement. (Don't tell the PCs what the stuff is that's</p><p>getting in their wounds. Just describe itchy, puffy red</p><p>wounds and let them worry.)</p><p></p><p>If the undead have a controller, smear all of them with</p><p>cheap poison. Give some of the skeletons heavy crossbows</p><p>with poisoned bolts. They're too stupid to reload them, but</p><p>they can use the expended crossbows as clubs, and if the</p><p>crossbows are built sturdily enough, their controller can</p><p>reload them later.</p><p></p><p>Have all the undead created in the area of a Desecrate spell</p><p>with an evil altar (bonus hit points).</p><p></p><p>Have an entire city (thanks to an artifact newly empowered</p><p>with the life blood of a hundred innocent people) covered</p><p>with a magical field that causes all destroyed undead (as</p><p>well as ordinary dead bodies) to reform into skeletons</p><p>within 24 hours. Decrease this time if you want, or make</p><p>sure there's a necromancer to animate dead, and let animate</p><p>dead work on previously destroyed undead.</p><p></p><p>Let the PCs waste lots of turning attempts and spells and</p><p>their own health on killing undead.</p><p></p><p>In fact, the first few battles, downplay the horror of the</p><p>skeletons a little, making sure to describe how the turning</p><p>of the clerics blasts swarms of them into dust. Describe</p><p>how spells blast hordes of skeletons into splinters.</p><p>Describe the crunch as the Great Cleave fighter smashes</p><p>every skeleton near them.</p><p></p><p>Then describe the background chatter as other skeletons</p><p>approach, drawn by the sounds of their brethren.</p><p></p><p>If you have enough of them (say, an entire city full), even</p><p>ordinary skeletons can threaten a powerful group. Remember</p><p>that a '20' always hits. Just never give the PCs a chance</p><p>to rest, except to draw out the dramatic tension a little.</p><p></p><p>Zombies? Some quick tips: give them high DR to non-critical</p><p>hits. And if they aren't finished off with a critical hit</p><p>or a coup de grace (to smash their head), the smashed body</p><p>parts are still twitching, they just have too many broken</p><p>bones and torn flesh to fight effectively. Foolish people</p><p>can still be bitten. Zombie parts separated from the head</p><p>slowly die, quickly if exposed to sunlight, which zombie</p><p>parts will reflexively twitch away from.</p><p></p><p>Zombies avoid sunlight, even though it won't kill or</p><p>even significantly harm any part of them still attached to</p><p>the head.</p><p></p><p>Make them infectious. Force characters to make a low DC</p><p>Fortitude save (DC 11?) after every single combat in which</p><p>they are zombie injured, a little higher DC (DC 15?) if they</p><p>were bitten. Don't tell them what the save is for.</p><p>Fortunately, eating dead zombie flesh usually kills instead</p><p>of infecting. Animals etc will not willingly eat zombie</p><p>flesh even if starving. Vermin might if it's not fresh and</p><p>they are starving, and it will kill them. Only creatures</p><p>that are immune to poison, disease, and negative energy can</p><p>safely eat zombie flesh. Creatures that are immune only to</p><p>poison and disease will die slowly from eating zombie flesh,</p><p>almost painlessly losing one CON each day, then turning into</p><p>a zombie. Sun-killed zombie parts are almost</p><p>safe to eat after a day in the sun, being only mildly</p><p>poisonous, but animals still won't willingly eat them.</p><p></p><p>Moaning. Minor fear power, growing in power (with no upper</p><p>bound) as more zombies join in. Zombies use the moaning to</p><p>call other zombies toward food.</p><p></p><p>I agree with lowering their land speed instead of</p><p>restricting their actions, but still limit them to one</p><p>attack each round unless you want to make them very</p><p>powerful. If you want to make them that powerful, just use</p><p>ghouls or mummies and describe them as horrible zombies.</p><p>Use ghasts, replacing their stench with the same effect from</p><p>moaning.</p><p></p><p>There are several advantages to using powerful monsters and</p><p>describing them as horrific zombies. Even if you warn the</p><p>players, they will still be overconfident at first. They</p><p>won't bust out specialized anti-whatever techniques. And</p><p>second hand reports will be unreliable. When the players</p><p>hear about the horrible zombie swarm, they'll think the</p><p>locals are wimps rather than thinking the undead are</p><p>powerful. Ghouls are a good model for infectious zombies.</p><p>Finally, merely re-painting existing monsters means that the</p><p>CR calculations have already been done for you.</p><p></p><p>Another easy way to figure CR increase for pumped up undead</p><p>is to give Fighter levels, at +1 CR per level. It doesn't</p><p>change much to have d12 undead hit dice instead of d10</p><p>Fighter hit dice, and the mechanics are already all worked</p><p>out. If you're worried about balancing the d12 hit dice</p><p>instead of the usual d10 for fighters (yeah, right), just</p><p>consider that undead usually won't bother with armor.</p><p></p><p>Regeneration is technically a no-no for undead, since it</p><p>converts lethal damage into non-lethal, which undead are</p><p>immune to, but I say go ahead, just give them a</p><p>vulnerability to the non-lethal damage inflicted by their</p><p>regeneration (not to normal sources of non-lethal damage).</p><p></p><p>(I think having undead with regeneration vulnerable to the</p><p>non-lethal damage from their regeneration is less clumsy</p><p>than the fast healing ability of vampires.)</p><p></p><p>Give the undead slow regeneration (1/hr?) so PCs think the</p><p>undead are destroyed. Have the regeneration by-passed by</p><p>coup de grace (called head shot), critical hit (only</p><p>expressly called head shot), undead bane weapons, positive</p><p>energy, and holy water. (Should holy weapons bypass</p><p>regeneration on evil undead?) Maybe fire for 'fleshy'</p><p>undead. Maybe acid, too. (Vulnerability to acid is no big</p><p>deal if the PCs have a realistically limited supply and</p><p>there are hordes of undead.)</p><p></p><p>Another evil thing to do is make mindless undead neutral</p><p>instead of evil. Suddenly paladins are not automatic undead</p><p>detectors. This requires violating the D&D assumption that</p><p>Positive energy is always good and Negative energy is always</p><p>evil, but I've never liked that assumption anyway. Mindless</p><p>undead should be as hard to detect as constructs unless you</p><p>have an explicit 'detect negative energy' power or spell.</p><p></p><p>--index</p></blockquote><p></p>
[QUOTE="index, post: 1650124, member: 21195"] [b]do not weaken the PCs, throw several hordes at them[/b] Just make sure to bump up the CR of monsters you make more powerful. This is a topic I've had bad experiences with. Game I played in (until the DM blatantly allowed his friend to cheat to steal from the group, so I quit), the DM wrecked my Power Attack/Cleave/Great Cleave build by doubling the hit points of all undead, without increasing CR. That said, here's some tips: Describe ordinary undead in a horrifying manner. Read some H.P. Lovecraft or, in a pinch, Edgar Alan Poe before running the session. "The skeletal forms lurch about, tiny alien pin-pricks of light in their empty socks, pin-pricks that first seem red, but as you look more closely, you become nauseous and dizzy. As the mockeries of life notice you, their empty jaws click and clack and chatter and they swarm like a colony of insane ants toward you, grasping madly." Give the undead powers that seem logical based on their description. Skeletons have the typical strength of an adult human but only 1/5 the body weight : they have negative encumbrance. As long as they aren't weighed down with armor, give them a minor climb speed (death from above), insane jump bonuses, and either a land speed bonus or a dodge bonus to AC (the reason they move as slowly as humans is because of their random lurching and twitching). Have them always charge in overwhelming hordes so that it doesn't matter that the PCs smash the first ten or twenty. Heck, give them the ability to charge without having to move in a straight line. One problem with negative encumbrance is that skeletons should be easy to bull rush etc as if they were small creatures. Let the PCs do this. While they're flinging one or two skeletons out of their way, eight will surround them, clutching at them, while a few more climb on top and attack from above. They never get tired. They always start chattering their empty jaws when they find prey, attracting more of their kind. And their sharpened finger bones are smeared with excrement. (Don't tell the PCs what the stuff is that's getting in their wounds. Just describe itchy, puffy red wounds and let them worry.) If the undead have a controller, smear all of them with cheap poison. Give some of the skeletons heavy crossbows with poisoned bolts. They're too stupid to reload them, but they can use the expended crossbows as clubs, and if the crossbows are built sturdily enough, their controller can reload them later. Have all the undead created in the area of a Desecrate spell with an evil altar (bonus hit points). Have an entire city (thanks to an artifact newly empowered with the life blood of a hundred innocent people) covered with a magical field that causes all destroyed undead (as well as ordinary dead bodies) to reform into skeletons within 24 hours. Decrease this time if you want, or make sure there's a necromancer to animate dead, and let animate dead work on previously destroyed undead. Let the PCs waste lots of turning attempts and spells and their own health on killing undead. In fact, the first few battles, downplay the horror of the skeletons a little, making sure to describe how the turning of the clerics blasts swarms of them into dust. Describe how spells blast hordes of skeletons into splinters. Describe the crunch as the Great Cleave fighter smashes every skeleton near them. Then describe the background chatter as other skeletons approach, drawn by the sounds of their brethren. If you have enough of them (say, an entire city full), even ordinary skeletons can threaten a powerful group. Remember that a '20' always hits. Just never give the PCs a chance to rest, except to draw out the dramatic tension a little. Zombies? Some quick tips: give them high DR to non-critical hits. And if they aren't finished off with a critical hit or a coup de grace (to smash their head), the smashed body parts are still twitching, they just have too many broken bones and torn flesh to fight effectively. Foolish people can still be bitten. Zombie parts separated from the head slowly die, quickly if exposed to sunlight, which zombie parts will reflexively twitch away from. Zombies avoid sunlight, even though it won't kill or even significantly harm any part of them still attached to the head. Make them infectious. Force characters to make a low DC Fortitude save (DC 11?) after every single combat in which they are zombie injured, a little higher DC (DC 15?) if they were bitten. Don't tell them what the save is for. Fortunately, eating dead zombie flesh usually kills instead of infecting. Animals etc will not willingly eat zombie flesh even if starving. Vermin might if it's not fresh and they are starving, and it will kill them. Only creatures that are immune to poison, disease, and negative energy can safely eat zombie flesh. Creatures that are immune only to poison and disease will die slowly from eating zombie flesh, almost painlessly losing one CON each day, then turning into a zombie. Sun-killed zombie parts are almost safe to eat after a day in the sun, being only mildly poisonous, but animals still won't willingly eat them. Moaning. Minor fear power, growing in power (with no upper bound) as more zombies join in. Zombies use the moaning to call other zombies toward food. I agree with lowering their land speed instead of restricting their actions, but still limit them to one attack each round unless you want to make them very powerful. If you want to make them that powerful, just use ghouls or mummies and describe them as horrible zombies. Use ghasts, replacing their stench with the same effect from moaning. There are several advantages to using powerful monsters and describing them as horrific zombies. Even if you warn the players, they will still be overconfident at first. They won't bust out specialized anti-whatever techniques. And second hand reports will be unreliable. When the players hear about the horrible zombie swarm, they'll think the locals are wimps rather than thinking the undead are powerful. Ghouls are a good model for infectious zombies. Finally, merely re-painting existing monsters means that the CR calculations have already been done for you. Another easy way to figure CR increase for pumped up undead is to give Fighter levels, at +1 CR per level. It doesn't change much to have d12 undead hit dice instead of d10 Fighter hit dice, and the mechanics are already all worked out. If you're worried about balancing the d12 hit dice instead of the usual d10 for fighters (yeah, right), just consider that undead usually won't bother with armor. Regeneration is technically a no-no for undead, since it converts lethal damage into non-lethal, which undead are immune to, but I say go ahead, just give them a vulnerability to the non-lethal damage inflicted by their regeneration (not to normal sources of non-lethal damage). (I think having undead with regeneration vulnerable to the non-lethal damage from their regeneration is less clumsy than the fast healing ability of vampires.) Give the undead slow regeneration (1/hr?) so PCs think the undead are destroyed. Have the regeneration by-passed by coup de grace (called head shot), critical hit (only expressly called head shot), undead bane weapons, positive energy, and holy water. (Should holy weapons bypass regeneration on evil undead?) Maybe fire for 'fleshy' undead. Maybe acid, too. (Vulnerability to acid is no big deal if the PCs have a realistically limited supply and there are hordes of undead.) Another evil thing to do is make mindless undead neutral instead of evil. Suddenly paladins are not automatic undead detectors. This requires violating the D&D assumption that Positive energy is always good and Negative energy is always evil, but I've never liked that assumption anyway. Mindless undead should be as hard to detect as constructs unless you have an explicit 'detect negative energy' power or spell. --index [/QUOTE]
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