Special Conversion Thread: Finishing off the oozes

I like the immediate transformation to burning zombies upon death, but the option for the carnivorous wall to store them as "weapons" when needed. Something like this...

Spawn Skeletons (Su): As a full-round action, an ulgurstasta can regurgitate dormant skeltons. At any one time, an ulgurstasta has 2d4 skeletons of various sizes in its gut. These undead obey the ulgurstasta's mental commands without fail and can function in the round after regurgitation. For 1d6 rounds after being vomited up, these skeletons will be covered with necromantic acid. They deal 1 point of Constitution drain with each successful attack in addition to other damage dealt. Ulgurstastas are always followed by a band of previously spawned skeletons.
 

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Agreed to all the above. Let's try something like this:

Spawn Burning Zombies (Su): As a full-round action, a carnivorous wall can regurgitate burning zombies. At any one time, a carnivorous wall contains 1d4? Small or Medium zombies. These undead obey the wall's mental commands without fail and can function in the round after regurgitation. For 1d6? rounds after being vomited up, these burning zombies will be covered with the fiery ooze from the interior of the wall. They deal 1d6? points of fire damage with each successful attack in addition to other damage dealt. In addition, any creature killed while engulfed by a carnivorous wall is immediately transformed into a burning zombie.

See what you think of the numbers.
 

We could modify the mimic's mimic shape ability to something like this...

Mimic Wall (Ex): A carnivorous wall can alter the appearance of its plates to resemble nearly any sort of natural or manufactured wall, complete with doors and other large features. Changing its appearance takes 1 hour. Anyone who examines the carnivorous wall can detect the ruse with a successful Spot check opposed by the carnivorous wall's Disguise check. Of course, by this time it is generally far too late.

Coming back to this, there are a few more snippets of description in the encounter that might help: "The walls are carved in reliefs of tortured faces and bodies fused together into a hideous mass" and "Each interior wall on the map is actually a bizarre magical organism like a cross between a mimic and a stunjelly." The illustration of the walls on the map also reflects the carved body part motif. I'm not sure any sort of stealth ability really fits.

So they just need to find a route that avoids the obvious carnivorous walls? Doesn't sound terribly exciting compared to fighting/sneaking through them. Plus, if the threats are obvious what prevents the party just blasting the walls from a safe distance?

What level is the adventure for anyway? It's something in the 4th-8th level range isn't it?

You know, I'm sitting here paging through the adventure, and I still can't answer that :erm:. There is no level range mentioned on the front or back cover, nor -- as far as I can tell -- anywhere on the first few pages.

To answer the first question, yes, it looks like the object of that encounter is to move through the maze avoiding the walls (and the roaming burning zombies) as far as possible, to get to the exit portals. But from the map, it looks as if it isn't possible to avoid the carnivorous walls entirely, so some combat with a section or two is likely.
 

Interesting. In that case, I say we go with the wall as presented in the adventure, then offer up our "wall mimics" as a variant. The best of both worlds. :)
 

Coming back to this, there are a few more snippets of description in the encounter that might help: "The walls are carved in reliefs of tortured faces and bodies fused together into a hideous mass" and "Each interior wall on the map is actually a bizarre magical organism like a cross between a mimic and a stunjelly." The illustration of the walls on the map also reflects the carved body part motif. I'm not sure any sort of stealth ability really fits.

IMO, this shouldn't be a wall that is "carved into reliefs of tortured faces and bodies fused together in a hideous mass" it should actually be "made from tortured faces and bodies fused together in a hideous mass".

The wall should have an ability that is an alternative to creating Burning Zombies. It should be able to skin its victims and use their body parts as part of its outer skin.

I'd even suggest that the armor bonus you mentioned earlier should be a result of multiple layers of leather and hide coverings. If that isn't enough, you could let the creature have an outer layer of unskinned body parts. This would mean that the tortured faces would conceal a layer of skulls and other body parts would have layers of bones below them.

This way, you get a naturally burning ooze that coats itself with its victims to give itself some sort of fire blanket.

To answer the first question, yes, it looks like the object of that encounter is to move through the maze avoiding the walls (and the roaming burning zombies) as far as possible, to get to the exit portals. But from the map, it looks as if it isn't possible to avoid the carnivorous walls entirely, so some combat with a section or two is likely.

If these creatures are slow to move, and if you are giving them the ability to lock together, then maybe they should have group tactics of: creating mazes, waiting for victims to get deep into the mazes and then cutting off the entrances and exits. Once this was done, they could slowly move in for the kill. It wouldn't matter (to the Carnivorous Wall) if they cut someone off and then took two hours slowly cutting off different passages and making the remaining maze grow ever smaller and smaller until the victims finally realise the walls are alive. :devil:

I'd expect the final attack of the Carnivorous Wall would be rather similar to the trash compactor scene from Star Wars! :p

Interesting. In that case, I say we go with the wall as presented in the adventure, then offer up our "wall mimics" as a variant. The best of both worlds. :)

If you went with my idea (of coating its body with its victims) you could create a variant Carnivorous Wall that seeks out and kills mimics. Each mimic it kills, could allow it to swap an area of hide/bone armour with an area of surface that has the same qualities as a mimic. When it has killed enough mimics, it could totally get rid of any flesh and bone coverings and have a total surface area that is hard to spot.

I would suggest that any Mimic Carnivorous Walls loose some of that armor bonus when they gain "mimic skin".

(I'm loving your work, BTW:) )
 

Interesting ideas...I'll mull them over and let the rest of you discuss.

BigMac, you might want to pop back in the giants thread (Spelljammer alert!). :angel:
 

Hmm, I think I like the idea of the faces covering it as being a flavor thing, rather than an ability per se. We can mention that they are the remnants of skin ripped off during the formation of a burning zombie. :p The trash compactor idea I like. :)
 

Spawn Skeletons (Su): As a full-round action, an ulgurstasta can regurgitate dormant skeltons. At any one time, an ulgurstasta has 2d4 skeletons of various sizes in its gut. These undead obey the ulgurstasta's mental commands without fail and can function in the round after regurgitation. For 1d6 rounds after being vomited up, these skeletons will be covered with necromantic acid. They deal 1 point of Constitution drain with each successful attack in addition to other damage dealt. Ulgurstastas are always followed by a band of previously spawned skeletons.

Spawn Burning Zombies (Su): As a full-round action, a carnivorous wall can regurgitate burning zombies. At any one time, a carnivorous wall contains 1d4? Small or Medium zombies. These undead obey the wall's mental commands without fail and can function in the round after regurgitation. For 1d6? rounds after being vomited up, these burning zombies will be covered with the fiery ooze from the interior of the wall. They deal 1d6? points of fire damage with each successful attack in addition to other damage dealt. In addition, any creature killed while engulfed by a carnivorous wall is immediately transformed into a burning zombie.


Yup, I was thinking the Ulgurstastas was an obvious monster to turn to for inspiration for this ability too.

The basics of Freyar's stat block looks good to me, although I would prefer the zombie-vomiting to be a Move-equivalent action so the wall can keep on fighting at the same time.

What does the original module have to say about the burning zombies? Does it give them stats, fire-damage and so on?

More importantly, does it specify whether they're turnable Undead or living corpse Constructs like the 'zombies' Myconids and Yellow Musk Creepers can create with their spores?

Since the burning zombies are soaked in burning liquid, do they have a automatic splash-defense when wounded like the Carnivorous Wall does?
 

Making it move equivalent is quite a bit more powerful, but I'm ok with it if it doesn't throw the CR too far off.

I hope they're just real zombies with some fire thrown in. Much easier that way! Echohawk, do you know?
 

Burning zombie (5): AC 7; MV 6; HD 2; hp 48, 44, 36, 32 (x2); THAC019; #AT 1; Dmg 1d4 (bite) + 1d6 (flame damage); SD immune to mind-affecting spells; SZ M (5'-6' tall); ML special (never checks morale); Int non (0); AL N; XP 120.
Note: Burning zombies have the same hit points as the wall that created them, but only attack as 2-hit die monsters. Their heads exude the same flaming liquid as the walls, doing no damage to the zombie but adding 1d6 points of heat damage to their bit attack. These "zombies" are not undead and cannot be turned. A burning zombie that is raised or resurrected requires a week of best rest or a heal or regenerate spell to recover fully.
 

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