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Special Conversion Thread: Finishing off the oozes
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<blockquote data-quote="Cleon" data-source="post: 4404309" data-attributes="member: 57383"><p>Welcome back, Shade.</p><p></p><p>I thought about dropping the equipment since the original monster stats only had a bite attack, but then original AD&D zombies mostly only had a slam attack, while 3E ones tend to use weapons. In the end I left the weapons/armour from the original zombie template in, so the DM can use them or not. Personally, I would keep the melee weapons and drop the missile weapons (a burning zombie firing a bow just doesn't feel right).</p><p></p><p>As for some of the base creatures Special Attacks staying on, it feels right in some cases (e.g. Rend, Swallow Whole) but I was a bit dubious, so I didn't include any SA sample burning zombies with the proposed Template, but kept them apart in posts #280, 283 & 284.</p><p></p><p>Oh, and they're Constructs because the original stats specify that burning zombies are not Undead and can't be turned.</p></blockquote><p></p>
[QUOTE="Cleon, post: 4404309, member: 57383"] Welcome back, Shade. I thought about dropping the equipment since the original monster stats only had a bite attack, but then original AD&D zombies mostly only had a slam attack, while 3E ones tend to use weapons. In the end I left the weapons/armour from the original zombie template in, so the DM can use them or not. Personally, I would keep the melee weapons and drop the missile weapons (a burning zombie firing a bow just doesn't feel right). As for some of the base creatures Special Attacks staying on, it feels right in some cases (e.g. Rend, Swallow Whole) but I was a bit dubious, so I didn't include any SA sample burning zombies with the proposed Template, but kept them apart in posts #280, 283 & 284. Oh, and they're Constructs because the original stats specify that burning zombies are not Undead and can't be turned. [/QUOTE]
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