Special Conversion Thread: Moldvay's Undead

That seems quite appropriate. Updated.

Crystal skeletons understand the language of their creator as well as the native tongue they spoke when they were alive. They communicate with their creator with nods or shakes of their head and share a telepathic bond with others of their kind. There is no record of crystal skeletons communicating with others, though it is thought possible.

So...

"Crystal skeletons cannot speak, but understand the languages of their creator and any languages they spoke in life. Additionally, crystal skeletons may communicate telepathically with any other crystal skeletons with x feet."
 

log in or register to remove this ad

"Crystal skeletons cannot speak, but understand the languages of their creator and any languages they spoke in life. Additionally, crystal skeletons may communicate telepathically with any other crystal skeletons with x feet."

Fine by me.

100 ft. range for the telepathy?

Oh, and I've just remembered that the original text implies they can only be made from humanoid skeletons: "Crystal skeletons are human or demi-human skeletons that have been transformed by a series of spells into pale blue ice."

Do we want to allow for non-humanoid skeletons as per the standard Skeleton template or restrict it to anthropomorphic Types (e.g. Humanoid, Monstrous Humanoid and Giant)?

I think we'd better restrict the Types, since these are intelligent undead it'd look funny to turn an Animal or Vermin in an Int 4 creature with this template.
 


Updated.

We're done with the skeletons. On to the zombies!

Absorbing Zombie
CLIMATE/TERRAIN: Any
FREQUENCY: Very Rare
ORGANIZATION: Band
ACTIVITY CYCLES: Any
DIET: Nil
INTELLIGENCE: Non- (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 2-20 (2d10)
ARMOR CLASS: 8
MOVEMENT: 6
HIT DICE: 3
THACO: 18
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8 + special
SPECIAL ATTACKS: Shocking grasp
SPECIAL DEFENSES: Absorb magical damage
MAGIC RESISTANCE: Special
SIZE: M (5’-6’)
MORALE: Special
XP VALUE: 650

Absorbing zombies are the bane of wizards, as they are immune to spells that cause damage, actually absorbing their power. They appear to be regular zombies, except for their eyes, which glow with an unnatural silvery light. When charged with magical energy, small sparks are constantly emitted from their flesh.

Combat: These zombies suffer no damage from spells that would normally cause direct damage. Every 2 hp damage is converted into 1 hp electrical energy. This energy is stored up to a maximum of 24 hp total, then discharged the next time the zombie makes contact with a creature.

Special Ingredients: A protection from magic scroll must be burned and the ashes inserted into the mouth of the body before animation. Shocking grasp must be cast during animation.

Originally appeared in Dragon Magazine #234 (1996).
 


Interesting. Mini-variant again? Treat them something like rods of absorption?

Yes, using a rod of absorption as a basis was what I was thinking.

Apart from that the only difference is they're a bit tougher, with 3 HD instead of 2 HD, and may be faster too, since there is no mention of them always losing initiative like regular AD&D zombies.

I'm tempted to make these straight monsters, like the Lesser Netherese Zombie we converted, just to avoid the argument over whether we give them triple HD or a size-based HD boost.:blush:

Then again I like arguing over monster stats.:devil:
 

I'd be OK with making them a straight monster, like the tyrantfog zombie, or writing them up as a separate template, rather than a modification of the zombie template. Either way is fine with me.
 

I'd be OK with making them a straight monster, like the tyrantfog zombie, or writing them up as a separate template, rather than a modification of the zombie template. Either way is fine with me.

Shall we do a straight monster to start with based on a human then see whether we can be bothered to reverse-engineer it into a template?

If we take a Human Warrior Zombie add an extra Hit Dice and remove the "single action only" special quality we're practically there statwise, we only really need to work out the absorption power.

Here's the stats:

Absorbing Zombie, Human Warrior
Medium Undead
Hit Dice: 3d12+3 (22 hp)
Initiative: -1
Speed: 30 ft. (6 squares; can't run)
Armor Class: 11 (-1 Dex, +2 natural), touch 9, flat-footed 11
Base Attack/Grapple +1/+3
Attack: Slam +3 melee (1d6+3) or club +3 melee (1d6+3)
Full Attack: Slam +3 melee (1d6+3) or club +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Electric shock
Special Qualities: Absorption, damage reduction 5/slashing, darkvision 60 ft., undead traits
Saves: Fort +1, Ref +0, Will +3
Abilities: Str 15, Dex 9, Con —, Int —, Wis 10, Cha 1
Skills: —
Feats: Toughness (B)
Environment: Any
Organization: Any
Challenge Rating: ?
Treasure: None
Alignment: Always neutral evil
Advancement: —
Level Adjustment: —

As for the Absorption, I don't much care for the original's 1 point of damage per spell level. How about making it like a shocking grasp for 1d6 damage/level?

How about this for a start:

Absorb Spells (Su):
If an absorbing zombie is struck by a single-target spell or spell-like ability (including ray attacks), it draws the magic into itself, nullifying the spell's effect and storing its potential to power its electric shock attack (see below). A running total of absorbed spell levels should be kept. An absorbing zombie can absorb up to X spell levels, if a spell would exceed this limit the zombie [suffers the spell's normal effects? is destroyed?].

Electric Shock (Su): An absorbing zombie can discharge all of its absorbed spell levels as an arc of electricity. This is a melee touch attack that does 1d6 electrical damage per absorbed spell level (maximum 5d6). If the touch attack misses, the zombie does not lose its absorbed "charge" and may try again with subsequent attacks.

Needs a bit of tidying up, but I think the basis is sound.
 



Remove ads

Top