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Special Conversion Thread: Moldvay's Undead

Missed out on the Cha penalty, must not have been paying much attention! I agree, CR 2 makes the most sense.

Cleon's suggested acid damage progression is fine, too.
 

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Shouldn't its Fort save be +1?

"An acid zombie can be created with a create undead spell from a 12th-level caster, but also requires acid arrow." reads a bit clumsily.

Perhaps "An acid zombie can be created with the spells create undead and acid arrow, the caster level must be at least 12th." would be better?
 

It should be Fort +1 Ref +0, I think.

Other than the runaway sentence, Cleon's suggestion sounds better. ;) Let's try "An acid zombie can be created with the spells create undead and acid arrow. The caster level must be at least 12th."
 

Fixed.

Here's the next one...

Quick 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: 4
MOVEMENT: 24
HIT DICE: 2
THACO: 19
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-8
SPECIAL ATTACKS: Enhanced speed, first strike
SPECIAL DEFENSES: As zombie
MAGIC RESISTANCE: As zombie
SIZE: M (5’-6’)
MORALE: Special
XP VALUE: 175

Quick zombies are thinner than regular zombies, and they constantly twitch and jerk, even when ordered to stand still. In combat, they run as swiftly as horses and are used as shock troops. Quick zombies decay very rapidly, lasting no more than a few months before crumbling into dust.

Combat: Quick zombies have two attacks per round and always strike first (as a sword of quickness).

Special Ingredients: A paste made from a potion of speed must be smeared on the bodies before animation. During animation, a haste spell must be cast.

Originally appeared in Dragon Magazine #234 (1996).
 



These seem very similar to Pathfinder's Fast Zombies with a few minor differences. Do we want to convert them?

Sure, why not.

They look pretty straighforward. Take a standard zombie and either give it the SRD Choker's Quickness power or permanent haste instead of "single actions only". I think I prefer permanent haste myself.

Boost its Dex and speed a bit and add haste to the creation prereqs.

How does this look:

Zombie, Quick
Medium Undead
Hit Dice: 2d12+3 (16 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 16 (+2 Dex, +1 dodge, +3 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Slam +3 melee (1d8+1)
Full Attack: 2 slams +3 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Haste
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., immunity to acid, undead traits
Saves: Fort +0, Ref +3, Will +3
Abilities: Str 12, Dex 15, Con —, Int —, Wis 10, Cha 1
Skills: —
Feats: Toughness (B)
Environment: Any
Organization: Solitary, gang (2-12), or mob (10-20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: 3-4 HD (Medium);
Level Adjustment: —

This animated corpse constantly twitches and jerks, as if it can barely contain its movement.

Quick zombies are specialized undead that move and attack with supernatural speed. In combat, they run as swiftly as horses and are used as shock troops. Quick zombies decay very rapidly, lasting no more than a few months before crumbling into dust.

A quick zombie can be created with the spells create undead and haste. The caster level must be at least 12th.

COMBAT

Quick zombies charge toward whatever foes their master designates, then deliver a shower of lightning-fast blows until they or their opponents are destroyed.

Haste (Su): A quick zombie is continuously accelerated as if it was under a haste spell (caster level 12th). This effect is unaffected by dispel magic, break enchantment or similar spells, but it can be temporarily neutralized by an anti-magic field or a slow spell. A quick zombie that is unable to use its haste power has the following changes to its stats:

Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Slam +2 melee (1d8+1)
Full Attack: Slam +2 melee (1d8+1)
Saves: Fort +0, Ref +2, Will +3
 

That looks pretty good, but isn't the bit about dispel magic, etc, vs anti-magic field the definition of Su vs Sp?
 


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