• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Special Conversion Thread: Moldvay's Undead


log in or register to remove this ad

Shocking grasp makes sense. I think I like lesser globe of invulnerablity better than spell immunity just because it's also Sor/Wiz.
 




Acid 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: 4
THACO: 17
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-8/1-8 + special
SPECIAL ATTACKS: Bear hug, acid touch
SPECIAL DEFENSES: As zombie
MAGIC RESISTANCE: As zombie, plus immunity to acid
SIZE: M (6’)
MORALE: Special
XP VALUE: 975

Acid zombies are almost pure white, all color having been bleached from their flesh by the acid oozing from their pores. Their skin glistens, as though sweating. When not fighting, the zombies moan softly, as though they are in constant pain. During combat, the moan becomes louder. Acid zombies tend to be created from taller creatures to take advantage of their longer reach. They are generally used against individual fighters, rather than as massed troops.

Combat: As their name implies, acid zombies exude a powerful acid from their skin. In melee combat, this acid causes 1-4 hp damage in addition to any normal damage caused by the zombie’s fists. Unlike regular zombies, acid zombies have two attacks per melee round. Both occur at the end of the round, but if both hit, the zombie is able to bear hug its victim, doing an additional 3-12 hp damage. A victim of this hug must make a Strength check to escape. Those who fail automatically suffer an additional 3-12 hp damage the next round. Anyone touching an acid zombie with bare flesh suffers 1-4 hp damage. No acid of any kind can harm an acid zombie.

Special ingredients: Before animation, each body must be coated in oil of acid resistance. The spell Melf’s acid arrow must be cast in conjunction with animate dead. A mixture of bear’s blood and snake scales must be poured into the body’s mouth before animation to “teach” the creature how to bear hug.

Originally appeared in Dragon Magazine #234 (1996).
 

Sounds like a new monster to me, but I suppose we could graft a number of abilities onto a standard zombie.
 

Since they have quite a bit more HD than a typical zombie, I'd be fine with going the "new creature" route. Besides, it's fairly easy for a DM to just throw acid damage on a standard zombie, right? ;)

It sounds like it should get improved grab if both slams hit (and thus not be limited to single actions only), and possibly constrict.
 

Sounds like a new monster to me, but I suppose we could graft a number of abilities onto a standard zombie.

Yes, I guess making them a new monster is the way to go.


Since they have two attacks we'll need to drop a standard zombie's Single Actions Only SQ.


The two 1-8 damage slam attacks suggests to me these fellows are a lot stronger than regular zombies. That's not much less than the damage a Flesh Golem would do if it was downscaled to Medium.


Up the Strength to 16?


Here's a first stab at them:


Zombie, Acid

Medium Undead
Hit Dice: 4d12+3 (29 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 12 (-1 Dex, +3 natural), touch 9, flat-footed 12
Base Attack/Grapple: +2/+5
Attack: Slam +5 melee (1d8+3 plus 1d4 acid)
Full Attack: 2 slams +5 melee (1d8+3 plus 1d4 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, corrosive embrace
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., immunity to acid, undead traits
Saves: Fort +2, Ref +1, Will +4
Abilities: Str 16, Dex 9, Con —, Int —, Wis 10, Cha 1
Skills: —
Feats: Toughness (B)
Environment: Any
Organization: Solitary, gang (2-12) or mob (10-20)
Challenge Rating: 3?
Treasure: None
Alignment: Always neutral evil
Advancement: ? HD (Medium); ? HD (Large); ? HD (Huge)
Level Adjustment: —

Corrosive Embrace (Ex):
An acid zombie that hits an opponent with both its slam attacks automatically deals an extra 3d4 acid damage. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals 2d8+6 crushing damage plus 5d4 acid damage to the grappled opponent on each subsequent round, as long as it maintains the grapple.

Hmm, that seems rather a lot of damage, but there are a lot of other monsters that do horrible damage in a clinch. Since its attack and grapple bonuses are not that great it won't get to do it that often.
 

Corrosive Embrace (Ex):[/COLOR][/SIZE][/FONT] An acid zombie that hits an opponent with both its slam attacks automatically deals an extra 3d4 acid damage. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals 2d8+6 crushing damage plus 5d4 acid damage to the grappled opponent on each subsequent round, as long as it maintains the grapple.


You like creating new abilities, don't you? ;)

Let's stick with improved grab and constrict here (with an acid rider on constrict).

I'm always in favor of sticking with common abilities, where possible, as many feat prereqs and other "add-ons" often use such things. Plus, it makes for simpler bookkeeping for the DM.
 

Into the Woods

Remove ads

Top