Undead hitpoints

I have had this same issue.

I recently wanted to throw a walking dead Dire Elephant at my party. Well, 200 of its 290 HP come from CON. Uping the HD to d12 only returns 40 of the lost HD.

The problem as I see it is that CON represents more than one thing. It represents "health and stamina" that come from an semi-abstract life force, such that a CON18 halfling and a CON18 Ogre get the same bonus hit points per die. Size has no matter there. But it also represents bulk resiliency, as represented by simply big things having a hig CON.

It makes sense that a big thing would lose its life force, but not its bulk when becoming a corporeal and mostly intact undead. So some fraction of those HP should be retained.

My solution was to simply let the elephant keep 1/2 its old CON hit points.

It worked great in my case. The party was still able to take it out fairly easily. But they were impressed by the shear load of damage the thing took. 20d12 = 130 HP and it would have gone down to fast.
 

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A 36 HD Undead will probably have a lower CR than an 18 HD dragon.

True 'dat - evidence the Colossal Zombie with it's 48d12(+3! Go Toughness~) HD clocking in at a meaty CR of 12. Or the Colossal Skeleton with 32d12 HD and it's equally magnificent CR of 9.
 


Give each undead a special way of killing it (for example; my spend a full round action performing a CDG after being reduced to 0hp, or crit with a stake), if they don't kill it by the special method then it comes back after a certain time period say 1d6 rounds.

Obviously characters may need to spend some time researching the weakness of a particular undead esp. if no two undead encounters have the same weakness.

Example from d20 Modern. Skeletons that come back 1d4 rounds after being reduced to 0hp unless the coins are removed from their eye sockets.
 


I like the special death routine got an idea for that and a time line. Don't want to post it because some of the group I play with post here also
 

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