Nyambe: African Adventures
3.0
Ndalawo, Shadow Leopard: Also known as a shadow leopard, the ndalawo (n-DAH-lahwoh) is a leopard that has been transformed into an undead shadow.
Any humanoid reduced to a Strength score of 0 by a shadow leopard becomes a shadow under control of its killer within 1d4 rounds. A leopard reduced to 0 Strength by a shadow leopard becomes a new shadow leopard within 1d6 rounds. In both cases, the creature doesn’t retain any of its previous characteristics, such as those based on race, class, or creature type, but rather uses the standard SRD stats for shadows it its a humanoid or the ndalawo stats given here if a leopard.
Rom: The rom are a race of ghostly stone giants. Long ago they were enemies of the dwarven utuchekulu, but during the great earthquake that brought the utuchekulu to the surface, the rom all perished in a massive cave-in.
Terkow, Nyambian Vampire, Skinwalker, Skinchanger, Skinshifter: Terkow” is a template that can be added to any humanoid creature.
Any creature reduced to a Constitution score of 0 or less by the terkow’s blood draining attack and then skinned by the creature will return as a true zombi if it had 4 or fewer HD, and a terkow if it had 5 or more HD.
Any creature reduced to a Constitution of 0 or less by the [sample] terkow’s blood draining attack and then skinned by the creature will return as a true zombi if it had 4 or fewer HD, and a terkow if it had 5 or more HD.
True Zombi: A true zombi can only be created by a Zombi cultist or though the use of magical zombi powder.
“True Zombi” is a template that can be added to any humanoid.
Any creature reduced to a Constitution score of 0 or less by the terkow’s blood draining attack and then skinned by the creature will return as a true zombi if it had 4 or fewer HD, and a terkow if it had 5 or more HD.
Any creature reduced to a Constitution of 0 or less by the [sample] terkow’s blood draining attack and then skinned by the creature will return as a true zombi if it had 4 or fewer HD, and a terkow if it had 5 or more HD.
Create Zombie Zombi Cultist power.
Zombi Powder Greater magic item.
Zombi Powder Lesser magic item.
Zombi Skin artifact.
Ndalawo, Undead Shadow Leopard, Undead Shadow: ?
Terkow Human Mchawi Wizard 7: ?
True Zombi Human Gamba Fighter 5: ?
Rom, Undead Giant, Transparent Stone Giant, Foul Undead: ?
Terkow, Skinless Monstrosity, Skinless Human, Skinless Creature: ?
The Devil of T'ombo, Terkow: ?
Ancestor Orisha, Ancestor Spirit, Ghost of the Departed, Spirit of a Dead Ancestor, Benevolent Incorporeal Undead: ?
Undead, Undead Monster, Undead Creature: Undead have been spontaneously rising from their graves on Marak’pInga and attacking the desert-dwelling Marak’ka.
1. A powerful necromancer is performing experiments in a secret underground lab far below the Marak’pInga, and the undead are a mere side effect.
2. The isle of Marak’pInga happens to be located at a weak point in the fabric of the Material Plane. Portals have spontaneously opened to the Spirit World, causing the dead to rise up as hideous monsters. These portals must be closed soon or the effect will only spread. Creatures of the darkest evil can sense the effect, and are being attracted to the area like flies to a corpse.
3. A large group of Zombi cultists is behind the animations. They hope to drive the desert-dwelling Marak’ka from the Gudu Ji Pingu Desert and use it as a stronghold in the reestablished Zombi Empire.
Undead Servant: ?
Undead Minion: ?
Gnomish Undead Kitunusi: ?
Hideous Monster: The isle of Marak’pInga happens to be located at a weak point in the fabric of the Material Plane. Portals have spontaneously opened to the Spirit World, causing the dead to rise up as hideous monsters.
Allip, Mortal Who Has Committed Suicide and Been Denied Their Place in the Afterlife: These creatures are mortals who have committed suicide and been denied a place in the afterlife.
Bodak, Mortal Corrupted After Visiting the Lower Coils of Da: Bodak are mortals corrupted after visiting the lower coils of Da.
Devourer: During the great earthquake which destroyed the underground home of the rom, some of the giants attempted to escape to the Shadow World using magic. The spell malfunctioned, and the giants became life-devouring corporeal undead native to the Shadow World.
Devourer, Life-Devouring Corporeal Undead Native to the Shadow World: ?
Ghost: ?
Vengeful Ghost: The utuchekulu believe when a warrior falls in battle, his vengeful ghost will return to haunt his comrades for failing him. Eating the remains of fallen companions can prevent this terrible fate.
Amazonia, Ghost, Spirit: ?
Ghoul: Ghouls sometimes spontaneously arise from the corpses of cannibals.
Ghoul Ghast: ?
Aquatic Ghoul: ?
Nyambian Ghoul: Ghouls sometimes spontaneously arise from the corpses of cannibals. As such, most Nyamban ghouls are dwarven utuchekulu.
Lich: ?
Zulo, Immortal Lich: The political situation remained relatively stable in Nyambe-tanda for centuries thereafter until Zulo (ZOO-loh), an adept of the Zamara people, made contact with the forbidden fiendish orisha. He spoke directly with Zombi, lord of serpents and the undead. Zombi promised Zulo great power and eternal life in exchange for spreading his worship amongst the races of Nyambe. Amazingly, Zulo found many converts willing to trade their souls for wizardly powers or eternal life as an undead monster. Within a few decades, Zulo, now an immortal lich, ruled the entire northeastern portion of the continent.
Nyambian Lich: ?
Mohrg, Undead Mass Murderer: ?
Mummy, Undead Mummy: For some reason, the dead ancestors of the Marak’ka have been returning from the grave as undead mummies.
Dangerous Mummy, Foul Undead: ?
Nightshade: ?
Nightshade Nighcrawler: ?
Nightshade Nightwalker: ?
Nightshade Nightwing: ?
Shadow, Undead Shadow: Any creature killed by the ndalawo becomes an undead shadow.
Any humanoid reduced to a Strength score of 0 by a shadow leopard becomes a shadow under control of its killer within 1d4 rounds. A leopard reduced to 0 Strength by a shadow leopard becomes a new shadow leopard within 1d6 rounds. In both cases, the creature doesn’t retain any of its previous characteristics, such as those based on race, class, or creature type, but rather uses the standard SRD stats for shadows it its a humanoid or the ndalawo stats given here if a leopard.
These creatures are rarely encountered except as the spawn of a ndalawo shadow leopard.
Skeleton: ?
Skeleton Small: ?
Skeleton Medium, Skeleton Medium-Size: ?
Skeleton Large: ?
Skeleton Huge: ?
Skeleton Colossal: ?
Skeleton Gargantuan: ?
Spectre, Evil Spirit: ?
Vampire: ?
The Devil of T'ombo, Some Sort of Vampire: ?
Wight, Dandu, Poor People: ?
Wraith, Evil Spirit: ?
Zombie, Common Zombie, Normal Zombie: ?
Zombie, Animated Dead: ?
Zombie Small: ?
Zombie Medium: ?
Zombie Large: ?
Zombie Huge: ?
Zombie Colossal: ?
Zombie Gargantuan: ?
Bloated Sea Zombie: ?
Evil Spirit: ?
Create Zombi: When casting animate dead, the Zombi cultist can choose to create true zombis instead of normal zombies; see the true zombi template in Chapter Thirteen for more information. The Zombi cultist can also cast animate dead spontaneously, trading any prepared spell or spell slot of equivalent level or higher for it.
Zombi Powder, Greater
This horrific substance is used by Zombi cultists to simultaneously slay their enemies and re-animate them as true zombis.
Unlike most potions, greater zombi powder is not consumed by the user, but is released into the air for others to breathe. Greater zombi powder creates a 5-foot-radius cloud either directly in front of the user (if blown at a target), or at the point of impact (if thrown). Using greater zombi powder is dangerous and requires a Concentration check (DC 5) to avoid inhaling it.
Any living being who breathes greater zombi powder must make a Fortitude save vs. DC 20 or immediately die. Even on a successful save, a target still takes 3d6+10 points of damage.
Any humanoid killed by greater zombi powder will rise up as a true zombi at the following sunset; see the monster template in Chapter Thirteen. Reanimation can be prevented by using fire, salt, acid, or holy water on the body, or by dismembering the corpse with a holy or blessed weapon.
Caster Level: 9th; Prerequisites: Brew Potion, animate dead, slay living, creator must have 1 rank in Natural Medicine skill and be at least 5th level; Market Price: 3,088 gp
Zombi Powder, Lesser
Lesser zombi powder is similar to greater zombi powder, except that it has no power to slay.
Unlike most potions, lesser zombi powder is not consumed by the user, but is instead sprinkled upon the corpse of a dead humanoid. The corpse will immediately re-animate into a true zombi; see the monster template in Chapter Thirteen.
Reanimation will not occur if the body has been treated or damaged by fire, salt, acid, or holy water, or dismembered with a holy or blessed weapon.
Caster Level: 5th; Prerequisites: Brew Potion, animate dead, creator must have 1 rank in Natural Medicine skill and be at least 5th level; Market Price: 800 gp
Skin of Zombi
According to rumor, this disturbing artifact is the shed skin of Zombi, the orisha of snakes and the undead. It is said that the Skin was a reward granted to Zulo, the first high priest of Zombi, in exchange for establishing his cult amongst non-orcs. It was supposedly destroyed with Zulo, but either it or other minor items like it have resurfaced every few hundred years since.
The Skin weights 5 pounds and is in the shape of a humanoid, but is composed entirely of shed snakeskin. Anyone who touches the Skin to his face discovers that it instantly animates and adheres to his own skin, crawling underneath clothing and even armor to do so. The Skin grants its wear terrible necromantic and reptilian prowess, but slowly devours any foolish enough to use it.
Anyone who wears the Skin of Zombi gains all the benefits of being an undead creature: he becomes immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease; not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage; immune to anything requiring a Fortitude save unless it affects objects; and can make Concentration checks using Charisma modifier. The wearer suffers from none of the usual disadvantages of being undead and cannot be Turned, harmed by positive energy, or affected by spells or powers that affect the undead.
In addition, the Skin allows its wearer to make a poisonous bite attack. This attack is considered an armed attack that inflicts 1d8 points of damage, and is subject to the natural weapon rules for monsters. The poison requires a primary Fortitude save vs. a DC of 20 to avoid 2d6 points of temporary Constitution score damage, and a secondary Fort save after one minute to avoid 3d6 points of temporary Constitution damage.
Finally, the Skin of Zombi slowly transforms its wearer into an undead creature. Each day that the skin is worn, the wearer must make a Fortitude save against a DC of 15 or gain 1 negative level. This process continues until the wearer dies, at which time she rises up as a true zombi (see Chapter Thirteen) in service to the fiendish orisha himself, and the skin sloughs off, ready for another user. The skin cannot otherwise be removed by any means short of a wish or miracle spell.
According to legend, the Skin of Zombi can be eaten and digested by a lau of maximum HD; see Chapter Thirteen. Only one such creature, referred to as the “king of the lau” is known to exist.