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<blockquote data-quote="Hypersmurf" data-source="post: 26638" data-attributes="member: 1656"><p>When my party was around 3rd-4th level, I had them taking on a lot of undead (courtesy of an evil relic they were carrying around).</p><p></p><p>The cleric tended to nuke skeletons and zombies with his turning attempts, unless I severely swamped them with numbers.</p><p></p><p>Once they got into the Temple they were headed for, I suped them up somewhat by modifying the old 1E Monster Manual II "Juju Zombie", and making both Zombie and Skeleton variants.</p><p></p><p>The Zombies took half damage from piercing and bludgeoning weapons, the Skeletons from piercing and slashing. Both had something like DR 10/silver. (Because they'd fought some lycanthropes earlier, the party had a lot of silver - but most of it was piercing, so they were still doing half damage <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p><p></p><p>Because these undead were intelligent, they used tactics instead of the mindless hack-hack of the ordinary S&Zs, and the zombies didn't have the usual partial action restriction.</p><p></p><p>Oh, and more hit dice, and more damage per attack <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>What I found was that the party could handle them... but they had quite a few people go negative, a couple of skin-of-the-teeth escapes, and generally ended up with a healthy respect for undead... without having to contend with potentially overpowering abilities like paralysis or level drain. (I saved the wights for the final encounter <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p></p><p>-Hyp.</p></blockquote><p></p>
[QUOTE="Hypersmurf, post: 26638, member: 1656"] When my party was around 3rd-4th level, I had them taking on a lot of undead (courtesy of an evil relic they were carrying around). The cleric tended to nuke skeletons and zombies with his turning attempts, unless I severely swamped them with numbers. Once they got into the Temple they were headed for, I suped them up somewhat by modifying the old 1E Monster Manual II "Juju Zombie", and making both Zombie and Skeleton variants. The Zombies took half damage from piercing and bludgeoning weapons, the Skeletons from piercing and slashing. Both had something like DR 10/silver. (Because they'd fought some lycanthropes earlier, the party had a lot of silver - but most of it was piercing, so they were still doing half damage ;) ) Because these undead were intelligent, they used tactics instead of the mindless hack-hack of the ordinary S&Zs, and the zombies didn't have the usual partial action restriction. Oh, and more hit dice, and more damage per attack :) What I found was that the party could handle them... but they had quite a few people go negative, a couple of skin-of-the-teeth escapes, and generally ended up with a healthy respect for undead... without having to contend with potentially overpowering abilities like paralysis or level drain. (I saved the wights for the final encounter :) ) -Hyp. [/QUOTE]
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