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Undead Templates: Unless I missed them, we really need these.
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<blockquote data-quote="Quickleaf" data-source="post: 7043295" data-attributes="member: 20323"><p>Be my guest <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><strong>Mummy.</strong> +4 Strength, -2 Dexterity, +2 Constitution, -2 Intelligence. +1 AC (natural armor). Gain Wisdom saving throw proficiency. Damage vulnerability fire. Damage resistances to bludgeoning, piercing, and slashing from nonmagical weapons. Damage immunities to necrotic and poison. Condition immunities to charmed, exhaustion, frightened, paralyzed, and poisoned. Darkvision 60 ft. Gain mummy's Multiattack. Gain mummy's Rotting Fist attack (bludgeoning damage is 1d6 Small, 2d6 Medium, 3d6 Large; rotting damage is 3d6, save DC 12). Gain mummy's Dreadful Glare attack (Wis save DC CR appropriate* - 2). Speaks the languages it knew in life.</p><p></p><p>*Determine the CR appropriate saving throw using DMG p. 274 (e.g. CR 0-3 = save DC 13, CR 4 = save DC 14, CR 5-7 = save DC 15, and so on acc. to that table).</p><p></p><p></p><p>EDIT: How do I do this?</p><p></p><p>The ability score mods. are deduced by feel. For the purposes of doing "monster template forensics", I generally assume that the baseline monster ability score profile for lower CR monsters is roughly something like... 15 12 10 10 9 8. That's my starting point, but I don't adhere to it strictly. You've got to use your felt sense as DM for figuring out what the ability score mods. (and frankly it's not important to be 100% accurate).</p><p></p><p>When it comes to saving throws, anything that would inflict a debilitating condition (e.g. Rotting Touch) I generally leave that save DC alone, since the threat level of the debilitating condition is often closely tied with the monster's CR and general tier-of-play assumptions. With other things, I find the corresponding suggested save DC appropriate to the monster's CR and then figure out how much the monster deviates from that (+/-), and then preserve that ratio when scaling.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7043295, member: 20323"] Be my guest ;) [B]Mummy.[/B] +4 Strength, -2 Dexterity, +2 Constitution, -2 Intelligence. +1 AC (natural armor). Gain Wisdom saving throw proficiency. Damage vulnerability fire. Damage resistances to bludgeoning, piercing, and slashing from nonmagical weapons. Damage immunities to necrotic and poison. Condition immunities to charmed, exhaustion, frightened, paralyzed, and poisoned. Darkvision 60 ft. Gain mummy's Multiattack. Gain mummy's Rotting Fist attack (bludgeoning damage is 1d6 Small, 2d6 Medium, 3d6 Large; rotting damage is 3d6, save DC 12). Gain mummy's Dreadful Glare attack (Wis save DC CR appropriate* - 2). Speaks the languages it knew in life. *Determine the CR appropriate saving throw using DMG p. 274 (e.g. CR 0-3 = save DC 13, CR 4 = save DC 14, CR 5-7 = save DC 15, and so on acc. to that table). EDIT: How do I do this? The ability score mods. are deduced by feel. For the purposes of doing "monster template forensics", I generally assume that the baseline monster ability score profile for lower CR monsters is roughly something like... 15 12 10 10 9 8. That's my starting point, but I don't adhere to it strictly. You've got to use your felt sense as DM for figuring out what the ability score mods. (and frankly it's not important to be 100% accurate). When it comes to saving throws, anything that would inflict a debilitating condition (e.g. Rotting Touch) I generally leave that save DC alone, since the threat level of the debilitating condition is often closely tied with the monster's CR and general tier-of-play assumptions. With other things, I find the corresponding suggested save DC appropriate to the monster's CR and then figure out how much the monster deviates from that (+/-), and then preserve that ratio when scaling. [/QUOTE]
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