Zombie Solo

Yes I agree.

If you deviate too far from the range of "expected" stat levels, which if memory serves me right is 13+ 1/2 level then you will get flawed results.

The DMG states that a creatures primary stat should be +3, and in 99% of cases I would personally use no more than +4 to keep everything grounded in a consistant approach.

The Zombie Abomination in this thread has its primary stat at +6 which is throwing one of its defences slightly. If this was my creature then I would probably have put it a 18 which would have been +4 (just enough to bump its damage slightly as it is a brute solo). It also has one pair of stats that are at -4, which can translate as a slight but potencially significant weakness in a defence, again I might have been inclined to make it -2 which would have improved its Will defence by 1 point.

When I comment on someone elses creature I usually accept what ever stats they have given, assuming that is is part of the creature concept. Maybe this is flawed approach from myself and I should comment on the appropriateness of their stats.
 

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Eh - except that it's often appropriate for stats to deviate from that baseline. After all, even a level 30 zombie might still be mentally deficient and slow-moving.

It's just not okay for the defenses to do so. Hence, the suggested change in method.
 

Eh - except that it's often appropriate for stats to deviate from that baseline. After all, even a level 30 zombie might still be mentally deficient and slow-moving.

It's just not okay for the defenses to do so. Hence, the suggested change in method.

Cool, that is an arguement I cannot disagree with at any level!

I havn't come accross this issue yet but I will certainly bear it in mind in my future endeavours. (actually it is a pretty extreme case but it clearly highlights the potencial problem with sticking blindly to stats and is a worthwile end to our discussion - thanks)
 

I
:ranged: Dwarf Toss (standard; recharge )
Target must be grabbed; The zombie launches the grabbed target at another opponent, grabbed target is now next to ranged target; two attacks. Range 10; +6 vs. AC; 1d8 +5 damage and knocked prone. Miss: grabbed target is prone in closest square next to ranged target

How about this for formating the attack:

(insert pre-info stuff. action, keywords, etc)

Target: One grabbed creature
Attack: +6 vs Fort (or AC if you prefer)
Hit: 1d8+5 damage. Choose a space within 10 squares - if it is unoccupied, the target is now prone in that square; if it is occupied by a creature, make a secondary attack against that creature. Target is no longer grabbed.
Secondary Attack: +6 vs Ref
Hit: 1d8+5 damage and target is prone. Primary target is prone in an adjacent square.

It does change the attack a little bit from the original version. The primary attack determines if the zombie was able to throw the creature, the secondary attack determines if it hit someone/thing else with the creature.
 

(insert pre-info stuff. action, keywords, etc)

Target: One grabbed creature
Attack: +6 vs Fort (or AC if you prefer)
Hit: 1d8+5 damage. Choose a space within 10 squares - if it is unoccupied, the target is now prone in that square; if it is occupied by a creature, make a secondary attack against that creature. Target is no longer grabbed.
Secondary Attack: +6 vs Ref
Hit: 1d8+5 damage and target is prone. Primary target is prone in an adjacent square.

That is so much neater than mine. This version is clean, clear and effective.
 

Okay here is the new version of the Zombie Solo. Does it seem like it's a relatively balanced 3rd level solo and does it seem like it would provide an interesting encounter?

Thanks for all the comments so far. :)

Zombie Abomination 3 Solo Brute
Large undead XP 750
Initiative: +1 Senses: Perception +11;
HP 192; Bloodied 96 See also Bloodied Gore
AC 17; Fortitude 20, Reflex 14, Will 15
Speed 6
Saves: +5
Action points 2
:bmelee: Slam (standard; at will)
Reach 2; +6 vs. AC; 1d8 + 5 damage, and opponent is grabbed
:melee: Bite (standard; at will)
Reach 2; +6 vs. AC; 1d4 +5 necrotic damage and ongoing 5 necrotic damage (save ends)
:melee: Zombie Fury (standard; at will)
The Zombie makes 2 Bite or Slam attacks
:ranged: Dwarf Toss (standard; at will)
Target: One grabbed creature
Attack: +6 vs Fortitude
Hit: 1d8+5 damage. Choose a space within 10 squares - if it is unoccupied, the target is now prone in that square; if it is occupied by a creature, make a secondary attack against that creature. Target is no longer grabbed.
Secondary Attack: +6 vs Reflex
Hit: 1d8+5 damage and target is prone. Primary target is pushed one square and knocked prone.
:close: Sweeping Attack (standard; recharge :5: :6:)
Must have an opponent grabbed; Close blast 3 (must include grabbed opponent) +4 vs Reflex; 1d8 + 5 damage and any target hit (except the grabbed opponent) is pushed 3 squares
:melee:Necrotic Spray (immediate reaction, when a melee attack hits the zombie)
A necrotic ooze shoots out from the wound at the attacker: +4 vs Reflex; 1d6 + 3 damage and the target is dazed (save ends)
Bloodied Gore (Immediate reaction, when first bloodied; encounter)
The zombie erupts it’s Necrotic Ooze even if it hasn’t been recharged
:close:Necrotic Ooze (standard, encounter) * Necrotic
Close Burst 5; +4 vs. Reflex; 2d6+3 and the target is dazed (save ends). Miss: Half damage
Alignment: Unaligned Languages: None
Str 20 (+6) Dex 12 (+2) Wis 10 (+1)
Con 16 (+4) Int 1 (-4) Cha 6 (-1)
Description: A large muscular, rotting, humanoid corpse covered in pustules oozing a black ichor.
 
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Okay here is the new version of the Zombie Solo. Does it seem like it's a relatively balanced 3rd level solo and does it seem like it would provide an interesting encounter?

Thanks for all the comments so far. :)

Zombie Abomination 3 Solo Brute
Large undead XP 750
Initiative: +1 Senses: Perception +11;
HP 192; Bloodied 96 See also Bloodied Gore
AC 17; Fortitude 20, Reflex 14, Will 15
Speed 6
Saves: +5
Action points 2
:bmelee: Slam (standard; at will)
Reach 2; +6 vs. AC; 1d8 + 5 damage, and opponent is grabbed
:melee: Bite (standard; at will)
Reach 2; +6 vs. AC; 1d4 +5 necrotic damage and ongoing 5 necrotic damage (save ends)
:melee: Zombie Fury (standard; at will)
The Zombie makes 2 Bite or Slam attacks
:ranged: Dwarf Toss (standard; at will)
Target: One grabbed creature
Attack: +6 vs Fortitude
Hit: 1d8+5 damage. Choose a space within 10 squares - if it is unoccupied, the target is now prone in that square; if it is occupied by a creature, make a secondary attack against that creature. Target is no longer grabbed.
Secondary Attack: +6 vs Reflex
Hit: 1d8+5 damage and target is prone. Primary target is pushed one square and knocked prone.
:close: Sweeping Attack (standard; recharge :5: :6:)
Must have an opponent grabbed; Close blast 3 (must include grabbed opponent) +4 vs Reflex; 1d8 + 5 damage and any target hit (except the grabbed opponent) is pushed 3 squares
:melee:Necrotic Spray (immediate reaction, when a melee attack hits the zombie)
A necrotic ooze shoots out from the wound: +4 vs Reflex; 1d6 + 3 damage and the target is dazed (save ends)
Bloodied Gore (Immediate reaction, when first bloodied; encounter)
The zombie erupts it’s Necrotic Ooze even if it hasn’t been recharged
:close:Necrotic Ooze (standard, encounter) * Necrotic
Close blast 5; +4 vs. Reflex; 2d6+3 and the target is dazed (save ends). Miss: Half damage
Alignment: Unaligned Languages: None
Str 20 (+6) Dex 12 (+2) Wis 10 (+1)
Con 16 (+4) Int 1 (-4) Cha 6 (-1)
Description: A large muscular, rotting, humanoid corpse covered in pustules oozing a black ichor.

Looks good.

Dwarf Toss - should probably be at +4 vs. Fort & +4 vs. Reflex
Necrotic Ooze - I would still prefer this as a Burst 3 attack, but if you are happy with Close Blast 5 then thats your choice.

As Keterys and I have discussed at some length, the product of boosting your zombies strength to well beyond the recommended value for a level 3 brute has had the effect of also boosting its Fortitude defence by an additional 2 points. Normally I would have expected a Fortitude defence of around 18 (that includes the +2 bonus from being a solo). Its not that major, but seeing as how Keterys and I expended the effort to discuss it in this very thread I thought I had better make you aware of it !:)
 

You could probably still have Dwarf Toss be +6 - I did that once for a brute that grabbed, thinking of it as 'sorta like combat advantage' for that attack. But, yeah, probably should be +4.

Anyhow, seems like good flavor to me and looks fun. I think technically Necrotic Spray should specify it's against the attacker, but I don't think it's something you need to worry about :)
 

OOpps I meant to change the necrotic ooze to burst.

I wanted to keep the Dwarf toss attacks high because at +4 I think it makes it a rather weak special attack, one that isn't likely to succeed. :(
 

Yeah, I would keep Dwarf Toss at +6 as well, just so I could see it used. Its very cinematic throwing the PCs around, I'm sure your players will love it.
 

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