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Zombies You Can Chew On...
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<blockquote data-quote="green slime" data-source="post: 2936199" data-attributes="member: 1325"><p>Well, my take on it, if you are looking to emulate that "Day of the Dead" feeling, you have to make them almost impervious to most damage: They won't stop crawling forward until they have been completely obliterated, which mere zombie 2d12 hps are bad at defining. Splitting them in two with a great sword aint gonna do much good.</p><p></p><p>Secondly, they spread the disease of the walking dead by injuring those they fight.</p><p></p><p>So what we want is something sort of halfway between a DnD zombie (which mindlessly stands around unless its creator gave it some other order) and a DnD ghoul, with some added nastiness, similar to a 1e Son of Kyuss.</p><p></p><p><strong>Green Slime’s Improved Zombies (TM) </strong></p><p>Size/Type: Medium Undead</p><p>Hit Dice 2d12</p><p>Initiative -1</p><p>Speed: 30 feet (6 squares, can’t run)</p><p>Armour Class: 9 (-1 Dex) touch 9, flatfooted 9</p><p>Attack: Claw +2 melee (1d4+1) or Bite +2 melee (1d3+1)</p><p>Full Attack Claw +2 melee (1d4+1) or Bite +2 melee (1d3+1)</p><p>Base Attack/Grapple +1/+6</p><p>Space/Reach 5ft./5ft.</p><p>Special Attacks Touch of Undeath, Nauseous Stench</p><p>Special Qualities Single Actions only, life sense, undead traits, Special damage reduction (see text), Cold, & Sonic Immunity, Electricity Impervious</p><p>Saves: Fort: +0, Ref: -1, Will +3</p><p>Abilities Str 12, Dex 8, Con 0, Int 3, Wis 10, Cha 1</p><p>Skills: -</p><p>Feats Improved Grapple</p><p>Environment Any</p><p>Organization Any</p><p>Challenge Rating ??</p><p>Treasure None (Incidental)</p><p>Alignment Always Evil</p><p>Advancement None</p><p></p><p>Special Attacks</p><p>============</p><p></p><p><strong>Touch of Undeath (Ex):</strong> a living creature damaged by a zombie must make a Fort save (DC 20, the save is Wisdom based) or become infected with a craving for living flesh, in 1d4 hours. Such a creature will in fact become undead during this time, and will itself spread the disease to others it damages, once the metamorphosis is complete.</p><p></p><p><strong>Nauseous Stench (Ex):</strong> Green Slime’s Improved Zombies emit a horrible odour of rotting flesh in a 30 foot radius. All living creatures within 30 feet of an Improved Zombie must make a Fort save DC 15 (Cha based) or be overcome with nausea. As long as the creature remains within this radius, it must make a save at beginning of each of its turn, until it fails or leaves the radius. In addition to suffering the nausea effect, those failing suffer 1d6 points of Strength damage. A living creature that fails its save is nauseated for 10 rounds after leaving the area of Improved Zombie’s stench. </p><p></p><p>The stench persists in the place where the Improved Zombie is slain, as long as its corpse is in the area. It is most expedient to destroy the corpse with fire.</p><p></p><p>Special Qualities</p><p>============</p><p></p><p><strong>Single Actions Only (Ex):</strong> Green Slime’s Improved Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge. </p><p></p><p><strong>Life Sense (Ex):</strong> Due to their connection to the Negative Material Plane, they gain the ability to automatically (free action) detect the presence of living creatures within 30 feet. This ability does not allow an Improved Zombie to pinpoint the living creature’s position enough to negate a miss chance due invisibility.</p><p></p><p><strong>Damage Reduction (Ex)</strong> Green Slime’s Improved Zombies have a special kind of damage reduction: </p><p></p><p>Any bludgeoning damage that deals less than its entire hit points in a single blow is ignored. </p><p></p><p>Green Slime’s Improved Zombies are immune to piercing damage. (note it may be possible to staple an Improved Zombie to a surface behind it)</p><p></p><p>Any slashing weapon that deals damage equal to the Improved Zombie’s entire hit point total has severed an extremity, which will then continue to fight on its own. (1d6 1 = head, 2 left arm, 3 right arm, 4 left leg, 5 right leg, 6 roll again) DM’s are left to their own devices to implement this: ENJOY!</p><p></p><p><strong>Electricity Imperviousness (Ex):</strong> Electricity deals only 1 damage per die of damage rolled.</p><p></p><p></p><p>As such, these monsters would probably not really be suitable for low level characters to face, unless you want a rapid TPK.</p></blockquote><p></p>
[QUOTE="green slime, post: 2936199, member: 1325"] Well, my take on it, if you are looking to emulate that "Day of the Dead" feeling, you have to make them almost impervious to most damage: They won't stop crawling forward until they have been completely obliterated, which mere zombie 2d12 hps are bad at defining. Splitting them in two with a great sword aint gonna do much good. Secondly, they spread the disease of the walking dead by injuring those they fight. So what we want is something sort of halfway between a DnD zombie (which mindlessly stands around unless its creator gave it some other order) and a DnD ghoul, with some added nastiness, similar to a 1e Son of Kyuss. [b]Green Slime’s Improved Zombies (TM) [/b] Size/Type: Medium Undead Hit Dice 2d12 Initiative -1 Speed: 30 feet (6 squares, can’t run) Armour Class: 9 (-1 Dex) touch 9, flatfooted 9 Attack: Claw +2 melee (1d4+1) or Bite +2 melee (1d3+1) Full Attack Claw +2 melee (1d4+1) or Bite +2 melee (1d3+1) Base Attack/Grapple +1/+6 Space/Reach 5ft./5ft. Special Attacks Touch of Undeath, Nauseous Stench Special Qualities Single Actions only, life sense, undead traits, Special damage reduction (see text), Cold, & Sonic Immunity, Electricity Impervious Saves: Fort: +0, Ref: -1, Will +3 Abilities Str 12, Dex 8, Con 0, Int 3, Wis 10, Cha 1 Skills: - Feats Improved Grapple Environment Any Organization Any Challenge Rating ?? Treasure None (Incidental) Alignment Always Evil Advancement None Special Attacks ============ [b]Touch of Undeath (Ex):[/b] a living creature damaged by a zombie must make a Fort save (DC 20, the save is Wisdom based) or become infected with a craving for living flesh, in 1d4 hours. Such a creature will in fact become undead during this time, and will itself spread the disease to others it damages, once the metamorphosis is complete. [b]Nauseous Stench (Ex):[/b] Green Slime’s Improved Zombies emit a horrible odour of rotting flesh in a 30 foot radius. All living creatures within 30 feet of an Improved Zombie must make a Fort save DC 15 (Cha based) or be overcome with nausea. As long as the creature remains within this radius, it must make a save at beginning of each of its turn, until it fails or leaves the radius. In addition to suffering the nausea effect, those failing suffer 1d6 points of Strength damage. A living creature that fails its save is nauseated for 10 rounds after leaving the area of Improved Zombie’s stench. The stench persists in the place where the Improved Zombie is slain, as long as its corpse is in the area. It is most expedient to destroy the corpse with fire. Special Qualities ============ [b]Single Actions Only (Ex):[/b] Green Slime’s Improved Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge. [b]Life Sense (Ex):[/b] Due to their connection to the Negative Material Plane, they gain the ability to automatically (free action) detect the presence of living creatures within 30 feet. This ability does not allow an Improved Zombie to pinpoint the living creature’s position enough to negate a miss chance due invisibility. [b]Damage Reduction (Ex)[/b] Green Slime’s Improved Zombies have a special kind of damage reduction: Any bludgeoning damage that deals less than its entire hit points in a single blow is ignored. Green Slime’s Improved Zombies are immune to piercing damage. (note it may be possible to staple an Improved Zombie to a surface behind it) Any slashing weapon that deals damage equal to the Improved Zombie’s entire hit point total has severed an extremity, which will then continue to fight on its own. (1d6 1 = head, 2 left arm, 3 right arm, 4 left leg, 5 right leg, 6 roll again) DM’s are left to their own devices to implement this: ENJOY! [b]Electricity Imperviousness (Ex):[/b] Electricity deals only 1 damage per die of damage rolled. As such, these monsters would probably not really be suitable for low level characters to face, unless you want a rapid TPK. [/QUOTE]
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