16 Tons, whaddaya get? [Archive] - Wizards Community

Post/Author/DateTimePost
R.M.G.C.L.F.

03-12-06, 10:42 PM
...a little bit older and deeper in debt.

Coal Zombie
Medium Undead(Earth)
HD:1d12+3(9hp)
Init:-1
Speed: 20ft
AC: 15(-1dex,+2natural,+4 scale mail)
BAB/Grapple: +0/+3 (+1 racial bonus to grapple checks)
Attacks: Pick+2 melee or slam+2 melee
Damage: Pick 1d6+2, slam 1d4+2
Face/Reach: 5ft by 5ft/5ft
Special Attacks: Black Breath
Special Qualities: Darkvision 90ft, Light Sensitivity, DR5/Slashing, cold resistance 10, Flammability, Turn Resistance+1, shadow memories
Saves: Fort+0, Ref+0, Will+1
Abilities: Str15,Dex8,Con-,Int2,Wis8,Cha3
Skills: Profession(Miner)+4, Spot+1
Feats: Skill Focus(profession(miner)), Toughness(B)
________________________________________ _
Environment: Underground
Organization: Solitary, Pair, or Team (3-6)
CR:1
Alignment: Always Neutral
Treasure: 1/10th coins, 25% items. no art, double gems
Advancement:2-13HD(medium)

A dwarf shuffles towards you, clothes and beard stiff and black with coal, eyes black with translucent white pupils, clouds of coal dust whisping out of its mouth. The swinging pick in its hands conveys an unmistakable message: Get out.

Long ago, the dead plant and animal life of swamps were buried. The dead matter was compressed together, purged of its impurities but retaining the negative energy. Over centuries of this concentration and heat, a substance is formed in the tortured bowels of the earth, blacker than moonless cloudy nights. This substance is known as coal. When men die from blacklung, the essence of toxin and death saturated in their body, they often rise as Coal zombies.

Coal zombies, also known as black miners, are undead bodies that follow the rigors and habits of life. They mine and dig tirelessly, hoarding their finds like jackdaws and jealously guarding their treasures. Sometimes they head out into towns during the night to take vengence upon the taskmasters who employed them in such dangerous and thankless work.

Combat: Coal zombies are crude and animalistic in their tactics. They go after whoever is closest and, lacking the tactile senses or pain, register nothing from physical blows. They flee only from bright light, disrupting and other undead-bane powers, and fire.

Black Breath(ex): a coal zombie constantly exudes trails of potent negative-energy latent coal dust. Creatures within 15ft of it must make an initial fortitude save dc:12 (strength based) and one at the end of every round spend within 15ft of it dc:12+1 per round spent in the area or take 1 point of temporary constitution damage. If they save successfully they are immune to the effect for one minute. If they take 2 or more con damage from this, they contract Black Lung disease.

Light Sensitivity(ex): A coal zombie is dazzled (-1 penalty to attack rolls) in an area of bright light, such as a daylight spell.

Flammability(ex): Due to its high saturation with coal dust, a coal zombie takes double damage from fire, even on a successful save. In addition, it must make a reflex save dc:10+1/4th damage dealt (after doubling) or catch fire for 1d4 rounds. A torch as an improvised touch weapon or thrown weapon deals 1d4 fire damage to it (after doubling).

Shadow Memories(me): A coal zombie retains some powerful instincts, habits, and feelings engrained in its body from years of life. It has the same NPC attitudes it did in life, and retains as many skill points as it can with its undead skills and reduced intelligence. Any living natural (non-elemental, non-outsider, non-fey) person it encounters has a 5% chance of sparking some memory of its former life (15% for members of same race, 50% for those it knows well). In such encounters it stands passive in struggling recollection (treat as dazed with -1 penalty to AC) for one round and suffers a -1 morale penalty (bypassing normal attack roll penalties) to attacks against the creature thereafter (this is replaced with a +1 morale bonus if the NPC attitude was unfriendly or hostile).


COAL ZOMBIE TEMPLATE
This can be added to any living, breathing, sentient creature that does not possess an elemental subtype (Earth, Air, Fire, or Water). Its type changes to undead, and its hit dice, saves, BAB, and skills are recalculated accordingly.
AC: the coal zombie gains a +2 increase to natural armor because of its hardened leathery skin. It retains any armor it wore in life but loses the use of shields.
Attacks: The coal zombie gains a slam attack dealing damage appropriate to its size (1d4 for medium, increase or decrease one size for bigger or smaller, respectively). It also gains a pick attack or shovel attack, which it prefers to use. It retains any simple weapon proficiencies and one martial weapon proficiency.
Special Attacks: The coal zombie loses any special attacks dependent on life functions (such as poison, but not improved grab) and all magical or psionic abilities. It gains Black Breath.
Special Qualities: the coal zombie loses all magical or psionic special qualities, and special qualities dependent on life functions (like fast healing, but not cold immunity). It gains DR5/slashing, cold resistance 10, turn resistance+1, flammability, darkvision 90ft, light sensitivity and shadow memories.
Abilities: Str+4,Dex-2,Con-,Int2,Wis-2,Cha3
Climate/Terrain: Underground
Alignment: Always Neutral
CR: 1+1/2HD(rounded down)
Talisman

03-13-06, 12:17 PM
Looks cool.

HD:1d12+3(9hp)

Where do the +3 hp come from? Does it get Toughness as a bonus feat?

Black Breath(ex): a coal zombie constantly exudes trails of potent negative-energy latent coal dust. Creatures within 15ft of it must make an initial fortitude save dc:12 (strength based) and one at the end of every round spend within 15ft of it dc:12+1 per round spent in the area or take 1 point of temporary constitution damage. If they save successfully they are immune to the effect for one minute. If they take 2 or more con damage from this, they contract Black Lung disease.

Save DCs for this type of effect are usually Con-bsaed; for an undead, this defaults to Cha. I can't see Str-based...that would imply a physical attack by the zombie, not a relatively passive cloud of coal dust and negative energy.

Also, Black Lung isn't in the disease table (http://www.wizards.com/d20/files/v35/AbilitiesandConditions.rtf). I suggest treating it as demon fever, but inhaled instead of injury.

Light Sensitivity(ex): A coal zombie is dazzled (-1 penalty to attack rolls) in an area of bright light, such as a daylight spell.

Are they also blinded for 1 round if suddenly exposed to bright light?

Flammability(ex): Due to its high saturation with coal dust, a coal zombie takes double damage from fire, even on a successful save. In addition, it must make a reflex save dc:10+1/4th damage dealt (after doubling) or catch fire for 1d4 rounds. A torch as an improvised touch weapon or thrown weapon deals 1d4 fire damage to it (after doubling).

Somewhat confusing. I recommend replacing this with good ol' fire vulnerability (+50% damage from fire). Never invent a new system when a perfectly good one already exists.

Shadow Memories(me): A coal zombie retains some powerful instincts, habits, and feelings engrained in its body from years of life. It has the same NPC attitudes it did in life, and retains as many skill points as it can with its undead skills and reduced intelligence. Any living natural (non-elemental, non-outsider, non-fey) person it encounters has a 5% chance of sparking some memory of its former life (15% for members of same race, 50% for those it knows well). In such encounters it stands passive in struggling recollection (treat as dazed with -1 penalty to AC) for one round and suffers a -1 morale penalty (bypassing normal attack roll penalties) to attacks against the creature thereafter (this is replaced with a +1 morale bonus if the NPC attitude was unfriendly or hostile).

This is quite cool. :thumbsup:


COAL ZOMBIE TEMPLATE
This can be added to any living, breathing, sentient creature that does not possess an elemental subtype (Earth, Air, Fire, or Water). Its type changes to undead, and its hit dice, saves, BAB, and skills are recalculated accordingly.

Why are skills recalculated? HD, saves and BAB are a natural byproduct of not being alive, but skills are learned. Aside from penalties for a reduced Int, skills ought to remain unchanged.

Also, why can't Earth creatures become coal zombies? I get the other three elements, but Earth would seem to be a natural.

Special Qualities: the coal zombie loses all magical or psionic special qualities, and special qualities dependent on life functions (like fast healing, but not cold immunity). It gains DR5/bludgeoning, cold resistance 10, turn resistance+1, flammability, darkvision 90ft, light sensitivity and shadow memories.

Is this DR 5/slashing (as noted in the stat block) or 5/bludgeoning? Slashing makes more sense to me, as a creature impregnated with rock dust sould be resistant to blunt weapon attacks.

CR: 1+1/2HD(rounded down)

Looks a little high...I'd go with HD 3 or less, +1; HD 4 to 7, +2; HD 8 or more, +3.
R.M.G.C.L.F.

03-13-06, 07:32 PM
Looks cool.

HD:1d12+3(9hp)

Where do the +3 hp come from? Does it get Toughness as a bonus feat?
yeah, forgot to include that

Black Breath(ex): a coal zombie constantly exudes trails of potent negative-energy latent coal dust. Creatures within 15ft of it must make an initial fortitude save dc:12 (strength based) and one at the end of every round spend within 15ft of it dc:12+1 per round spent in the area or take 1 point of temporary constitution damage. If they save successfully they are immune to the effect for one minute. If they take 2 or more con damage from this, they contract Black Lung disease.

Save DCs for this type of effect are usually Con-bsaed; for an undead, this defaults to Cha. I can't see Str-based...that would imply a physical attack by the zombie, not a relatively passive cloud of coal dust and negative energy. Well, I use strength based because they are using their undead strength to compress their chest and release coal dust into the air. Con based being replaced with charisma is usually for more magical or semi-mental things, such as breath weapon and concentration. In this case I think strength is appropriate, the harder your step the more coal dust you'll shake off.

Also, Black Lung isn't in the disease table (http://www.wizards.com/d20/files/v35/AbilitiesandConditions.rtf). I suggest treating it as demon fever, but inhaled instead of injury. I was planning on statting that out, but I just plain forgot.

Light Sensitivity(ex): A coal zombie is dazzled (-1 penalty to attack rolls) in an area of bright light, such as a daylight spell.

Are they also blinded for 1 round if suddenly exposed to bright light?
No, you're confusing it with Daylight Blindness, a similar but more intense special quality.

Flammability(ex): Due to its high saturation with coal dust, a coal zombie takes double damage from fire, even on a successful save. In addition, it must make a reflex save dc:10+1/4th damage dealt (after doubling) or catch fire for 1d4 rounds. A torch as an improvised touch weapon or thrown weapon deals 1d4 fire damage to it (after doubling).

Somewhat confusing. I recommend replacing this with good ol' fire vulnerability (+50% damage from fire). Never invent a new system when a perfectly good one already exists. I deliberately wanted to go a step beyond that, to show not only are they dry and fear fire but are saturated with stuff used as high-octane fuel. I also found the idea of creatures outright catching fire instead of taking driveby fire damage to be rather appealing.

Shadow Memories(me): A coal zombie retains some powerful instincts, habits, and feelings engrained in its body from years of life. It has the same NPC attitudes it did in life, and retains as many skill points as it can with its undead skills and reduced intelligence. Any living natural (non-elemental, non-outsider, non-fey) person it encounters has a 5% chance of sparking some memory of its former life (15% for members of same race, 50% for those it knows well). In such encounters it stands passive in struggling recollection (treat as dazed with -1 penalty to AC) for one round and suffers a -1 morale penalty (bypassing normal attack roll penalties) to attacks against the creature thereafter (this is replaced with a +1 morale bonus if the NPC attitude was unfriendly or hostile).

This is quite cool. :thumbsup: Thanks ^^


COAL ZOMBIE TEMPLATE
This can be added to any living, breathing, sentient creature that does not possess an elemental subtype (Earth, Air, Fire, or Water). Its type changes to undead, and its hit dice, saves, BAB, and skills are recalculated accordingly.

Why are skills recalculated? HD, saves and BAB are a natural byproduct of not being alive, but skills are learned. Aside from penalties for a reduced Int, skills ought to remain unchanged. They retain some skills, and forget some. The amount that the body holds with its soulstain and "organic memory" is limited by the new undead form and dream-like mental state.

Also, why can't Earth creatures become coal zombies? I get the other three elements, but Earth would seem to be a natural. The same reason why Hound Archons shouldn't get the celestial or half-celestial template, and why mummies are not valid canidates for the vampire template. It's redundant. Only a creature without elemental ties could become infused with the essence of negative-energy saturated earth. Otherwise its like trying to sweetened honey.

Special Qualities: the coal zombie loses all magical or psionic special qualities, and special qualities dependent on life functions (like fast healing, but not cold immunity). It gains DR5/bludgeoning, cold resistance 10, turn resistance+1, flammability, darkvision 90ft, light sensitivity and shadow memories.

Is this DR 5/slashing (as noted in the stat block) or 5/bludgeoning? Slashing makes more sense to me, as a creature impregnated with rock dust sould be resistant to blunt weapon attacks.
Should be DR5/slashing. Sorry about the typo.

CR: 1+1/2HD(rounded down)

Looks a little high...I'd go with HD 3 or less, +1; HD 4 to 7, +2; HD 8 or more, +3.
I want to avoid +Xs of any kind, since this template strips creatures of almost all special traits and qualities, and instead go on hit dice with possible adjustments for good ability scores or natural weapons.
ChimericPhase

03-13-06, 08:38 PM
If you see me comin', better step aside
A lotta men didn't, a lotta men died
One fist of iron, the other of steel
If the right one don't a-get you, then the left one will

You load sixteen tons, what do you get?
Another day older and deeper in debt
Saint Peter don't you call me 'cause I can't go
I owe my soul to the company store


:evillaugh I had to do it.

Anyways R.M.G.C.L.F. I really like this monster, I could just see a frightening encounter with a shift of coal zombie dwarves.

Up for a challenge? I would pay cookies for another undead miner.

http://www.wizards.com/dnd/images/mmiii_gallery/83046.jpg

The Salt Mummy is a CR 8 monster - but he doesn't really run well in an encounter all by himself. I ended up throwing some skeletons in for the mix, but it didn't go with the flavor. I think some lesser power salt zombies would be awesome -- but I'm not very good at making monsters, would you like to take a swing at it?
R.M.G.C.L.F.

03-13-06, 08:54 PM
Well, I've already got some sea-fairing undead in the form of the Drounth, if you're looking for salty sea-side zombies.
ChimericPhase

03-13-06, 11:30 PM
I don't know, I'd have to see the stats. Salty sea side isn't quite the same.

The Salt Mummy comes from when a dead body is left in or near a salt vein - combined with negative energy, usualy from a strong evil personality or a particularly violent death - you get a Salt Mummy.

Salt mines were horrific places, as bad or worse than coal mines. In the world I'm placing this adventure the salt mine is mined by convicted criminals sentenced to slavery in the salt mines. Poor food, tainted water, rampant diseases, and constant labor, few live longer than a year or so after being sentenced - which is usually the point.

So these salt mines are manned by convicted criminals. A number of merchants actually run the operation for the government, getting a tax-cut on exporting the salt. It's a hugely lucrative business for them.

But then a huge riot breaks out in the salt mines. Dozen of gaurds are killed, along with a hundred or so convicts. The convict who incited the riot is finally also killed. All the bodies are tossed into the deepest tunnel and filled in. Work returns to normal. A few weeks later though all hell breaks loose as the dead rioters return as undead and wreck their revenge upon the living. This time no one survives except for a small handful of gaurds who have barricaded themselves in the store room with food and water - praying that help will come soon.

The merchants realise their salt shipments are running very late, and so hire a group of adventurers to journey to the remote location and investigate what's happening. The merchants think the wagons may have been ambushed by bandits (and indeed the PCs will encounter many - escaped convicts from the salt mines) and if they capture any alive they may learn more about the situation before actually arriving. Otherwise they will find a seemingly abandoned salt mine . . until they start exploring the tunnels.
Talisman

03-14-06, 04:51 PM
Well, I use strength based because they are using their undead strength to compress their chest and release coal dust into the air. Con based being replaced with charisma is usually for more magical or semi-mental things, such as breath weapon and concentration. In this case I think strength is appropriate, the harder your step the more coal dust you'll shake off.

I get that, but this looks more like a passive effect than an active one, like a breath weapon.

I deliberately wanted to go a step beyond that, to show not only are they dry and fear fire but are saturated with stuff used as high-octane fuel. I also found the idea of creatures outright catching fire instead of taking driveby fire damage to be rather appealing.

Maybe Fire Vulnerability plus a Ref save or catch on fire? I shy away from a new system when there's one that handles this situation adequately.

The same reason why Hound Archons shouldn't get the celestial or half-celestial template, and why mummies are not valid canidates for the vampire template. It's redundant. Only a creature without elemental ties could become infused with the essence of negative-energy saturated earth. Otherwise its like trying to sweetened honey.

Hmmm. I don't completely agree, but I get your reasoning.
BTW, technically, Hound Archons can get the half-celestial template. They shouldn't, 'tis true, but according to the RAW they can. Stupid, I say.

I want to avoid +Xs of any kind, since this template strips creatures of almost all special traits and qualities, and instead go on hit dice with possible adjustments for good ability scores or natural weapons.

My mistake; I thought you meant +1 to CR, with an additional +1 per 2 HD (i.e., +6 CR for a 10-HD creature). However, I think you need to make some provision for the abilities of the base creature; all monsters are not created equal.

Another question: are HD from class levels retained? They aren't for normal zombies, meaning that all human zombies are 2 HD. I can see it either way, but I lean towards no.
R.M.G.C.L.F.

03-14-06, 05:39 PM
Well, I use strength based because they are using their undead strength to compress their chest and release coal dust into the air. Con based being replaced with charisma is usually for more magical or semi-mental things, such as breath weapon and concentration. In this case I think strength is appropriate, the harder your step the more coal dust you'll shake off.

I get that, but this looks more like a passive effect than an active one, like a breath weapon.
That it is, but strength is the ability score that best fits the bill. =/ Charisma makes no sense whatsoever, and I don't see why strength can't be used for passive things (opposing a grapple, holding a door shut, resisting a bull rush, etc.). It's either that, or have a save with no key ability, which is more unconventional and awkward.

[quote]I deliberately wanted to go a step beyond that, to show not only are they dry and fear fire but are saturated with stuff used as high-octane fuel. I also found the idea of creatures outright catching fire instead of taking driveby fire damage to be rather appealing.

Maybe Fire Vulnerability plus a Ref save or catch on fire? I shy away from a new system when there's one that handles this situation adequately.
Why use an old special quality that's less appropriate and add in a new one, when I could accomplish the same with a single new mechanic? Flammability is to Fire Vulnerability what Daylight Blindness is to Light Sensitivity.

The same reason why Hound Archons shouldn't get the celestial or half-celestial template, and why mummies are not valid canidates for the vampire template. It's redundant. Only a creature without elemental ties could become infused with the essence of negative-energy saturated earth. Otherwise its like trying to sweetened honey.

Hmmm. I don't completely agree, but I get your reasoning.
BTW, technically, Hound Archons can get the half-celestial template. They shouldn't, 'tis true, but according to the RAW they can. Stupid, I say. Note that I said "shouldn't", not "can't". :P

I want to avoid +Xs of any kind, since this template strips creatures of almost all special traits and qualities, and instead go on hit dice with possible adjustments for good ability scores or natural weapons.

My mistake; I thought you meant +1 to CR, with an additional +1 per 2 HD (i.e., +6 CR for a 10-HD creature). However, I think you need to make some provision for the abilities of the base creature; all monsters are not created equal.
Yes indeed. =/
How could I best accomplish that?

Another question: are HD from class levels retained? They aren't for normal zombies, meaning that all human zombies are 2 HD. I can see it either way, but I lean towards no.
Yes, they are. Just as the body retains some memories and proficiencies, the power gained from all that XP is retained as well.
R.M.G.C.L.F.

03-14-06, 05:44 PM
Chimeric Phase: In that case, I believe I could produce such a thing for you.

Would you prefer them to be quasi-zombies (animal intelligence, no soul) or sentient undead, with the original soul in them?
R.M.G.C.L.F.

03-14-06, 05:44 PM
Chimeric Phase: In that case, I believe I could produce such a thing for you.

Would you prefer them to be quasi-zombies (animal intelligence, no soul) or sentient undead, with the original soul in them?
ChimericPhase

03-15-06, 02:03 AM
I'm so happy I'm seeing double! :P

I like the animal savagery, not true intelligence but they could coordinate simple attacks in the tunnels.

If you make these I am totally running this for my group next week.
R.M.G.C.L.F.

03-15-06, 04:05 PM
Salt Zombie
Medium Undead
HD:1d12+3(9hp)
Init:-1
AC:13(+4 natural,-1dex)
Attacks: Slam+2 melee or pick-5 thrown (20ft range increment)
Damage: Slam 1d4+3 plus woundsalt, pick 1d4+2
Face/Reach: 5ft by 5ft/5ft
Special Attacks: Woundsalt
Special Qualities: SR8, DR5/slashing, daylight blindness, holy water vulnerability, saltwalking, Darkvision 90ft, shadow memories
Saves: Fort+0,Ref-1,Will+2
Abilities:Str15,Dex8,Con-,Int1,Wis10,Cha4
Skills: Profession(miner)+1, hide+3 (+4 racial bonus to hide checks in salt mines)
Feats: Stealthy, Toughness(B)
__________________________
Environment: Underground (salt mines)
Organization: Solitary, crew (2-5), or Iodize (3-6 plus 1-3 salt mummies)
CR:1
Alignment: Always Neutral
Treasure: No coins, no items (except basic mining gear), no art, standard gems
Advancement: 2-9HD(medium)

Salt Zombies have withered, cracked bodies, grey or brown with dust but glinting with flecks of salt embedded in their form. They seem to see more through the salt crystals jutting out through their skin than the shriveled crusty sockets that pass for eyes.

Salt zombies are the undead bodies of people who died working salt mines, or sometimes those who were poisoned by an excess of salt and then buried. The negative energy and water power tied to the salt fuses with their soulstain, reanimating the bodies with a crudest shard of intellect. They collect and guard crystalline objects as they were want to do in life, and seem to draw strength from salt deposits about which they linger (Optional rule: salt zombies recieve natural healing, but only if they rest by an exposed salt vein or salt deposit of equal to their body mass).

Aside from a few murmured words, grunts, and interjections, salt zombies do not speak. They lack the mental facility to understand speech, but can generally percieve through tone and heavy gestures concepts such as fear, threat, and agression.

Combat: Salt zombies resent living intruders, and try to drive them off with their raspy hisses and throwing a warning pick. If this fails, they charge after them, quickly ganging up on the most injured opponent.

Daylight Blindness(ex): sudden exposure to bright light (such as a Daylight spell) blinds a salt zombie for one round, and they suffer a -1 penalty to skill checks, saves, and attack rolls when in such a radius of light.

Woundsalt(ex): a creature dealt damage by a salt zombie's slam attack must make a fortitude save dc:12 (dc strength-based), or take 1d4 wilting damage one round afterwards. This attack deals 1d8 damage intead againt aquatic creatures, 1d12 against water elementals, and all creatures of the water subtype suffer a -2 penalty to their saves.

Shadow Memories(me): when it encounters a living creature, a salt zombie has a 10% chance of remembering something from its past. If this occurs, it suffers a -1 morale penalty to attacks against the creature that sparked the penalty (bypassing normal undead immunity to morale effects).

Saltwalking(su): a salt zombie leaves no trail (as if by Pass Without Trace) except for fine grains of salt. It cannot willingly cross any body of freshwater, either by wading through it or going over a bridge.

Holy Water Vulnerability(su): holy water is exceptionally potent against salt zombies. A salt zombie struck by holy water must make a fort save dc:10+damage dealt or outright dissolve into a puddle of saltwater with trace amounts of body fluid. One that takes splash damage must make a will save at the same dc or be halted for one round.
The Vorpal Tribble

03-15-06, 04:33 PM
Gotta say, love the coal zombie's theme and the tune to go with it :cool:

However, theres already a salt zombie out there. Trying to improve upon it?
R.M.G.C.L.F.

03-15-06, 04:50 PM
I truly did not know there was an existing salt zombie. o.o
ChimericPhase

03-15-06, 11:06 PM
Salt Zombie
Medium Undead
HD:1d12+3(9hp)
Init:-1
AC:13(+4 natural,-1dex)
Attacks: Slam+2 melee or pick-5 thrown (20ft range increment)
Damage: Slam 1d4+3 plus woundsalt, pick 1d4+2
Face/Reach: 5ft by 5ft/5ft
Special Attacks: Woundsalt
Special Qualities: SR8, DR5/slashing, daylight blindness, holy water vulnerability, saltwalking, Darkvision 90ft, shadow memories
Saves: Fort+0,Ref-1,Will+2
Abilities:Str15,Dex8,Con-,Int1,Wis10,Cha4
Skills: Profession(miner)+1, hide+3 (+4 racial bonus to hide checks in salt mines)
Feats: Stealthy, Toughness(B)
__________________________
Environment: Underground (salt mines)
Organization: Solitary, crew (2-5), or Iodize (3-6 plus 1-3 salt mummies)
CR:1
Alignment: Always Neutral
Treasure: No coins, no items (except basic mining gear), no art, standard gems
Advancement: 2-9HD(medium)

Salt Zombies have withered, cracked bodies, grey or brown with dust but glinting with flecks of salt embedded in their form. They seem to see more through the salt crystals jutting out through their skin than the shriveled crusty sockets that pass for eyes.

Salt zombies are the undead bodies of people who died working salt mines, or sometimes those who were poisoned by an excess of salt and then buried. The negative energy and water power tied to the salt fuses with their soulstain, reanimating the bodies with a crudest shard of intellect. They collect and guard crystalline objects as they were want to do in life, and seem to draw strength from salt deposits about which they linger (Optional rule: salt zombies recieve natural healing, but only if they rest by an exposed salt vein or salt deposit of equal to their body mass).

Aside from a few murmured words, grunts, and interjections, salt zombies do not speak. They lack the mental facility to understand speech, but can generally percieve through tone and heavy gestures concepts such as fear, threat, and agression.

Combat: Salt zombies resent living intruders, and try to drive them off with their raspy hisses and throwing a warning pick. If this fails, they charge after them, quickly ganging up on the most injured opponent.

Daylight Blindness(ex): sudden exposure to bright light (such as a Daylight spell) blinds a salt zombie for one round, and they suffer a -1 penalty to skill checks, saves, and attack rolls when in such a radius of light.

Woundsalt(ex): a creature dealt damage by a salt zombie's slam attack must make a fortitude save dc:12 (dc strength-based), or take 1d4 wilting damage one round afterwards. This attack deals 1d8 damage intead againt aquatic creatures, 1d12 against water elementals, and all creatures of the water subtype suffer a -2 penalty to their saves.

Shadow Memories(me): when it encounters a living creature, a salt zombie has a 10% chance of remembering something from its past. If this occurs, it suffers a -1 morale penalty to attacks against the creature that sparked the penalty (bypassing normal undead immunity to morale effects).

Saltwalking(su): a salt zombie leaves no trail (as if by Pass Without Trace) except for fine grains of salt. It cannot willingly cross any body of freshwater, either by wading through it or going over a bridge.

Holy Water Vulnerability(su): holy water is exceptionally potent against salt zombies. A salt zombie struck by holy water must make a fort save dc:10+damage dealt or outright dissolve into a puddle of saltwater with trace amounts of body fluid. One that takes splash damage must make a will save at the same dc or be halted for one round.

:inlove: I loaaave it. I like the optional element and I will most definately use that in my salt mine. Everything fits, the woundsalt, the saltwalking, everything is awesome. My mine now has a population. :evillaugh


However, theres already a salt zombie out there. Trying to improve upon it?

Who! Where?

Are you sure you're not mistaking the Salt Mummy ?- which was the inspiration for making a bunch of lesser salt zombies - see both my posts above for info about the encounter I'm planning for my PCs.
R.M.G.C.L.F.

03-16-06, 05:54 AM
I'm glad that it meets your approval. :)
Talisman

03-16-06, 10:41 AM
I want to avoid +Xs of any kind, since this template strips creatures of almost all special traits and qualities, and instead go on hit dice with possible adjustments for good ability scores or natural weapons.

My mistake; I thought you meant +1 to CR, with an additional +1 per 2 HD (i.e., +6 CR for a 10-HD creature). However, I think you need to make some provision for the abilities of the base creature; all monsters are not created equal.

Yes indeed. =/
How could I best accomplish that?

I think you're going to have to make use of a +X of some sort.
The Zombie (http://www.wizards.com/d20/files/v35/MonstersT-Z.rtf) template ignores the original CR and gives one based on HD. However, it also strips away all special abilities and class HD.

I think what you want is more like the Fiendish (http://www.wizards.com/d20/files/v35/MonstersE-F.rtf) template, which gives a flat bonus based on the base creature's HD (and, presumably, special abilities).
R.M.G.C.L.F.

03-16-06, 03:06 PM
But I can't work with the feindish template, seeing as how the fiendish template keeps all the original abilities. This strips away every special quality and attack save a handful, which is something different entirely. If I made, say, a Coal Zombie Beholder, all it would have is a bite attack and boyancy, lacking the antimagic feild and eye rays which make it so potent. The template would increase the creature's CR by the rules, but leave it far weaker than it was before.
Darkwolf_childe

03-16-06, 08:25 PM
I just wanted to express my kudos for the Coal Zombie. Very nice. I have in fact based the very first adventure for my new group around a mine infested with these creatures. Nicely done!
The Vorpal Tribble

03-16-06, 08:32 PM
Yeah, meant, the salt mummy.
R.M.G.C.L.F.

03-16-06, 08:38 PM
I just wanted to express my kudos for the Coal Zombie. Very nice. I have in fact based the very first adventure for my new group around a mine infested with these creatures. Nicely done!
Thank you. n_n

Tell me how it goes.
The Vorpal Tribble

03-16-06, 09:08 PM
Tell me how it goes.
They never do :rolleyes:
R.M.G.C.L.F.

03-16-06, 09:18 PM
They never do :rolleyes:
No. :weep:
*has abandonement issues*
Darkwolf_childe

03-18-06, 03:12 PM
And I will!