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| R.M.G.C.L.F.06-18-03, 08:33 PM | No, this is not an idea for positive energy undead. This idea goes beyond the concept of posotive/negative energy as animating forces. These undead are powered by entirely different forms of energy, like cold, fire, and even alignment based energies. Flame Zombie Template This template can be applied to any living creature. The creature gains the undead type and the [Fire] subtype. HD:Type changes to d12. Hit dice number changes to 1/8. Double the HD number for each size class the creature is above diminutive. Speed:Same as base creature. AC:The creature loses any bonuses to armor class that it had. The creature gains a natural armor bonus +2 and a +1 deflection bonus. Attacks:If the base creature had any natural attacks they do one point of fire damage in additon to the normal damage. If the base creature had no natural attacks it gains 2 slam attacks dealing damage based on size: Fine:1 fire subdual Diminutive:1 plus 1 fire subdual Tiny:1d2 plus 1 fire Small:1d3 plus 1 fire Medium:1d4 plus 1 fire Large:1d6 plus 1 fire Huge:1d8 plus 2 fire Gargantuan:2d6 plus 3 fire Colassal:2d8 plus 4 fire Special Attacks: The creature loses all special attacks and gains the fire sense ability. Special Qualities: The creature loses all special qualities and gains undead, fire life, mindless and fire subtype special qualities. Saves:Good saves will Abilities:Strength becomes 4 if diminutive, 6 if tiny, 8 if small, 10 if medium, 14 if large, 18 if huge, 22 if gargantuan and 26 if colossal.Dex:10,Con-,Int-,Wis10,Cha1 Feats:The creature loses all feats it had in life and gains the improved initiative feat and the toughness feat. CR: Diminutive 1/8, tiny 1/6, small 1/4, Medium 1/2, Large 1, Huge 3, Gargantuan 6, Colossal 12 The flame zombie below is created from a medium sized humanoid, such as human or an elf. Flame Zombie Medium Undead [Fire] HD:1d12+3(9hp) Initiative:+4(improved initiative feat) Speed:30ft AC:13(+1 deflection,+2 natural) Attacks:2 slams+0 melee Damage:slam1d4 plus 1 fire Face/Reach:5ft/5ft Special Attacks:None Special Qualities:Fire Life, Undead, Mindless, Fire sense, Fire subtype Saves:Fort-5,Ref+0,Will+2 Abilities:Str10,Dex10,Con-,Int-,Wis10,Cha1 Skills:None Feats:Toughness,Improved Initiative ________________________________________ ____________ Climate/Terrain:Any land non-arctic Organization:Any CR:1/2 Treasure:None Alignment:Always Neutral Advancement:None Fire Life(su):A Flame Zombie is powered by magical fire energy rather than negative energy. Magical fire damage heals flame zombies and magical cold damage deals double damage to them with no save. A flame zombie becomes a motionless corpse when in an anti-magic field. Flame zombies are rebuked/controlled by turning checks made clerics with the fire domain regardless whether the clerics channel positive or negative energy and cannot turned or rebuked by any other clerics. Flame zombies are unaffected by holy water. Fire sense(sp): This ability is identical to the detect evil spell except that it detects fire subtype creatures and fire magical auras. Flame zombies look like mildly decayed corpses with patches of missing flesh replaced by flame and mild fire fluctuating from their bodies. Oddly enogh their skin is relatively unscathed by this contstant fire although some areas are slightly singed. Flame zombies are mindless corpses animated by a massive transfusion of magical fire energy. Uncontrolled flame zombies wander around avoiding cold areas and moving towards warmer areas. Any creature with the fire subtype can take control of an uncontrolled flame zombie with a successful charisma check dc 11 plus the zombie's hit dice. The creature can make this check by simply willing the flame zombie to obey it, or unintentionally by directing an imperative scentence at it. The zombie counts towards the limit of maximum hit dice of undead that can be controlled. Ice Zombie template As flame zombie, except replace all instances of the word "fire" with the word "cold". Ice Zombie Medium Undead [Cold] HD:1d12+3(9hp) Initiative:+4(improved initiative feat) Speed:30ft AC:13(+1 deflection,+2 natural) Attacks:2 slams+0 melee Damage:slam1d4 plus 1 cold Face/Reach:5ft/5ft Special Attacks:None Special Qualities:Cold Life, Undead, Mindless, Cold sense Saves:Fort-5,Ref+0,Will+2 Abilities:Str10,Dex10,Con-,Int-,Wis10,Cha1 Skills:None Feats:Toughness,Improved Initiative ________________________________________ ____________ Climate/Terrain:Any land non-tropical Organization:Any CR:1/2 Treasure:None Alignment:Always Neutral Advancement:None Cold Life(su):An ice Zombie is powered by magical cold energy rather than negative energy. Magical cold damage heals ice zombies and magical fire damage deals double damage to them with no save. Clerics with the fire domain turn/destroy ice zombies as if they were water elementals rather than undead. Turning checks made by clerics without the fire domain on ice zombies automatically fail. Ice zombies are unaffected by holy water. Cold sense(sp): This ability is identical to the detect evil spell except that it detects cold subtype creatures and cold magical auras. Ice zombies look like mildly decayed corpses with several patches of missing flesh replaced by a supernaturally flexible layer of ice. They have blue tinted leathery skin and radiate an aura of intense cold. Ice zombies are mindless corpses animated by a massive transfusion of magical cold energy. Uncontrolled ice zombies wander around avoiding warm areas and moving towards colder areas. Any sentient creature with the cold subtype can take control of an uncontrolled ice zombie with a successful charisma check dc 11 plus the zombie's hit dice. The creature can make this check by simply willing the ice zombie to obey it, or unintentionally by directing an imperative scentence at it. The zombie counts towards the limit of maximum hit dice of undead that can be controlled. Malevolence Zombie Template As flame zombie template, but replace all instances of the word fire with the word evil, except for the damage in which case replace fire with unholy. Malevolence Zombie Medium Undead HD:1d12+3(9hp) Initiative:+4(improved initiative feat) Speed:30ft AC:13(+1 deflection,+2 natural) Attacks:2 slams+0 melee Damage:slam1d4 plus 1 unholy This unholy damage does not effect evil aligned creatures Face/Reach:5ft/5ft Special Attacks:None Special Qualities:Evil Life, Undead, Mindless, Detect Evil and detect good Saves:Fort-5,Ref+0,Will+2 Abilities:Str10,Dex10,Con-,Int-,Wis10,Cha1 Skills:None Feats:Toughness,Improved Initiative ________________________________________ ____________ Climate/Terrain:Any land or underground Organization:Any CR:1/2 Treasure:None Alignment:Always Neutral Advancement:None Evil Life(su):A malevolence Zombie is powered by magical evil energy rather than negative energy. Magical evil damage heals malevolence zombies and magical holy damage deals double damage to them with no save. Only evil clerics may rebuke/control malevolence zombies, and only good clerics may turn/destroy malevolence zombies. Unholy damage dealt by natural attacks has no effect on it. Detect evil and detect good(sp): At will, as cast by a cleric of equal HD. Malevolence zombies look like mildly decayed corpses with several patches missing flesh replaced by fluctuating red goo, black shadowstuff, or a smooth purple surface emitting a harsh violet glare. They have darkish colorless leathery skin and glowing malevolent eyes that alternate between red and purple. Malevolence zombies are animated by a massive infusion of unholy energy. Although they are neutral aligned themselves they detect as evil because evil aligned magic pulsates through them. Uncontrolled Malevolence zombies wander around aimlessly generally seeking higher concentrations of evil and avoiding good. Uncontrolled malevolence zombies will take no actions to attack or to defend themselves even if attacked by a good creature. Any evil outsider can gain control of an uncontrolled malevolence zombie with a successful charisma check dc 10 plus the zombie's hit dice either intentionally by willing it to obey them or unintentionally by simply directing an imperitive statement at it. Any evil creature can make a similar check by speaking abyssal or infernal but at a -4 penalty. The zombie still counts towards the HD limit for controlled undead. Benevolence Zombie Template You should get the picture by now. Benevolence Zombie Medium Undead HD:1d12+3(9hp) Initiative:+4(improved initiative feat) Speed:30ft AC:13(+1 deflection,+2 natural) Attacks:2 slams+0 melee Damage:slam1d4 plus 1 holy This holy damage does not effect good aligned creatures Face/Reach:5ft/5ft Special Attacks:None Special Qualities:Good Life, Undead, Mindless, Detect Evil and detect good Saves:Fort-5,Ref+0,Will+2 Abilities:Str10,Dex10,Con-,Int-,Wis10,Cha1 Skills:None Feats:Toughness,Improved Initiative ________________________________________ ____________ Climate/Terrain:Any land or underground Organization:Any CR:1/2 Treasure:None Alignment:Always Neutral Advancement:None Good Life(su):A benevolence zombie is powered by magical good energy rather than negative energy. Magical holy damage heals malevolence zombies and magical unholy damage deals double damage to them with no save. Good clerics rebuke/control benevolent zombies and evil clerics turn/destroy benevolence zombies.Holy damage dealt by a natural attack has no effect on a benevolence zombie rather than healing it. Benevolence zombies are unaffected by holy water but harmed by unholy water. Detect evil and detect good(sp): At will, as cast by a cleric of equal HD. Benevolence zombies look like mildly decayed corpses with several patches missing flesh replaced by fluctuating green goo, white radiance, or a smooth yellow mettalic surface emitting a dull glow. They have silver colored leathery skin and glowing benevolent eyes that issue a soft blue glow. Benevolence zombies are animated by a massive infusion of holy energy. Although they are neutral aligned themselves they detect as good because good aligned magic pulsates through them. Uncontrolled benevolence zombies wander around aimlessly generally seeking higher concentrations of good and avoiding evil. Uncontrolled benevolence zombies will take no actions to attack or to defend themselves even if attacked by a evil creature. Any outsider with the good subtype can gain control of an uncontrolled benevolence zombie with a successful charisma check dc 10 plus the zombie's hit dice intentionally by willing it to obey them or unintentionally by making an imperitative statement. Any good aligned creature can make a similar check if speaking celestial but at a -4 penalty. The zombie still counts towards the HD limit for controlled undead. Anarchy Zombie Medium Undead HD:1d12+3(9hp) Initiative:+4(improved initiative feat) Speed:30ft AC:13(+1 deflection,+2 natural) Attacks:2 slams+0 melee Damage:slam1d4 plus 1 chaotic This chaotic damage does not effect chaotic aligned creatures Face/Reach:5ft/5ft Special Attacks:None Special Qualities:Chaos Life, Undead, Mindless, Detect Chaos and detect Law Saves:Fort-5,Ref+0,Will+2 Abilities:Str10,Dex10,Con-,Int-,Wis10,Cha1 Skills:None Feats:Toughness,Improved Initiative ________________________________________ ____________ Climate/Terrain:Any land or underground Organization:Any CR:1/2 Treasure:None Alignment:Always Neutral Advancement:None Chaos Life(su):An anarchy zombie is powered by magical chaos energy rather than negative energy. Magical chaotic damage heals anarchy zombies and magical lawful damage deals double damage to them with no save. Chaotic clerics rebuke/control anarchy zombies and lawful clerics turn/destroy benevolence zombies.Chaotic damage dealt by a natural attack has no effect on an anarchy zombie rather than healing it. Chaos zombies are unaffected by holy water. Detect chaos and detect law(sp): At will, as cast by a cleric of equal HD. Anarchy zombies look like mildly decayed corpses with several patches missing flesh replaced by rainbow patches of undulating color ranging from lava red to ocean blue. They have a leathery skin with random swirly patches of color and glowing eyes that issue an everchangin glow. Anarchy zombies radiate a rainbow luminescence field. Anarchy zombies are animated by a massive infusion of chaotic energy. Although they are neutral aligned themselves they detect as chaotic because chaotic aligned magic pulsates through them. Uncontrolled anarchy zombies wander around aimlessly generally seeking higher concentrations of chaos and avoiding law. Uncontrolled anarchy zombies will take no actions to attack or to defend themselves even if attacked by a lawful creature. Any outsider with the chaos subtype can gain control of an uncontrolled anarchy zombie with a successful charisma check dc 10 plus the zombie's hit dice intentionally by willing it to obey them or unintentionally by making an imperitative statement. Any chaos aligned creature can make a similar check if speaking abyssal or elven but at a -4 penalty. The zombie still counts towards the HD limit for controlled undead. Order Zombie Medium Undead HD:1d12+3(9hp) Initiative:+4(improved initiative feat) Speed:30ft AC:13(+1 deflection,+2 natural) Attacks:2 slams+0 melee Damage:slam1d4 plus 1 lawful This lawful damage does not effect lawful aligned creatures Face/Reach:5ft/5ft Special Attacks:None Special Qualities:Law Life, Undead, Mindless, Detect Chaos and detect Law Saves:Fort-5,Ref+0,Will+2 Abilities:Str10,Dex10,Con-,Int-,Wis10,Cha1 Skills:None Feats:Toughness,Improved Initiative ________________________________________ ____________ Climate/Terrain:Any land or underground Organization:Any CR:1/2 Treasure:None Alignment:Always Neutral Advancement:None Law Life(su):An order zombie is powered by magical law energy rather than negative energy. Magical lawful damage heals order zombies and magical chaotic damage deals double damage to them with no save. Lawful clerics rebuke/control benevolent zombies and chaotic clerics turn/destroy benevolence zombies.Lawful damage dealt by a natural attack has no effect on an anarchy zombie rather than healing it. Order zombies are unaffected by holy water. Detect chaos and detect law(sp): At will, as cast by a cleric of equal HD. Order zombies are animated by a massive infusion of lawful energy. Although they are neutral aligned themselves they detect as lawful because lawful aligned magic pulsates through them. Uncontrolled order zombies wander around aimlessly generally seeking higher concentrations of order and avoiding chaos. Uncontrolled order zombies will take no actions to attack or to defend themselves even if attacked by a chaotic creature. Any outsider with the law subtype can gain control of an uncontrolled benevolence zombie with a successful charisma check dc 10 plus the zombie's hit dice intentionally by willing it to obey them or unintentionally by making an imperitative statement. Any lawful aligned creature can make a similar check if speaking infernal or dwarven but at a -4 penalty. The zombie still counts towards the HD limit for controlled undead. Special:A creature that has risen as a flame zombie, anarchy zombie, etc. can still be brought back through a ressurection or true ressurection spell. NOTE:Just for clarification, an imperative statement is a sentence that commands the person it is directed to do something. Examples include: "Stop right there!" "Go to the store and pick up some milk," and "Have a good time." |
| Senchal06-18-03, 08:55 PM | I haven't seen that Idea before. Nice job. |
| canamrock06-18-03, 09:13 PM | It reminds me of Diablo 2 for some reason. I seem to recall fighting Ice Zombies. Anyways, it's tough to say whether I like the concept since I am still toying with the mechanics for the creation of normal undead. Not a bad idea, though. |
| Incenjucar06-19-03, 06:11 AM | Dark Sun had a few undead that resembled this. There was a particular type of really really really nasty undead who were, like, undead elemental clerics, risen by the element they opposed, and could do some serious nastiness. It was in the second Monster's Compendium they had.. they're called 'Krag' Claw, I suggest you check out Athas info. It's the most undead and elemental oriented campaign there is. |
| R.M.G.C.L.F.06-20-03, 08:17 PM | Bump :u: :r: :b: :angel: :devil: :b: |