Best targets for Animate Dead [Archive] - Wizards Community

Post/Author/DateTimePost
ninja1

04-26-04, 11:32 PM
Hi all,

I've got a couple questions related to monsters found in the various manuals.

1. I'm looking for people's favorite targets for Animate Dead. What kind of creatures do you enjoy as unliving servants?

2. What do you think would be the most powerful creature below 15 HD to animate using Animate Dead?
(right now, I'm kinda torn between Fire Giant skeletons and Grey Render zombies...)


The reason for the 15 HD limit is that is the upper limit for the spell: Polymorph Any Object.

I proposed a scenario to the Spells forum about using Poly Any to create the target for Animate Dead.

If your interested, --> look here <-- (http://boards1.wizards.com/showthread.php?s=&postid=3248941#post3248941)
Steelcrystal

04-27-04, 02:25 AM
How about a 12-headed hydra skeleton?
ninja1

04-27-04, 10:31 AM
Originally posted by Steelcrystal
How about a 12-headed hydra skeleton? That sounds pretty cool!

I think the trade-off between skeletons and zombies is hard to make in some cases.

A skeletal hydra can keep it's multiple attacks (12!), but the zombie would get to keep it's natural armor and then some. The poor skeletal hydra would loose out in that department.

I like to use skeletons that can wear some type of armor to compensate for that loss (hydra barding anyone?).

I'm rather shocked that the Hydra is only 12 HD... They always seemed... Buffer? For such a 'Huge' target, I'd expect a better tank.

I like how they get combat reflexes with a dex of 12 :uh-huh:

I'm not worried about animated minions loosing feats and such, as I would fully expect to use Awaken Undead, but the poor hydra only has an Int of 2... :(

Anyone else?
Everach

04-27-04, 03:52 PM
Dragon skeletons. They keep their flight, gain multiple attacks, and you can animate a dozen medium-sized ones. Yeeha.
Melles, Lord of Badgers

04-27-04, 05:09 PM
They keep their flight
for some reason, i don't think they keep their flight, becoming so, so... deadened:behold:
R.M.G.C.L.F.

04-27-04, 05:29 PM
I reccomend skeletonizing creatures of the fire subtype, so you get a monster immune to the harmful effects of all temperatures.

Also, stick with skeletons over zombies. Individual skeletons may be weaker, but they have more power for their hit dice, and if you want a significant amount of undead under your control that is good.

Also, ask your DM for approval of this technique (http://boards1.wizards.com/showthread.php?s=&threadid=173080).
headlessfriar

04-27-04, 09:59 PM
According to the skeleton template, skeletons with wings can't fly. The only skeletons that fly are those that have innate magical flight, light skeletal beholders or some such thing.
R.M.G.C.L.F.

04-27-04, 10:03 PM
Nope, not beholders. A beholder's flight is extrordinary.
Everach

04-27-04, 10:33 PM
Anything with a flight over (I think) 120 feet is considered magical flight. Got that from Skip Williams article in Dragon about anti-magic fields.

This is way over the HD limit you mentioned, but skeletal Astral Dreadnaughts are the cat's meow.
NightScreamer20

04-28-04, 12:51 AM
Originally posted by Everach:
Anything with a flight over (I think) 120 feet is considered magical flight. Got that from Skip Williams article in Dragon about anti-magic fields.
Over 120 ft. is magical? How so? That's pretty slow...
I mean a character with a base speed of 30 ft. moves at 3 mph every round. 120 ft. per round is only 20 mph.
Heck an Old Gold Dragon only flies at 28 mph. this is considering it is of Colossal size and doing combat manevuers.

I believe my calculations are correct, though they might not be.

Anyway, A Remorhaz (by reading the description of the Skeleton Template retaining abilities that enhance it's melee and ranged attack) I believe it would keep it's Heat ability, because it enhances the creature's natural attacks. Again, prolly wrong but it's ealry in the morning.
Vanamir

04-28-04, 05:24 AM
I recommend using Animate Dead on your fallen comrades. The look on the faces of your fellow players is priceless. :D
ninja1

04-28-04, 10:21 AM
Originally posted by Everach
They keep their flight headlessfriar is correct
from the 3.5 SRD for skeletons:
Speed: Winged skeletons can’t use their wings to fly. If the base creature flew magically, so can the skeleton. I'm not sure about the applicability of magic flight to those with high speeds. If you find out more, could you share it?


Nice call with the Fire Subtype R.M.G.C.L.F. !!

Oddly enough, my Fire Giant skeleton retains the fire subtype :D

I always associated the immunity to fire with the entry under Special Qualities, but sure enough, there it is again under the fire subtype's description.

A bit redundant, but I'm all the happier for it. Thanks!!


I hear where you are comming from about skeletons. Overall, they are much more efficient.

I would only consider zombies for specific situations. I may be interested in zombifieing dragons as clumsy fliers/mounts. Also, I may animate some high HD creatures to retain their high natural armor to use as tower shield-bearing walls/tanks.

I also do approve of the Stone to Flesh --> Animate combo :schemes:


Everach, I'll have to check out the skeletal Astral Dreadnaughts :)
What book are the astral dreadnaughts from?

NightScreamer20, what book is the Remorhaz from?

Vanamir.... nice!
Everach

04-28-04, 11:01 AM
Astral Dreadnaught is Manual of the Plains. There's also a draconic templated version in dungeon 100 (Githyanki queen breeds 'em).
R.M.G.C.L.F.

04-28-04, 05:19 PM
The difficult of the astral dreadnaught is in killing it first. Also you might have some trouble lugging a seemingly infinite creature back. Heck, we don't even know if it has a skeleton.

Oh, and for some kick-arse undead dragons, the Draconomicon has some cool skeleton dragon and zombie dragon templates. (Under these templates you can have skeleton dragons with frightful presence and zombies with a reduced breath weapon).