Can undead Run? [Archive] - Wizards Community

Post/Author/DateTimePost
Slaius

03-03-04, 11:13 AM
This question came up this past session in my group. We play a 3.0 game and my character is a necro. I could find it nowhere that undead can not run. But a few of the guys said that they can not since they have no CON. I think they should be able to run and not have to worry about getting tired.

What do you all know about this?

Thanks! :)
Edymnion

03-03-04, 11:23 AM
Originally posted by Slaius
This question came up this past session in my group. We play a 3.0 game and my character is a necro. I could find it nowhere that undead can not run. But a few of the guys said that they can not since they have no CON. I think they should be able to run and not have to worry about getting tired.

What do you all know about this?

Thanks! :) Unless otherwise noted, undead can run.
If they couldn't, why would the Zombie entry specifically say they could not? Wouldn't that be like specifically saying "Zombies are immune to mind influencing effects" when thats already part of the properties of being undead?
Krelios

03-03-04, 11:24 AM
You're right. They can run indefinately and never become fatigued, exhausted, etc. However, in 3.0 zombies (and only zombies) are limited to partial actions and it specifically says they cannot run or charge. That's all the evidence you should need that any other undead (even skeletons) can.
Riznar

03-03-04, 02:39 PM
When I pointed this out to my PCs, any necromancer wtih spare cash started raising felled enemies and telling the skeletons to run "That way".

Now it has become a running gag to see parties of skeletons dashing across the plains.
Krelios

03-03-04, 02:44 PM
Originally posted by Riznar
When I pointed this out to my PCs, any necromancer wtih spare cash started raising felled enemies and telling the skeletons to run "That way".

Now it has become a running gag to see parties of skeletons dashing across the plains. That'll be funny until the paladins/clerics figure out that the undead have a specific point of origin and haven't deviated from that path. Your party will be easy to track and should be dealt with harshly for violating the corpses (i.e. animating them).
Riznar

03-03-04, 03:58 PM
:rolleyes:

You know, busting the skeletons up and then casting speak with dead would be a lot easier than trying to triangulate the origin of the skeletons, especially since adventuring parties tend to move around a lot.
Brian.C

03-03-04, 04:40 PM
This was asked before, and I know that it is writen somewhere (I'm not sure where) that creatures with no Constitution score do not tire and thus can run indefinately.

So yes, they not only can run, they do so better than living creatures.

- Brian
was_fired

03-03-04, 04:47 PM
They would prove hard to stop since they are moving at 20ft/sec and ranged attacks often to little good against them. That is unless you can fly or cast a long ranged spell... oh right this is D&D. :D
Krelios

03-03-04, 04:48 PM
busting the skeletons up and then casting speak with dead Except that you would be asking the person who died, not the skeleton, and the person who died would have no memories of the animation, run, etc. Besides, Speak with Dead requires a mostly intact body, capable of speaking--a skeleton, smashed or no, certainly doesn't qualify.
Feneem

03-04-04, 12:15 AM
Hmmmm.
The great skeleton migration...I think I've got the makings of a campaign.

As to the speak with dead thing I think the previous poster was right in saying they wouldn't remember the time they spent as skeletons, but I'm also absolutely positive they would remember you killing them.