| Post/Author/DateTime | Post |
|---|---|
| #1enigmaXNov 02, 2014 15:06:34 | Question about the Zombie
With Undead Fortitude, when reduced to 0HP it has a chance of coming back based on a CON save vs DMG dealt. If the zombie can potentially come back EVERY time it is reduced to 0HP, this makes them pretty hard to kill for a CR 1/4 monster.
Is this supposed to be how it happens (seems to be how it is worded)? |
| #2AaronOfBarbariaNov 02, 2014 17:18:44 | Yes, that is how it is supposed to work.
Note that radiant damage or a critical hit bypasses Undead Fortitude and kills the zombie if it reduces the zombie to 0 hit points.
Also note that any attack that happens to deal more than 18 damage will kill the zombie since its highest possible saving throw roll is 23 (19 damage would be a DC 24 save, and the zombie would fail automatically and die). |
| #3El_CondoroNov 02, 2014 17:25:50 | Does that "damage" from the Undead Fortitude description mean damage from a single attack, or damage from a creature's attacks? So, a creature has 2 or more attacks and does (6 + 8) 14 damage and the zombie had 6 or less hit points to start with - would it make a DC 11 Con save or a DC 19 Con save? This goes for other spells and effects that have a damage-based DC.
My guess is that, since attacks are resolved sequentially, it would be a DC 11 and then a DC 13 Con save. |
| #4AaronOfBarbariaNov 02, 2014 17:44:33 | Yes, it is resolved for each individual attack before moving on to the next. |
| #5onceMoreIntoBreechNov 02, 2014 21:07:38 | Which means two saves in that example. |
| #6BRJNNov 03, 2014 9:27:02 | No disagreement with any of the above.
Keep an eye on something, though: if you roll really well for the Zombie and it becomes "unkillable", this could disrupt the fun in the game. Especially if this happens with a group of them. You may want to just quit rolling (or ignore the next roll) if the players get frustrated. That said, a nigh-unkillable (but slow-moving) zombie following them as they dash through the dungeon, could be a fun and memorable thing to deal with. |
| #7enigmaXNov 03, 2014 10:47:04 | Thanks guys for the feedback
I'll think I will keep this system to keep the game moving though
If you guys are still there I have another question about zombies in DnD
Are zombies killed/disabled if you cut off the head in this universe? or is the body still active despite the lack of head? |
| #8IllithidbixNov 03, 2014 11:14:03 | I interpret it as every time the Zombie takes damage whilst at 0 HP.
|
| #9AaronOfBarbariaNov 03, 2014 13:45:30 | I am of the opinion that zombies are not defeated by the mutilation of their body, but by the fact that smashing up that body can disrupt the magic that animates the dead flesh - so missing a bit here or there, even the head, is not usually an issue. |
| #10El_CondoroNov 03, 2014 14:29:12 | Leg or arm shots might be more effective, then. Visions of the knight in Monty Python - 'flesh wound'. |
| #11akaddkNov 03, 2014 20:52:24 | I actually really like how it works. I tend to describe kills as being head-shots. |
| #12CFKNov 04, 2014 23:40:24 | Does a coup-de-grace still automaticly give a crittical hit?
In that case the DMG would bypass it's ability to return and the zombie killing vision of "hit them in the head" woud still be alive. |
| (Reply to #12)Timborama |
|
| #14Jay_Ibero_911Nov 05, 2014 7:56:36 | It would probably make for more dynamic fights if instead of Undead Fortitude preventing them from going down, they instead rise again at the start of their next turn, similar to troll regeneration. That way PCs have a chance to get in an auto-crit before it acts again. Imagine it like walking dead where a zombie take a shot that puts it down but doesn't kill it, then they rush in to finish it off before it can get up.
Of course a 1st level variant human fighter with great weapon style and the great weapon master feat can blow through zombies anyway, taking the -5/+10 option against their low AC, assuming 16 str and a maul/greatsword they would be a +0 to hit for 21 1/3 damage on average. The odds of this fighter OHKO-ing a full health zombie would be:
[12/20]*.4938=.29628 [1/20]*.72=.036
Damage odds from anydice since it hurt my head trying to calculate damage probabilities with the re-rolls. http://anydice.com/program/4af0
Total chance of OHKO zombie=.33228, so roughly 1 in 3 swings can down a full health zombie. Chances go up substantially with magic weapons and higher strength and proficiency at higher levels. |