Dungeons and Dragons Zombie 3.5 PBP RPG

Fri, 14th December, 2018 - 11:10 am GMT
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Zombie

Zombies are corpses reanimated through dark and sinister magic.

Because of their utter lack of intelligence, the instructions given to a newly created zombie must be very simple.

Creating A Zombie

'Zombie' is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Size and Type: The creature's type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can't be made into a zombie with the animate dead spell.

Speed: If the base creature can fly, its maneuverability rating drops to clumsy.

Armor Class: Natural armor bonus increases by a number based on the zombie's size:

Tiny or smaller

+0

Small

+1

Medium

+2

Large

+3

Huge

+4

Gargantuan

+7

Colossal

+11

Base Attack: A zombie has a base attack bonus equal to 1/2 its Hit Dice.

Attacks: A zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A zombie also gains a slam attack.

Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombie's size. (Use the base creature's slam damage if it's better.)

Fine

1

Diminutive

1d2

Tiny

1d3

Small

1d4

Medium

1d6

Large

1d8

Huge

2d6

Gargantuan

2d8

Colossal

4d6

Special Attacks: A zombie retains none of the base creature's special attacks.

Special Qualities: A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality.

Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Abilities: A zombie's Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.

Skills: A zombie has no skills.

Feats: A zombie loses all feats of the base creature and gains Toughness.

Environment: Any land and underground.

Organization: Any.

Challenge Rating: Depends on Hit Dice, as follows:

Hit Dice

Challenge Rating

1/2

1/8

1

1/4

2

1/2

4

1

6

2

8-10

3

12-14

4

15-16

5

18-20

6

Treasure: None.

Alignment: Always neutral evil.

Advancement: As base creature, but double Hit Dice (maximum 20), or - if the base creature advances by character class.

Level Adjustment: -.

Kobold Zombie

Human Commoner Zombie

Troglodyte Zombie

Small Undead

Medium Undead

Medium Undead

Hit Dice:

2d12+3 (16 hp)

2d12+3 (16 hp)

4d12+3 (29 hp)

Initiative:

+0

-1

-2

Speed:

30 ft. (6 squares; can't run)

30 ft. (6 squares; can't run)

30 ft. (6 squares; can't run)

Armor Class:

13 (+1 size, +2 natural), touch 11, flat-footed 13

11 (-1 Dex, +2 natural), touch 9, flat-footed 11

16 (-2 Dex, +8 natural), touch 8, flat-footed 16

Base Attack/Grapple:

+1/-4

+1/+2

+2/+3

Attack:

Spear+1 melee (1d6-1/x3) or slam +1 melee (1d4-1) or light crossbow +2 ranged (1d6/19-20)

Slam+2 melee (1d6+1) or club +2 melee (1d6+1)

Greatclub +3 melee (1d10+1) or bite +3 melee (1d4+1) or slam +3 melee (1d6+1) or javelin +0 ranged (1d6+1)

Full Attack:

Spear +0 melee (1d6-1/x3) or slam +0 melee (1d4-1) or light crossbow +1 ranged (1d6/19-20)

Slam+2 melee, (1d6+1) or club +2 melee (1d6+1)

Greatclub +3 melee (1d10+1) or bite +3 melee (1d4+1) or slam +3 melee (1d6+1) or javelin +0 ranged (1d6+1)

Space/Reach:

5 ft./5 ft.

5 ft./5 ft

5 ft./5 ft

Special Attacks:

-

-

-

Special Qualities:

Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits

Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits

Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits

Saves:

Fort +0, Ref +0, Will +3

Fort +0, Ref -1, Will +3

Fort +1, Ref -1, Will +4

Abilities:

Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1

Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1

Str 12, Dex 7, Con -, Int -, Wis 10, Cha 1

Skills:

-

-

-

Feats:

Toughness

Toughness

Toughness

Environment:

Temperate forests

Any

Underground

Organization:

Any

Any

Any

Challenge Rating:

1/2

1/2

1

Treasure:

None

None

None

Alignment:

Always neutral evil

Always neutral evil

Always neutral evil

Advancement:

None

None

None

Level Adjustment:

-

-

-

Bugbear Zombie

Ogre Zombie

Minotaur Zombie

Medium Undead

Large Undead

Large Undead

Hit Dice:

6d12+3 (42 hp)

8d12+3 (55 hp)

12d8+3 (81 hp)

Initiative:

+0

-2

-1

Speed:

30 ft. (6 squares; can't run)

40 ft. (8 squares; can't run)

30 ft. (6 squares; can't run)

Armor Class:

16 (+5 natural, +1 light wooden shield), touch 10, flat-footed 16

15 (-1 size, -2 Dex, +8 natural), touch 7, flat-footed 15

16 (-1 size, -1 Dex, +8 natural), touch 8, flat-footed 16

Base Attack/Grapple:

+3/+6

+4/+14

+6/+15

Attack:

Morningstar +6 melee (1d8+3) or slam +6 melee (1d6+3) or javelin +3 ranged (1d6+2)

Greatclub +9 melee (2d8+9) or slam +9 melee (1d8+9) or javelin +1 ranged (1d8+6)

Greataxe +10 melee (3d6+7/x3) or gore +10 melee (1d8+5) or slam +10 melee (1d8+5)

Full Attack:

Morningstar +6 melee (1d8+3) or slam +6 melee (1d6+3) or javelin +3 ranged (1d6+2)

Greatclub +9 melee (2d8+9) or slam +9 melee (1d8+9) or javelin +1 ranged (1d8+6)

Greataxe +10 melee (3d6+7/x3) or gore +10 melee (1d8+5) or slam +10 melee (1d8+5)

Space/Reach:

5 ft./5 ft.

10 ft./10 ft.

10 ft./10 ft.

Special Attacks:

-

-

-

Special Qualities:

Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits

Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits

Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits

Saves:

Fort +2, Ref +2, Will +5

Fort +2, Ref +0, Will +6

Fort +4, Ref +3, Will +8

Abilities:

Str 17, Dex 10, Con -, Int -, Wis 10, Cha 1

Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1

Str 21, Dex 8, Con -, Int -, Wis 10, Cha 1

Skills:

-

-

-

Feats:

Toughness

Toughness

Toughness

Environment:

Temperate mountains

Temperate hills

Underground

Organization:

Any

Any

Any

Challenge Rating:

2

3

4

Treasure:

None

None

None

Alignment:

Always neutral evil

Always neutral evil

Always neutral evil

Advancement:

None

None

None

Level Adjustment:

-

-

-

Wyvern Zombie

Gray Render Zombie

Large Undead

Large Undead

Hit Dice:

14d12+3 (94 hp)

20d8+3 (133 hp)

Initiative:

+0

-1

Speed:

20 ft. (4 squares; can't run), fly 60 ft. (poor)

30 ft. (6 squares; can't run)

Armor Class:

20 (-2 size, +12 natural), touch 8, flat-footed 20

16 (-1 size, -1 Dex, +8 natural), touch 8, flat-footed 16

Base Attack/Grapple:

+7/+16

+10/+21

Attack:

Slam +11 melee (2d6+7) or talons +11 melee (2d6+5)

Bite +16 melee (2d6+7) or slam +16 melee (1d8+10)

Full Attack:

Slam +11 melee (2d6+7) or talons +11 melee (2d6+5)

Bite +16 melee (2d6+7) or slam +16 melee (1d8+10)

Space/Reach:

10 ft./10 ft.

10 ft./10 ft.

Special Attacks:

-

-

Special Qualities:

Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits

Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits

Saves:

Fort +4, Ref +4, Will +9

Fort +6, Ref +5, Will +12

Abilities:

Str 21, Dex 10, Con -, Int -, Wis 10, Cha 1

Str 25, Dex 8, Con -, Int -, Wis 10, Cha 1

Skills:

-

-

Feats:

Toughness

Toughness

Environment:

Warm hills

Temperate marshes

Organization:

Any

Any

Challenge Rating:

4

6

Treasure:

None

None

Alignment:

Always neutral evil

Always neutral evil

Advancement:

16-20 HD (Huge)

None

Level Adjustment:

-

-


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Well if we are talking about people who like to spend a lot more time basking in their imaginations rather than actually getting the quest done, perhaps there needs to be a time limit on making decisions when grouped with others. I completely understand the original posters frustrations even though I am new to this particular website. Because in regular Dungeons & Dragons on table top you get the same people who when it's their turn they want to spend 10 minutes on the move. Honestly I try to take actions with a sense of purpose, if for nothing else but that since I'm basking in my imagination anyways, my imagination says that if I were really in this kind of situation in a dark cave in a party of 5 and there are monsters anywhere around us, there is no way I would be spending 10 minutes per decision. I try to imagine how I would actually feel in that situation, so I take action with a purpose the same way I would if I were really in that situation.

However you gotta keep in mind that for some people these kinds of Role-playing Game's are the only social life they have. For them the idea of wasting time embellishing their part of the story in front of an audience of people is basically their version of being on an expensive stage at a famous New York play. It's exhilarating to show off. I think when you come across those people you really just need to be up front and tell them hey there are other people waiting for you to make a damn move so hurry up!

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