Dungeons and Dragons Zombie 3.5 PBP RPG

Wed, 22nd November, 2017 - 2:04 am GMT
Home WoM D&D Pathfinder Gwynedd RoK +

Check Out: Ruler of Kings II Text RPG Solo Play by Post
D&D Basics Races Classes Skills Feats Combat Equipment Adventuring Spells Psionics Monsters Divine Sitemap Create Character Other RPGs

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:

-

-


Sponsor Ads:

Latest RPG Post

Oh you are right by rule. In that campaign of over a year two of the four players have already said "Hey Dungeon Master, I'm bored with my character, can we kill him and make a new one?" This is hard on the Dungeon Master as things are very story driven and the character backstories are really intertwined in the plot. Instead of creating a new character myself, I just had interest in keeping the same character going but multi-classing into a caster to fit his newfound interest in defensive magic (After getting roasted by fire and other effects too many times). This was hard to do because I wasn't anywhere close to 13 INT or Charisma, so he and I just discussed a complete mechanical rebuild of the character while keeping the same personality, backstory, etc. It's a one time thing just like the other players getting to change characters (Something that people had done in Daishain's campaign here, too).

See Similar Topics


Top

NOTE: In the case of D&D, Wizards holds the copyright for its material. The versions most Players in our Community tend to use Dungeons & Dragons 2-3.5 although others may use higher versions.


Share:


Search via our Community for:

Dungeons and Dragons Zombie - D&D 3.5 PBP RPG Coded by: BGID®  |  ALL RIGHTS RESERVED Copyright © 2004-2017
Disclaimer  |  Privacy  |  Report Errors / Contact  |  Credits

Register/Login via:

Decide now: Free Text RPG Start ROK II

Current Leaders

Hunter

Hunter (15)
Chynacat

Melodie (11)
Krusten

Krusten (11)
Wizard

Merlin (10)
Thomaslee

Jonathon (9)
Goldendawn

Aaroni (9)


Video: See

Video: FAQ

Aspiring Leaders

Stacia / Charmaine (7)
Txtrpg / Zork (7)
Anronrosby / Kronar (6)
Usabookworm / Bonifacius (5)
Seraphina / Alana (5)
KNtoran / Drogda (4)

Ready To Rule?

Are you here yet or still hiding? Come out of your cave and become a Ruler... a Ruler of Kings.

RPG Highlights

Right Amount Of Role-Players: What are your reviews for this Topic? By Abnninja 12th Sep, 2017 - 2:01am
Managing Intelligent Monsters In Role-Playing Games: What are your reviews for this Topic? By Abnninja 11th Sep, 2017 - 5:54pm
Text RPG Creator Pre-rolled Characters: What are your reviews for this Topic? By Hunter 10th Sep, 2017 - 11:49pm
Maps & Mapping For Role-Playing Games: What are your reviews for this Topic? By JB 9th Sep, 2017 - 8:23am
Game Masters Looking For RPG Play By Post Players: What are your reviews for this Topic? By JB 6th Aug, 2017 - 3:24pm
Melodramatic Role-Play Gamers: What are your reviews for this Topic? By Abnninja 14th Jul, 2017 - 6:14pm
Game Master's Schedule Or Stop Waiting On Slow Players Guide: What are your reviews for this Topic? By LitRPG 19th Mar, 2017 - 8:26pm
Game Masters That Cannot Follow Posting Rules: What are your reviews for this Topic? By JB 16th Mar, 2017 - 10:47pm
Game Master's Nag Player Button: What are your reviews for this Topic? By Txtrpg 27th Nov, 2016 - 2:10pm
Game Master's Rules & Policies Thread: What are your reviews for this Topic? By Txtrpg 26th Jan, 2016 - 12:54pm