Drinking & Dragons

Wild:PC/Nathaniel/Servants

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Revision as of 15:31, 1 February 2010 by >Mqs (size modifer (-1) to attack rolls)

Undead creation and control

Control
4×caster level
4×7 = 28HD
Currently controlling 5HD
Available: 23HD
Create with Animate Dead
2×CL = 12HD per casting

Scare Bear (Urskin Skeleton CR 2)

NE Large Undead
Init +6; Senses: Listen +0; Spot +0


AC: 18; Touch: 9; Flat-footed: 18
(+0 Dex, +2 natural, -1 size, +7 half-plate)
HP: 50 (5d12+10)
DR 5/Bludgeoning
Fort: +1, Ref +3, Will +4
Immune Cold; Undead traits


Speed: 30' (40' without armor) for land and swim
Melee (full): Steelclaws +10/+10 (1d12+9 / 20×2) and
Bite +5 (2d6+4+poison)
Melee: Claw +10 (1d8+9 / 20×2)
Space: 10'; Reach: 5'; BAB: +2; Grapple: +11


Abilities Str 29, Dex 14, Con --, Int --, Wis 10, Cha 1
Feats Improved Initiative
Skills None


Special Corpsecrafted, granting Str +4 and +2 hp per HD.

Proficient with all simple and martial weapons, as well as any natural weapons.


Demon Taint (Hezrou Zombie)

NE Large Undead (Chaotic, Evil)
Init +6; Senses: Listen +0; Spot +0


AC: 25; Touch: 8; Flat-footed: 25
(-1 Dex, +17 natural, -1 size)
HP: 95+19d12 (20d12+80+3)
DR 5/Slashing
Fort: +6, Ref +5, Will +12
Immune Undead traits


Speed: 30'
Melee: Bite +17 (4d4+8+poison / 20×2)
Melee: Claw +17 (1d8+8 / 20×2)
Space: 10'; Reach: 10'; BAB: +10; Grapple: +18


Abilities Str 27, Dex 8, Con --, Int --, Wis 10, Cha 1
Feats Toughness
Skills None


Special Corpsecrafted, granting Str +4 and +2 hp per HD. Desecrate cast during animation grants +2hp per HD.

Amulet of Bad Breath Bite attacks imbued with Greenblood oil poison (Injury DC 13, 1 Con primary / 1d2 Con secondary)

Proficient with all simple and martial weapons, as well as any natural weapons.

Skeleton template plus Corpsecrafter feats

Lose nearly everything except what is listed here.

Size and Type
Becomes Undead but retains alignment subtype and subtypes that indicate kind.
Hit Dice
Gains +2hp per hit die
Speed
Magical fly speeds are retained, as are other movement modes.
Size-related changes ( Natural AC / Claw Damage)
Tiny or smaller +0 / 1d2
Small +1 / 1d3
Medium +2 / 1d4
Large +2 / 1d6
Huge +3 / 1d8
Gargantuan +6 / 2d6
Colossal +10 / 2d8
Attacks
Retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can’t work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A skeleton’s base attack bonus is equal to ½ its Hit Dice.
Special Qualities
Retains any extraordinary special qualities that improve its melee or ranged attacks.
Immunity to Cold (Ex)
DR 5/bludgeoning
+4 Turn Resistance
Saves
Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +½ HD + 2.
Abilities
Str +4; Dex +2; No Con or Int; Wis becomes 10; Cha becomes 1.
Feats
Gains Improved Initiative.

Zombie template plus Corpsecrafter feats

"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
Becomes Undead but retains alignment subtype and subtypes that indicate kind.
Hit Dice
Double hit dice; if original HD is greater than 10 it can't be a zombie
Gains +2hp per hit die
Speed
maneuverability rating drops to clumsy
Size-related changes ( Natural AC / Claw Damage)
Tiny or smaller +0 / 1d3
Small +1 / 1d4
Medium +2 / 1d6
Large +3 / 1d8
Huge +4 / 2d6
Gargantuan +7 / 2d8
Colossal +11 / 4d6
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. A zombie’s base attack bonus is equal to ½ its Hit Dice.
Special Qualities
A zombie retains none of the base creature’s special attacks.
DR 5/slashing
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.
+4 Turn Resistance
Saves
Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +½ HD + 2.
Abilities
Str +6; Dex -2; No Con or Int; Wis becomes 10; Cha becomes 1.
Feats
Gains Toughness.