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Zombie Dragon
from Dragonomicon - 3.5e
Special Qualities: A vampiric dragon retains all the special qualities of the base dragon (except for any subtypes it possessed) and gains those noted below. If the base dragon had any immunities based on its subtype (such as immunity to fire for the fire subtype), it keeps those immunities despite losing the subtype.
Fast Healing (Ex): A vampiric dragon heals 5 hit points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points or lower, a vampiric dragon automatically assumes gaseous form (fly speed 40 feet, otherwise as the spell) and attempts to escape. It must reach its hoard within 2 hours or be utterly destroyed. (It can travel up to 18 miles in 2 hours.) Once at rest upon its hoard, it rises to 1 hit point after 1 hour, then resumes healing at the rate of 5 hit points per round. For obvious reasons, a vampiric dragon prefers to keep its hoard well concealed from adventurers and would-be thieves.
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Resistance (Ex): A vampiric dragon has resistance to cold 20 and electricity 20.
Turn Resistance (Ex): A vampiric dragon has +4 turn resistance (see page 317 of the Monster Manual).
Undead Traits: A vampiric dragon is immune to mindaffecting effects, poison, magic sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet (unless the base creature had a greater range).
Vampiric Weaknesses: Vampiric dragons share the typical vampire’s vulnerability to sunlight. Direct sunlight slows a vampiric dragon, allowing it only a single standard action or move action each round. A vampiric dragon can survive exposure to direct sunlight for a number of consecutive rounds equal to its age category, after which it is utterly destroyed. Driving a wooden stake through a vampiric dragon’s heart slays it, just as with a normal vampire (though for larger dragons, you’ll need a stake the size of a spear).
Unlike other vampires, vampiric dragons are not injured by immersion in water. Vampiric dragons are not repelled by garlic or mirrors (though they don’t keep mirrors in their hoards), and they can freely cross running water. They can’t enter a home unless invited, but most simply destroy the home and then pick through the rubble for their victims.
Saves: As undead, vampiric dragons are immune to anything that requires a Fortitude save unless it affects objects.
Abilities: Increase from the base dragon as follows: Str +4, Dex +6, Int +2, Wis +2, Cha +4. As undead creatures, vampiric dragons have no Constitution score.
Skills: Vampiric dragons have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
Feats: Vampiric dragons gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base dragon meets the prerequisites and doesn’t already have the feats.
Organization: Solitary or guarded (1 plus 2–5 vampire spawn).
Challenge Rating: Same as the base dragon +2.
Treasure: Triple standard.
Alignment: Always chaotic evil.
Advancement: Up to +2 HD.
Level Adjustment: +5.
A zombie dragon is created by use of the animate dead spell or by a vampiric dragon (see above). It functions as a normal zombie in most ways, though it retains a few of its draconic abilities and qualities even after death
A zombie dragon stinks of death, and its once glorious scaled hide sports gaping holes chewed by worms. Because of the creature’s utter lack of intelligence, the instructions given to a newly created zombie dragon must be very simple, such as “Destroy anything that comes within sight.”
Zombie dragons are often used as sentries (although they aren’t capable of calling for help, the sounds of the battle usually serve to raise the alarm) or guardians. Draconic spellcasters capable of creating such creatures may use the bodies of dead rivals or, in the case of particularly vile necromancers, deceased family members.
CREATING A ZOMBIE DRAGON
“Zombie” is a template that can be added to any dragon of at least adult age (referred to hereafter as the base dragon). The creature uses all the base dragon’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead, and it loses any subtypes it had in life. Do not recalculate the creature’s base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: The base dragon’s Hit Dice remain the same, but it loses any Constitution bonus to its hit points (see Abilities, below). However, a zombie dragon gains bonus hit points equal to twice its HD.
Speed: Reduce flight maneuverability by one category (to a minimum of clumsy).
Armor Class: Reduce natural armor bonus to one-half the base dragon’s value (rounding down).
Special Attacks: A zombie dragon retains any exceptional special attacks of the base dragon (such as improved grab), except for special attacks with a save DC based on the base dragon’s Charisma (such as frightful presence). It loses all supernatural and spell-like special attacks possessed by the base dragon, except for any breath weapon attack, which is altered as noted below.
Breath Weapon (Su): A zombie dragon keeps the base dragon’s breath weapon (if any), though it deals only half the listed damage. Breath weapons that don’t deal damage (such as the brass dragon’s sleep breath weapon) are unchanged. The save DC to resist the dragon’s breath weapon is 10 + 1/2 zombie dragon’s HD + zombie dragon’s Cha modifier.
Special Qualities: A zombie dragon loses all supernatural and spell-like special qualities possessed by the base dragon. It retains any exceptional special qualities (such as immunities or blindsense). It loses any subtypes it had, though if the base dragon had any immunities based on its subtype (such as immunity to fire for the fire subtype), it keeps those immunities despite losing the subtype. It also gains additional special qualities as noted below.
Damage Reduction (Ex): Zombie dragons gain damage reduction 5/slashing.
Slow (Ex): Like zombies, zombie dragons have poor reflexes and can perform only a single standard action or move action each round.
Undead Traits: A zombie dragon is immune to mindaffecting effects, poison, magic sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet (unless the base dragon had a greater range).
Saves: As undead, zombie dragons are immune to anything that requires a Fortitude save unless it affects objects.
Abilities: Adjust from the base dragon as follows: Str +0, Dex –2, Cha –6. Being undead, a zombie dragon has no Constitution score. It also has no Intelligence score. Its Wisdom score becomes 10 (regardless of the base dragon’s Wisdom).
Skills: A zombie dragon loses all skill ranks and racial skill bonuses possessed by the base dragon.
Feats: A zombie dragon loses all feats possessed by the base dragon. It gains Toughness as a bonus feat.
Environment: Any.
Organization: Any.
Challenge Rating: Base dragon’s CR × 1/2 +1 (minimum 2).
Treasure: None.
Alignment: Always neutral.
Advancement: Up to +2 HD.
Level Adjustment: —.
Zombie white dragon
SAMPLE ZOMBIE DRAGON
This example uses a young adult white dragon as the base dragon.
Zombie Young Adult White Dragon Large Undead Hit Dice: 15d12+33 (130 hp) Initiative: +4 Speed: 60 ft. (12 squares), burrow 30 ft., fly 200 ft. (clumsy), swim 60 ft. Armor Class: 15 (–1 size, –1 Dex, +7 natural), touch 8, flatfooted 15 Base Attack/Grapple: +15/+23 Attack: Bite +18 melee (2d6+4) Full Attack: Bite +18 melee (2d6+4) and 2 claws +13 melee (1d8+2) and 2 wings +13 melee (1d6+2) Space/Reach: 10 ft./5 ft. (10 ft. with bite) Special Attacks: Breath weapon, frightful presence Special Qualities: Blindsense 60 ft., damage reduction 5/slashing, darkvision 120 ft., icewalking, immunity to cold, keen senses, slow, spell resistance 16, undead traits Saves: Fort +9, Ref +8, Will +9 Abilities: Str 19, Dex 8, Con —, Int —, Wis 11, Cha 2 Skills: Swim +4 Feats: Toughness Environment: Cold mountains Organization: Any Challenge Rating: 5 Treasure: None Alignment: Always neutral Advancement: Up to +2 HD Level Adjustment: —
A zombie white dragon can often be found guarding the lairs of frost giant adepts or clerics. Colder climates also slow the rotting process, keeping the zombie white dragon intact for a longer time.
Combat
The zombie white dragon possesses none of the animalistic ferocity it had in life. It merely acts according to the (simple) orders given it by its master. Its blindsense and keen senses make it an excellent guardian, and its icewalking ability allows it to perch in difficult-to-reach places. Breath Weapon (Su): 40-ft. cone, 2d6 cold, Reflex DC 13 halves. Frightful Presence (Ex): 150-ft. radius, HD 14 or fewer, Will DC 14 negates. Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect. Keen Senses (Ex): A zombie dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet. Skills: This zombie dragon has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.