MONSTERS
CHAPTER 7
Damage Reduction (Any): The midnight construct’s damage reduction value increases by 2 per point of essentia invested. Deadly Aura (Standard and Greater Only): Every living creature adjacent to the midnight construct at the end of its turn takes 1d6 points of damage per point of essentia invested (Fort DC 10 + 1/2 construct’s HD + essentia invested halves). Fly Speed (Standard and Greater Only): The midnight construct gains a fly speed of 20 feet per point of essentia invested (perfect maneuverability). Land Speed Increase (Any): The midnight construct’s land speed increases by 10 feet per point of essentia invested. Teleportation (Greater Only): As a move action, the midnight construct can teleport up to 20 feet per point of essentia invested. Soulburning Aura (Greater Only): Every living creature adjacent to the midnight construct at the end of its turn takes 1 point of Strength damage per point of essentia invested (Will negates, DC 10 + 1/2 construct’s HD + essentia invested). Construct Traits: A midnight construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to extra damage from critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Skills: *In areas of darkness or shadowy illumination, a midnight construct gains a +10 racial bonus on Hide checks.
NECROCARNUM ZOMBIE
A necrocarnum zombie is a corpse animated with the warped form of soul energy known as necrocarnum (see page 132). Though it physically resembles a traditional zombie, the necrocarnum zombie is cruel, cunning, and devastatingly quick.
SAMPLE NECROCARNUM ZOMBIES
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Goblin Necrocarnum Zombie Small Undead (Evil, Incarnum) Hit Dice: 1d12+3 (9 hp) Initiative: +5 (includes +2 from incarnum speed) Speed: 40 ft. (8 squares) with incarnum speed; base 30 ft. AC: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12 Base Attack/Grapple: +0/–2 Attack: Slam +3 melee (1d4+2) Full Attack: Slam +3 melee (1d4+2) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Damage reduction 5/magic and slashing, essentia pool 1, incarnum defense, incarnum speed, undead traits Saves: Fort +0, Ref +5, Will +0 Abilities: Str 15, Dex 17, Con —, Int 10, Wis 10, Cha 1 Skills: Hide +15, Move Silently +11 Feats: ToughnessB Environment: Any
Organization: Any Challenge Rating: 1/2 Treasure: None Alignment: Always neutral evil Advancement: — Level Adjustment: — Human Necrocarnum Zombie Medium Undead (Evil, Incarnum) Hit Dice: 1d12+3 (9 hp) Initiative: +4 (includes +2 from incarnum speed) Speed: 40 ft. (8 squares) with incarnum speed; base 30 ft. AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +0/+3 Attack: Slam +3 melee (1d6+3) Full Attack: Slam +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Damage reduction 5/magic and slashing, essentia pool 1, incarnum defense, incarnum speed, undead traits Saves: Fort +0, Ref +4, Will +0 Abilities: Str 17, Dex 15, Con —, Int 10, Wis 10, Cha 1 Skills: Hide +6, Listen +4, Move Silently +6, Spot +4 Feats: ToughnessB Environment: Any Organization: Any Challenge Rating: 1/2 Treasure: None Alignment: Always neutral evil Advancement: — Level Adjustment: — Worg Necrocarnum Zombie Medium Undead (Evil, Incarnum) Hit Dice: 4d12+3 (29 hp) Initiative: +5 (includes +1 from incarnum speed) Speed: 60 ft. (12 squares) with incarnum speed; base 50 ft. AC: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14 Base Attack/Grapple: +3/+8 Attack: Bite +8 melee (1d6+5) or slam +8 melee (1d6+5) Full Attack: Bite +8 melee (1d6+5) or slam +8 melee (1d6+5) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Damage reduction 5/magic and slashing, essentia pool 1, incarnum defense, incarnum speed, undead traits Saves: Fort +1, Ref +8, Will +1 Abilities: Str 21, Dex 19, Con —, Int 6, Wis 10, Cha 1 Skills: Hide +8, Listen +4, Move Silently +11, Spot +4, Survival +0 (+4 tracking by scent) Feats: Alertness, ToughnessB, Track Environment: Any Organization: Any Challenge Rating: 3 Treasure: None Alignment: Always neutral evil Advancement: 5–6 HD (Medium); 7–12 HD (Large) Level Adjustment: —