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Necrocarnum Zombie

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 fl y 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.

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

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, fl at-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, fl at-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, fl at-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: —

Troll necrocarnum zombie

Troll Necrocarnum Zombie Large Undead (Evil, Incarnum) Hit Dice: 6d12+3 (42 hp) Initiative: +8 (includes +4 from incarnum speed) Speed: 50 ft. (10 squares) with incarnum speed; base 30 ft. AC: 21 (–1 size, +4 Dex, +8 natural), touch 13, fl at-footed 17 Base Attack/Grapple: +4/+16 Attack: Slam +11 melee (1d8+8) or claw +11 melee (1d6+8) Full Attack: Slam +11 melee (1d8+8) or 2 claws +11 melee (1d6+8) and bite +7 melee (1d6+4) Space/Reach: 10 ft./10 ft. Special Attacks: — Special Qualities: Damage reduction 5/magic and slashing, essentia pool 2, incarnum defense, incarnum speed, undead traits Saves: Fort +2, Ref +9, Will +4 Abilities: Str 27, Dex 18, Con —, Int 6, Wis 10, Cha 1 Skills: Hide +4, Listen +6, Move Silently +8, Spot +7 Feats: Alertness, Iron Will, ToughnessB, Track Environment: Any Organization: Any Challenge Rating: 4 Treasure: None Alignment: Always neutral evil Advancement: — Level Adjustment: — Girallon Necrocarnum Zombie Large Undead (Evil, Incarnum) Hit Dice: 7d12+9 (56 hp) Initiative: +7 (includes +2 from incarnum speed) Speed: 60 ft. (12 squares), climb 60 ft. with incarnum speed; base 40 ft., climb 40 ft. AC: 21 (–1 size, +5 Dex, +7 natural), touch 14, fl at-footed 16 Base Attack/Grapple: +5/+17 Attack: Slam +12 melee (1d8+8) or claw +12 melee (1d4+8) Full Attack: Slam +12 melee (1d8+8) or 4 claws +12 melee (1d4+8) and bite +7 melee (1d8+4) Space/Reach: 10 ft./10 ft. Special Attacks: — Special Qualities: Damage reduction 5/magic and slashing, essentia pool 2, incarnum defense, incarnum speed, undead traits Saves: Fort +2, Ref +10, Will +4 Abilities: Str 26, Dex 21, Con —, Int 2, Wis 10, Cha 1 Skills: Climb +16, Hide +5, Move Silently +14, Spot +5 Feats: Iron Will, Toughness (2), ToughnessB Environment: Any Organization: Any Challenge Rating: 4 Treasure: None Alignment: Always neutral evil Advancement: 8–10 HD (Large); 11–21 HD (Huge) Level Adjustment: —

Cloud Giant Necrocarnum Zombie Huge Undead (Evil, Incarnum) Hit Dice: 17d12+3 (113 hp) Initiative: +9 (includes +6 from incarnum speed) Speed: 80 ft. (16 squares) with incarnum speed; base 50 ft. AC: 27 (–2 size, +3 Dex, +16 natural), touch 11, fl at-footed 24 Base Attack/Grapple: +12/+34 Attack: Slam +24 melee (2d6+14) Full Attack: Slam +24 melee (2d6+14) Space/Reach: 15 ft./15 ft. Special Attacks: — Special Qualities: Damage reduction 5/magic and slashing, essentia pool 3, incarnum defense, incarnum speed, undead traits Saves: Fort +5, Ref +13, Will +7 Abilities: Str 39, Dex 17, Con —, Int 12, Wis 10, Cha 1 Skills: Climb +23, Craft (any one) +11, Diplomacy –3, Hide –1, Intimidate +5, Listen +12, Move Silently +7, Perform (harp) –4, Sense Motive +6, Spot +12 Feats: Awesome Blow, Cleave, Improved Bull Rush, Improved

Overrun, Iron Will, Power Attack, ToughnessB Environment: Any Organization: Any Challenge Rating: 8 Treasure: None Alignment: Always neutral evil Advancement: — Level Adjustment: —

A necrocarnum zombie resembles a shambling corpse with black motes of light slowly swimming under its rotting skin. Its body is so redolent of death that it frequently attracts

Illus. by A. Stokes

scavenging animals, which nibble at its extremities should it sit for too long without orders. Unlike a magically animated zombie, a necrocarnum zombie has sentience of a sort and can follow basic instructions quite well. It obeys its creator’s commands without question.

Combat

A necrocarnum zombie has its own essentia pool that it can invest to improve its abilities. When not in combat, it keeps its incarnum speed fully invested to ensure that it can act fi rst and move up to battle enemies. Once in melee (or if it can’t reach its foe), it shifts its essentia to incarnum defense.

Damage Reduction: A necrocarnum zombie gains damage reduction 5/magic and slashing.

Essentia Pool: Each necrocarnum zombie has a number of essentia points equal to 1 + 1 per 6 HD. It can invest this essentia in its incarnum speed and incarnum defense special abilities as if they were soulmelds (that is, as a swift action). Each of its essentia-based abilities has a capacity of 1 + 1 per 6 HD.

Incarnum Defense: A necrocarnum zombie can invest essentia to gain an insight bonus to its AC and on its saving throws. The value of this bonus equals the points of essentia it has invested in this ability.

Incarnum Speed: A necrocarnum zombie can invest essentia to gain an insight bonus to all its speeds. The value of this bonus equals +10 feet per point of essentia it has invested in this ability. The creature also gains an insight bonus equal to twice the points of invested essentia on initiative checks.

CREATING A NECROCARNUM ZOMBIE

“Necrocarnum zombie” is an acquired template that can be added to any corporeal creature (except an undead) that has a skeletal system (referred to hereafter as the base creature). A necrocarnum zombie uses all the base creature’s statistics and abilities except as noted here. Size and Type: The creature’s type changes to undead, and it gains the evil and incarnum subtypes. It retains any other subtypes the base creature had except alignment subtypes (such as good) and subtypes that indicate kind (such as goblinoid or reptilian). It does not gain any augmented subtype. The creature’s Hit Dice, base attack bonus, saves, and skill points change as given below. Size is unchanged. A necrocarnum zombie uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: All Hit Dice from class levels are dropped, and each of the creature’s remaining Hit Dice increases to a d12. If the creature has no Hit Dice remaining, it gains 1d12.

Armor Class: The base creature’s natural armor bonus increases by a value based on the zombie’s size, as given in the following table.

Size

Natural Armor Bonus Increase

Tiny or smaller +0 Small +1 Medium +2 Large +3 Huge +4 Gargantuan +7 Colossal +11 Base Attack Bonus: A necrocarnum zombie has a base attack bonus equal to 3/4 of its Hit Dice (as a cleric).

Attacks: A necrocarnum zombie loses any weapon proficiencies that the base creature possessed. It retains all the natural attacks of the base creature, and it also gains a slam attack if it didn’t already have one. A necrocarnum zombie’s natural weapons, as well as any weapons it wields, are treated as magic and evil-aligned for the purpose of overcoming damage reduction. A necrocarnum zombie fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A necrocarnum zombie armed with a weapon uses its slam or a weapon, as it desires.

Full Attack: A necrocarnum zombie fi ghting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.

Damage: Necrocarnum zombies have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the necrocarnum zombie’s size. If the base creature already had a slam attack, it retains its old damage value or uses the appropriate value from the table below, whichever is better. A necrocarnum zombie’s natural weapon attacks deal the same base damage as the corresponding attacks of the base creature did.

Size Base Slam Damage

Fine 1 Diminutive 1d2 Tiny 1d3 Small 1d4 Medium 1d6 Large 1d8 Huge 2d6 Gargantuan 2d8 Colossal 4d6

Special Attacks: A necrocarnum zombie loses all the special attacks of the base creature. Special Qualities: A necrocarnum zombie loses all the special qualities of the base creature, and it gains the following special qualities.

Damage Reduction: A necrocarnum zombie gains damage reduction 5/magic and slashing.

Essentia Pool: A necrocarnum zombie has a number of essentia points equal to 1 + 1 per 6 HD. It can invest this essentia in its incarnum speed and incarnum defense special abilities as if they were soulmelds (that is, as a swift action). Each of its essentia-based abilities has a capacity of 1 + 1 per 6 HD.

Incarnum Defense: A necrocarnum zombie gains an insight bonus to its AC and on its saving throws. The value of this bonus equals the points of essentia it has invested in this ability.

Incarnum Speed: A necrocarnum zombie gains an insight bonus to all its speeds. The value of this bonus equals +10 feet per point of essentia it has invested in this ability. The creature also gains an insight bonus equal to twice the points of invested essentia on its initiative checks.

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