- 3.5 Dmg Playing An Undead Youtube
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Im a drow cleric, level 3 after adjustment. I am trying to play a necromancer, but I am squishy without any bite. 10 st 14 dex 10 con int 19 wis 16 cha 18. Plan is to take like 5 levels of cleric to get animate dead, and enough levels to command 2 ghouls when i can make them. Optimizing the biggest undead bosses in D&D 3.5. 3rd/3.5 Edition. I am playing 3.5 for the first time, so excuse the lack of super specifics. Not really sure what other classes or skills there are other than what I found here and on other forums. There's a 3.5 book (not sure which one) that has an undead race called Necropolitins. Not sure if that helps, but if you can find it I'm sure it could be reformatted to work in 5e. This should apply to Rebuked undead as well, but there's no need to get greedy. Animate Dead (3rd cleric/4th wizard, one-off): 4 HD per CL (which doubles if you have two caster levels). The Dread Necromancer base class boosts this to 4+Cha mod per CL, meaning that they end up with more undead total with even moderate investment in their Charisma. My friend was saying something about the dmg (dungeon masters guide) making a similar statement involving same identity creatures but there was a littke less detail than that. This was in 3.0 though. Perhaps its related to why its in the dmg. The trail grows just a little less cold now. I appreciate it.
3.5 Dmg Playing An Undead Youtube
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Home > Monsters > 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. https://cleverbio821.weebly.com/create-a-dmg.html.
Creating A Zombie
Storage cleaner for mac 10.9.5 download. '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
![Dmg Dmg](/uploads/1/3/3/3/133301513/686118736.jpg)
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.
Zombie Size | Natural Armor Bonus |
---|---|
Tiny or smaller | +0 |
Small | +1 |
Medium | +2 |
Large | +3 |
Huge | +4 |
Gargantuan | +7 |
Colossal | +11 |
Armor Class
Natural armor bonus increases by a number based on the zombie’s size:
Base Attack
A zombie has a base attack bonus equal to ½ 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.
Zombie Size | Slam Damage |
---|---|
Fine | 1 |
Diminutive | 1d2 |
Tiny | 1d3 |
Small | 1d4 |
Medium | 1d6 |
Large | 1d8 |
Huge | 2d6 |
Gargantuan | 2d8 |
Colossal | 4d6 |
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.)
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.
Damage Reduction (Ex)
A zombie has damage reduction 5/slashing. Zombies are lumbering masses of flesh.
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
Dungeons and dragons 5th edition dmg materials. Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +½ 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.
Hit Dice | Challenge Rating |
---|---|
½ | 1/8 |
1 | ¼ |
2 | ½ |
4 | 1 |
6 | 2 |
8-10 | 3 |
12-14 | 4 |
15-16 | 5 |
18-20 | 6 |
Challenge Rating
Depends on Hit Dice, as follows:
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 | |
---|---|---|---|
Size/Type: | |||
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/×3) 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+1 melee (1d6-1/×3) 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) |
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 Ø, Int Ø, Wis 10, Cha 1 | Str 12, Dex 8, Con Ø, Int Ø, Wis 10, Cha 1 | Str 12, Dex 7, Con Ø, Int Ø, Wis 10, Cha 1 |
Skills: | -- | -- | -- |
Feats: | Toughness | Toughness | Toughness |
Environment: | Temperate forests | Any | Underground |
Organization: | Any | Any | Any |
Challenge Rating: | ½ | ½ | 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 | |
---|---|---|---|
Size/Type: | |||
Hit Dice: | 6d12+3 (42 hp) | 8d12+3 (55 hp) | 12d12+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/×3) 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/×3) 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 Ø, Int Ø, Wis 10, Cha 1 | Str 23, Dex 6, Con Ø, Int Ø, Wis 10, Cha 1 | Str 21, Dex 8, Con Ø, Int Ø, 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 | |
---|---|---|
Size/Type: | ||
Hit Dice: | 14d12+3 (94 hp) | 20d12+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: | 21 (-1 size, +12 natural), touch 9, flat-footed 21 | 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./5 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 Ø, Int Ø, Wis 10, Cha 1 | Str 25, Dex 8, Con Ø, Int Ø, 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: | -- | -- |
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3.5 Dmg Playing An Undead In Real Life
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You can marshal vast armies of the undead to serve you.
3.5 Dmg Playing An Undead Free
Prerequisites: Spell focus (necromancy), the ability to cast animate dead or command undead.
3.5 Dmg Playing An Undead 2017
Benefit: When you cast animate dead or use the Command Undead feat, you are considered to be four levels higher when determining the number of Hit Dice you animate. When you cast command undead, your duration is doubled.
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Pathfinder Roleplaying Game: Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.