Awakened Zombie (3.5e Template)
From D&D Wiki
- 1 Awakened Zombie
- 1.1 Creating an Awakened Zombie
- 1.1.1 Physical Description
- 1.1.2 Size and Type
- 1.1.3 Hit Dice
- 1.1.4 Speed
- 1.1.5 Armor Class
- 1.1.6 Attack
- 1.1.7 Full Attack
- 1.1.8 Special Qualities
- 1.1.9 Abilities
- 1.1.10 Skills
- 1.1.11 Feats
- 1.1.12 Environment
- 1.1.13 Organization
- 1.1.14 Challenge Rating
- 1.1.15 Treasure
- 1.1.16 Alignment
- 1.1.17 Advancement
- 1.1.18 Level Adjustment
- 1.2 New Ability: Regeneration
- 1.1 Creating an Awakened Zombie
A sentient, near-alive and highly dangerous variation of zombies.
Years ago, a Necromancer developed a ritual to create a special type of zombies, which includes magically altering the body to grant the new creature immense strength and invulnerability, and calling the original soul back into the body. The ritual succeeded, but he underestimated the will of the newly created creature, which rebelled and left him. To his disappointment, another attempts led to the exact same result. Over time, the the details of the ritual were spread through certain circles of spellcasters, leading to the creation of more Awakened Zombies. The ritual isn't very known, though; it is not to be found in ordinary magical libraries, but very experienced sorcerers and wizards (especially necromancers) may know about it.
Creating an Awakened Zombie
The creature's base look, except very pale, the hair (if have) lack almost any color, and the sclera is black.
Size and Type
Size remains the same, type changes to Undead. Acquire the subtype unliving: Except the fact they are undeads, Awakened Zombies are absolutely alive.
All current and future racial Hit Dice become d20s.
The base speed fourfold. Achieve swimming speed and climbing speed as the land speed.
The base creature's natural armor bonus improves by +10.
An Awakened Zombie retains all the attacks of the base creature and also gains a secondary slam attack which deals 2d4 hit points damage. Awakened Zombie natural weapons overcomes any DR except RD/-. Creature with natural weapons retains them, and the damage they cause is doubled.
Awakened Zombies can use their slam attack on the same target twice or on two near targets as full attack. If they are armed with a weapon, they would usually use the weapon as its primary attack along with a slam as a natural secondary attack.
Technically Dead (Ex): As a result of their invulnerability and regenerative capabilities, this is almost impossible to destroy Awakened Zombies. Awakened Zombies is to cause their body such extensive damage it simply couldn't regenerate, such as complete shredding, dipping them in lava or strong acid, forcing them into the direct way of a massive explosion etc.
Undead Immortality (Ex): Obviously, Awakened Zombies don't age, and can stay in that state forever. They have no need to eat or to breathe, and although require a few hours of sleep per week in order to function normally, cannot get tired from physical activity.
Perfect Status Vision (Ex): Awakened Zombies have a keen eyesight; they can see perfectly regardless of the illumination level, and nothing is hidden from their sight.
Invulnerability (Ex): Awakened Zombies have damage reduction 40/-; they are extremely difficult to harm, as they ignore most physical injuries.
Regenerative Capabilities (Ex): Awakened Zombies have regeneration 10/magic, epic.
Resistances and Immunities (Ex): Awakened Zombies are immune to energy/ability drain/damage, transmutation, all mental effects and holy/unholy damage, and have resistance 40 to all elements.
Altered Magic (Ex): Awakened Zombies function as if they are permanently under the effect of the spell Freedom of Movement (can move and attack normally regardless of the environmental conditions, and succeed automatically on any grapple check made for the purpose of resisting a grapple attempt and on any grapple checks or Escape Artist checks made for the purpose of escaping a grapple or a pin).
+22 Strength, +16 Dexterity, +20 Constitution, +4 Intelligence, +6 Wisdom, +4 Charisma
Because Awakened Zombies don't need to breathe, they get a +6 bonus on swim checks. Their keen eyesight grants them a +10 bonus on Spot checks.
Because of their bizarre appearance, they tend to be outcasted from most societies, except the most open ones. They often get along with others of their kind.
+16. Awakened Zombies are definitely dangerous.
1/2 the usual for the base creature.
Always by HD
New Ability: Regeneration
It's very hard to kill creatures who have this ability. Creatures with this ability constantly heal, like the ability fast healing, except they can't die as long as their regeneration ability is active (although they still pass out if they goes below 0 hit points). Damage that cause by some means, usually by fire, acid or some kind of material, cause the creature's regeneration to stop working for the round after the attack. In this round, the creature doesn't heal damage and can die as usual. The creature data describes the means that cause his regeneration to stop working.
Regeneration can't heal attacks that don’t deal hit point damage. Regeneration also doesn't restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts. Severed parts that are not reattached wither and die normally. Creature must have constitution score to have regeneration ability.