Awakened Zombie (3.5e Template)

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Awakened Zombie[edit]

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. Another attempts, to his disappointment, led to the same result.

Creating an Awakened Zombie[edit]

“Awakened Zombie” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).

Physical Description[edit]

The creature's base look, except very pale, the hair (if have) lack almost any color, and the sclera is black.

Size and Type[edit]

Size remains the same, type changes to Undead. Acquire the subtype unliving: Except the fact they are undeads, Awakened Zombies are absolutely alive.

Hit Dice[edit]

All current and future Hit Dice become d20s.

Speed[edit]

The base speed fourfold. Achieve swimming speed and climbing speed as the land speed.

Armor Class[edit]

The base creature's natural armor bonus improves by +10.

Attack[edit]

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.

Full Attack[edit]

Awakened Zombie can use its slam attack on the same target twice or on two near targets as full attack. If armed with a weapon it will usually uses the weapon as its primary attack along with a slam as a natural secondary attack.

Special Qualities[edit]

Technically Dead (Ex): Due to their invulnerability and regenerative capability, this is almost impossible to destroy Awakened Zombies. The only way to destroy them is to cause their body such damage it couldn't regenerate, such as dipping them in lava or strong acid, forcing them to direct way of a massive explosion and etc.

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 need a few hours of sleep per week, can't get tire from physical activity.

Perfect Status Vision (Ex): Awakened Zombies can see perfectly regardless of the illumination level, and nothing is hidden form their sight.

Damage Reduction (Ex): 40/-. Awakened Zombies are almost impossible to harm, and they ignore most physical injuries.

Regeneration (Ex): 10/magic, epic. Awakened Zombies heal in highly accelerated rate.

Resistances and Immunities (Ex): Immunity to energy/ability drain/damage, transmutation, all mental effects and holy/unholy damage. 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).

Abilities[edit]

+22 Strength, +16 Dexterity, +20 Constitution, +4 Intelligence, +6 Wisdom, +4 Charisma

Skills[edit]

Because Awakened Zombies don't need to breathe, they get +6 bonus in swim checks.

Feats[edit]

Awakened Zombie gains the feats: Diehard, Endurance, Iron Will, Lightning Reflexes, Supreme Strength, Track and Two-Weapon Fighting. It can acquire new ones as usual.

Environment[edit]

Any

Organization[edit]

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.

Challenge Rating[edit]

+16. Awakened Zombies are definitely dangerous.

Treasure[edit]

1/2 the usual for the base creature.

Alignment[edit]

Any.

Advancement[edit]

Always by HD

Level Adjustment[edit]

+12

New Ability: Regeneration[edit]

This regeneration ability is different than its SRD version. It's based of the PFSRD version of regeneration, which isn't documented in the wikia.

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.


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