Post by Drake Darkstar on Jan 19, 2015 19:05:31 GMT
First a note: i will continue to update this thread with different undead, so staff please keep a copy here or something if you want to move it to approved homebrew, that said, lets get this show started)
So while making a dread necromancer using grod's revised edition, happily seeing all the different types of undead that the undead horde class ability could let me do in time, but then i realize, rising humans and the like is fine, but almost nothing else can be risen into anything other than a zombie, skeleton, ghost or vampire without magically turning the base creature into a human, so i figured id compare the templates that do exist to start creating templates for the undead that don't have one, i will start with ghouls and keep working my way down the necro levels table.
Creating A Ghoul
'Ghoul' 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: 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 ghoul with the animate dead spell.
Speed: If the base creature can fly, its maneuverability rating drops to clumsy.
Armor Class: Natural armor bonus increases by a number based on the ghoul's size:
Tiny or smaller: +0
Small: +1
Medium: +2
Large: +3
Huge: +4
Gargantuan: +7
Colossal: +11
Base Attack: A ghoul has a base attack bonus equal to 1/2 its Hit Dice.
Attacks: A ghoul retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A ghoul also gains a bite attack and 2 claw attacks as natural weapons.
Damage: Weapons deal damage normally. Natural weapon attacks other than blunting weapons have a paralysis effect (See below). Also the bite and claw attacks deal damage depending on the ghoul's size. (Use the base creature's bite or claw damage if it's better.)
Bite Claws
Fine: 1 Fine: 1
Diminutive: 1d2 Diminutive: 1
Tiny: 1d3 Tiny: 1
Small: 1d4 Small: 1d2
Medium: 1d6 Medium: 1d3
Large: 1d8 Large: 1d4
Huge: 2d6 Huge: 1d6
Gargantuan: 2d8 Gargantuan: 1d8
Colossal: 4d6 Colossal: 2d6
Special Attacks: A ghoul gains the following special attacks:
Ghoul Fever (Su): Disease-bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.
An afflicted living creature who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Paralysis (Ex): Those hit by a ghoul's bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.
Special Qualities: A ghoul loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks.
A ghoul also has +2 to turn resistance.
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 3
Abilities: A ghouls's Dexterity increases by 2, it has no Constitution score.
Skills: A ghoul retains all skills that the base creature had.
Feats: A ghoul loses all feats of the base creature and gains Multiattack.
Environment: Any
Organization: Solitary, gang (2-4), or pack (7-12)
Challenge Rating: Half the amount of hit die.
Treasure: None.
Alignment: Always chaotic evil.
Notes:
keep in mind, that a dread necromancer's undead horde ability states that undead risen this way cannot create spawn, so even if a risen ghoul has ghoul fever, anyone that dies from it will -not- rise as a ghoul by itself.
Creating a Ghast
Ghasts are just like ghouls, except they are more powerful, follow the same guidelines except as noted below:
Armor Class: use the same table as ghoul, except add 2 to the value
Special Attacks: A ghast gains the following special attacks:
Ghoul Fever (Su): Disease-bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.
Paralysis (Ex): Those hit by a ghast's bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.
Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.
Abilities: A ghast's Dexterity increases by 4, Its charisma and Strength by 2, it has no Constitution score.
Feats: A ghast loses all feats of the base creature and gains Multiattack and toughness.
Challenge Rating: 3/4 the amount of hit die.
So while making a dread necromancer using grod's revised edition, happily seeing all the different types of undead that the undead horde class ability could let me do in time, but then i realize, rising humans and the like is fine, but almost nothing else can be risen into anything other than a zombie, skeleton, ghost or vampire without magically turning the base creature into a human, so i figured id compare the templates that do exist to start creating templates for the undead that don't have one, i will start with ghouls and keep working my way down the necro levels table.
Creating A Ghoul
'Ghoul' 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: 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 ghoul with the animate dead spell.
Speed: If the base creature can fly, its maneuverability rating drops to clumsy.
Armor Class: Natural armor bonus increases by a number based on the ghoul's size:
Tiny or smaller: +0
Small: +1
Medium: +2
Large: +3
Huge: +4
Gargantuan: +7
Colossal: +11
Base Attack: A ghoul has a base attack bonus equal to 1/2 its Hit Dice.
Attacks: A ghoul retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A ghoul also gains a bite attack and 2 claw attacks as natural weapons.
Damage: Weapons deal damage normally. Natural weapon attacks other than blunting weapons have a paralysis effect (See below). Also the bite and claw attacks deal damage depending on the ghoul's size. (Use the base creature's bite or claw damage if it's better.)
Bite Claws
Fine: 1 Fine: 1
Diminutive: 1d2 Diminutive: 1
Tiny: 1d3 Tiny: 1
Small: 1d4 Small: 1d2
Medium: 1d6 Medium: 1d3
Large: 1d8 Large: 1d4
Huge: 2d6 Huge: 1d6
Gargantuan: 2d8 Gargantuan: 1d8
Colossal: 4d6 Colossal: 2d6
Special Attacks: A ghoul gains the following special attacks:
Ghoul Fever (Su): Disease-bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.
An afflicted living creature who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Paralysis (Ex): Those hit by a ghoul's bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.
Special Qualities: A ghoul loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks.
A ghoul also has +2 to turn resistance.
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 3
Abilities: A ghouls's Dexterity increases by 2, it has no Constitution score.
Skills: A ghoul retains all skills that the base creature had.
Feats: A ghoul loses all feats of the base creature and gains Multiattack.
Environment: Any
Organization: Solitary, gang (2-4), or pack (7-12)
Challenge Rating: Half the amount of hit die.
Treasure: None.
Alignment: Always chaotic evil.
Notes:
keep in mind, that a dread necromancer's undead horde ability states that undead risen this way cannot create spawn, so even if a risen ghoul has ghoul fever, anyone that dies from it will -not- rise as a ghoul by itself.
Creating a Ghast
Ghasts are just like ghouls, except they are more powerful, follow the same guidelines except as noted below:
Armor Class: use the same table as ghoul, except add 2 to the value
Special Attacks: A ghast gains the following special attacks:
Ghoul Fever (Su): Disease-bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.
Paralysis (Ex): Those hit by a ghast's bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.
Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.
Abilities: A ghast's Dexterity increases by 4, Its charisma and Strength by 2, it has no Constitution score.
Feats: A ghast loses all feats of the base creature and gains Multiattack and toughness.
Challenge Rating: 3/4 the amount of hit die.