Zombie, Alchemical (3.5e Creature)

The laboratory, which seemed abandoned at first sight, is suddenly full of activity as a horde of lifeless husks approach you. They look like zombies, but there is something off about them: they're not rotten, quite the contrary, and the white pallor of their skin is entirely unnatural. As the smell of formaldehyde reaches your nostrils, you get the feeling holy water will be of no use here.

Alchemical Zombie
Size/Type: Medium Construct
Hit Dice: 2d10+20 (31 hp)
Initiative: +0
Speed: 30 ft.
Armor Class: 12 (+2 natural), touch 10, flat-footed 12
Base Attack/Grapple: +1/+3
Attack: Slam +3 melee (1d6+2)
Full Attack: Slam +3 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Construct traits, darkvision 60 ft., low-light vision, construct traits, single actions only, damage reduction 5/slashing, vulnerability to fire, electrical charge
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 15, Dex 10, Con —, Int —, Wis 10, Cha 1
Skills:
Feats:
Environment: Any
Organization: Any
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment:
Not dead, not alive.

Alchemical zombies are an artificers dream come true: similar to zombies in that they are corpses given a semblance of life, but nonetheless entirely mundane in origin. No magical force or spell-like effect animates an alchemical zombie. They are merely applications of intricate alchemical processes and electricity.

Combat

Alchemical zombies fight like normal zombies: mindlessly and relentlessly. Unless commanded otherwise by their creator, they just lumber forwards and attack the first enemy they meet. Their increased durability makes them intensely hard to take down and thus they are great at surrounding an enemy before they can be countered.

Single Actions Only (Ex): Alchemical zombies, like their necromantic counterparts, have poor reflexes and can perform only a single move action or attack action each round. An alchemical zombie can move up to its speed and attack in the same round, but only if it attempts a charge.

Electrical Charge (Ex): Since they are animated by electrical currents, alchemical zombies get stronger when struck by electricity of any sort. Any attack that deals electricity damage hastes an alchemical zombie (as the haste spell) and removes the single actions only ability from it for 3 rounds, with no saving throw.


Back to Main Page 3.5e Homebrew Creatures CR 1

gollark: Also, like I said, it doesn't make sense to go separately into a mine for diamonds then iron.
gollark: You probably also do want to consider how much it would cost to do a thing. Fuel costs or pickaxe damage or whatever.
gollark: Oh, I see.
gollark: Makes sense. Though I think "difficulty" should be "chance of success" and/or time taken" and "resources expended".
gollark: Which is a lot harder to implement than to say, but eh.
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