Thursday, December 17, 2020

Liberated Zombie (Class for Old-School Essentials)

 


Liberated Zombie

Requirements: Minimum Constitution 9; Maximum Dexterity 8, Charisma 8, and Intelligence 6

Prime Requisite: Constitution

Hit Dice: 1d8

Maximum Level: 8

Allowed Armor: Any (but fitted to hold in dangly, drooping bits of viscera)

Allowed Weapons: Any

Languages: Alignment language, Common (but very tediously)

After a brief, cruel life, and much longer, much crueler un-life under the control of an evil cleric or necromancer, somehow you escaped your servitude. Now you’re attempting to scrabble together an unliving in the wider world.





Liberated Zombie Progress                             Saving Throws

Level

XP

HD

AC O

Death

Wands

Para.

Breath

Spells

1

0

1d8

19

12

10

9

14

15

2

2,500

2d8

19

12

10

9

14

15

3

5,000

3d8

19

12

10

9

14

15

4

10,000

4d8

17

12

10

9

14

15

5

20,000

5d8

17

10

8

7

12

13

6

40.000

6d8

17

10

8

7

12

13

7

80,000

7d8

14

10

8

7

12

13

8

150,000

8d8

14

10

8

7

12

13


Abilities

Combat: Though they may not have been great warriors in life, Liberated Zombies are capable of wielding any weapon with determination. However, the only armor they can wear is that which is secure enough to hold in their viscera without problem. Leather and hide armors will be quickly ruined by leaking fluids. 

Slow as Death: No matter what the group’s initiative, the Liberated Zombie always goes after everyone else in the combat has acted. Always move as if encumbered one step higher (base 90’). 

Dead: Due to the fact that the Liberated Zombie is dead, it is immune to effects that affect living creatures (e.g. poison) and mind-affecting or mind-reading spells (e.g. charm person, hold person, sleep). Additionally, if the Liberated Zombie lies still, it is impossible for anyone to tell it apart from a corpse, except through means that detect undead.

Rigor Mortis: Due to some disgusting process of undeath, Liberated Zombies are very strong. They receive a +1 on all damage rolls with melee and thrown weapons. 

Hard to Put Down: When the Liberated Zombie reaches 0 hit points, it does not immediately die. Instead, roll a Save vs. Death. Upon success, the Liberated Zombie regains 1 hit point; upon failure, the Liberated Zombie is destroyed. (This ability does not work if the Liberated Zombie is killed outright, such as through disintegrate, etc., or if its head is removed/destroyed.) 

The Curse of Undeath: Being undead, the Liberated Zombie can be turned by clerics, including one in the same party. 

Diseased: Dead bodies carry disease, and so do undead bodies. The Liberated Zombie is a walking time bomb of various plagues. Every day, there is a 1-in-8 chance that those who have spent time around the Liberated Zombie (such as travelling companions) must make a Save vs. Death or contract a random disease.



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