Need help for variable undead in a Undead apocalypse.


Advice


So far , apart from the classic skelly, the zombie and the ghoul i want to know what other kind of undead i can throw at my Pc's. they are in an egyptian style town and have already faced one mummy, with no real difficulty.
Ive had a look at templates or different types of undead but i really want to just increase my roster of undead baddies.
ive thought of making a huge zombie , built from the remains of lesser cr1/2 zombie so that when the pc's finally think :" ooh gosh that was easy", a big nasty spawns from the remain of the dead, making the pc's most likely spend time after encouters to burn the bodies and increase the chance of more undead to roam towards them
my party so far consists of all ratfolk:

Ranger with undead favored enemy and urbain favored terrain
Crypt breaker alchemist
Archivist Bard
Gulch gunner gunslinger
Ninja
Cleric with healing, runes and community domains


.


I remember this great undead critter from one of the D&D 3.5 Monster Manual books, I forget what it was called, but it was

a) something like a zombie giant. maybe it had stench, point was it was big and could hit hard
b) it had a 'breath weapon' of vomiting swarms of rats.
c) maybe it had some other cool stuff, but that's what I remember, a big bad that could barf rats on the party.


Do you want me to repost the thing I wrote in the Movie apocalypse thread?


Go to D20PFSRD.com

On the top right side of the home page is a block for the beastiary. One option is monsters by type. From there you can see a list of all official Pathfinder Undead creatures.

Also under the beastiary block is a tab for monster templates. These are unfortunately not sorted by type.

One of the Templates that I like is the Penanggalen. It is an alternative the the Lich and vampire templates. It is usually added to a female caster NPC through a rite similar to a lich's and the great part is that during the day she can walk around seemingly normal, not even detectable as undead. When she feeds her head and entrails detach from her body and fly around on their own to fill up with blood. Personally I think this image is horrifying enough to set her apart and give some players that terror momemt. Also if she drains the life out of a strong enough female caster they will rise within a few nights as another undead under the penanggalen's power. Lastly I like it as it is not something most players have encountered before.


I think you literally want some Necrocraft. Just treat them like the Animated Object of the undead world and have at it. Since they operate off of Construction Points too, I'd say to look at the Animated Object abilities for inspiration to further customize them.

There's some things called Ghuls which, IIRC, are Ghoul Genies, and Festrogs are a sort of variant ghoul that's also known as a "Ghoul Dog."

There's several variants of mummy beyond the basic version and one or two versions that are templates that preserve the individual's class levels and the like, making them far more dangerous given a sufficiently powerful individual to start with.


AlastarOG wrote:
Do you want me to repost the thing I wrote in the Movie apocalypse thread?

That'd be great yeah, or send me the link.

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ohako wrote:

I remember this great undead critter from one of the D&D 3.5 Monster Manual books, I forget what it was called, but it was

a) something like a zombie giant. maybe it had stench, point was it was big and could hit hard
b) it had a 'breath weapon' of vomiting swarms of rats.
c) maybe it had some other cool stuff, but that's what I remember, a big bad that could barf rats on the party.

Plague Spewer from MM3 3.5.

Its slam also causes a plague that does Dex and Con damage.

It's nasty!

Another favorite of mine from 3.5 MM3 is the Charnel Hound. It's a Huge undead made out of dozens of human bodies. When I ran one, after it was defeated, its constituent bodies rose as zombies.

Spoiler from Tomb of Annihilation:
They have zombie T-Rexes that vomit 1d4 zombies as a swift action! If that isn't Egyptian enough for you, maybe a zombie Ammit that spits out zombies. They are called the devourer or soul-eater for a reason.... (part lion, part hippo, part crocodile, all trouble!)

Speaking of devourers, Bestiary devourer is also a fun monster. Very versatile. Or maybe the soul-eater zombie spits out souls, such as shadows, wraiths, or ghosts.

EDIT:

What level are your PCs?


What about throwing a slew of Fiery Skeletons. Like 30. That should at least be an annoying fight. Then, when all the skeletons are smashed and the party takes a breather, all the bones burst into flames again and all scurry together into one colossal flaming skeleton. The fiery death from that beast should be pretty spectacular.

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Chuck Mount wrote:
What about throwing a slew of Fiery Skeletons. Like 30. That should at least be an annoying fight. Then, when all the skeletons are smashed and the party takes a breather, all the bones burst into flames again and all scurry together into one colossal flaming skeleton. The fiery death from that beast should be pretty spectacular.

Dude: I'm picturing the BBEG from the Spawn movie!!!!!!! :-O

That would be scary.

Give it some fireballs and walls of fire for zest. Or at least burning hands, depending on the level of your PCs. Quicken Spell-like Ability as a bonus feat for the win!


This link should give you lots of ideas:

http://www.fantasynamegenerators.com/zombie-types.php#.Wjqqg1WnGUk


Combine the Undead with other things. Try oozes for one. Imagine skeletons covered in Alchemical Ooze Swarms that deal a kind of damage that the skellies are immune to. Every time the skeleton is attacking with its claws or gets attacked in melee/from 10' away, the ooze swarm gets to attack too!

Other combinations:

1. Zombie with Diminutive or Fine Vermin swarms: the zombie is full of biting flies or worms!

2. Medium or larger skeletons containing Small sized, spell-casting monsters inside of them: evil sprites riding inside their "bone-suits" and firing spells or poisoned arrows out through the eye sockets!

Another thing to think about - break the rules on templates. Take the "Ghoul" template, now add it to, say, a dire wolf. Suddenly you have a slightly intelligent, physically powerful ghoul that can really speed through the battlefield and trip as well as paralyze.

Finally... plants and fungi. A rotting corpse is just organic matter in a state of decomposition. When you're looking to combine monsters and working with corporeal undead, it's not that big of a stretch to add some kind of plant or fungus to it.

This also doesn't have to be a monster + monster combo either. Perhaps its a skeleton sprouting Shrieker mushrooms or some weird, shambling Huge sized zombie upon which some terrible druid has used spells to grow poisonous nettles. Look at nature-based Hazards to add extra impact/options for your baddies.

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Tiny monkey zombies climbing inside a Large ape skeleton, using the ribs as monkey bars.

The swarms of flies act as blur or displacement effects for their undead hosts.

Lich hounds. Worgs or yeth hounds with levels in the spellcaster of your choice (antipaladin? magus? warpriest?), plus the lich template for zest.


I recommend this book Enhanced Undead and this bundle here (especially for the undead-themed 100% Crunch books).


I had a local game with an undead legion of an egyptian theme, essentially tough smart warrior zombies that each carried a little jar of a mix of blood, wheat, honey, and bone in a sort of potion-phylactery that essentially volunteered the drinker as the next host of that warrior's spirit. (Or some other warrior's spirit, they are smart enough to be tricksy.) They can offer 'life unending', in that they'll teach you to make the potion-phylactery, but not until you are among the volunteered hosts.

These guys weren't _evil_ with a capital 'E', the campaign had a prophesied undead apocalypse coming, and they were waiting around to help... well, help themselves mostly, by maybe changing the rules for undeath so as to release all their spirits at once. You see, an ancient blood/rune/wish/curse magic had bound the original fighting legion, "While any of us fights, we all fight on."


Ghosts, spectres, wraiths and other incorporeal undead will give any party a rough time, especially as the former can respawn if not properly exorcised. Pro tip: Slap the Young simple template on any creature before applying the Ghost template, call it a halfling and enjoy the bonuses of small size to AC, attacks and extra +4 Dex for no downside.

Also, have a look at the rules for haunts, an alternative to your normal traps that work great in an undead themed campaign.

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Gnolls.

They can all be part of a savage cult dedicated to a hunger demon of the dead. Hyena-shaped ghouls. Skeletal gnoll archers. Gnoll necromancers wearing tattered black robes and riding skeletal dire hyenas. Flind-ghast antipaladins wielding triple-headed (skulled) flails, one frightens on failed Will save, one blinds on failed Reflex save, one sickens failed Fortitude save. Wisdom-based magus-necromancers that use vampiric touch. Worg-wights. "Albino dire hyena" winter wolf vampires. Mummified leucrotta. Swarms of fangs and broken bones. Jackal-headed druid mummies. Slaves pulling a chariot filled with a corpulent corpse of consumption casting corruption incantations (some kind of bard-like buffer, using moaning instead of singing to aid undead minions).


Hey, my favorite undead is a Ravener! Think Dracholich but awesomer!


Rogar Stonebow wrote:
Hey, my favorite undead is a Ravener! Think Dracholich but awesomer!

Man, I really wanted to unleash one of these on my group, but they got about halfway through the dungeon before they bailed on it and never returned. So disappointed, I'd sunk a massive amount of effort into that one!

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Use it as a wandering monster.

Roll 1d6. On a 1 to 6, they encounter a wandering monster.

Roll 1d100

1. Ravener
2.-99. Angry Ravener
100. Hungry Ravener


From MM3:

http://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem/golem-bo ne/

http://www.d20pfsrd.com/bestiary/monster-listings/constructs/guardian-grave n/

Both constructs, but very climatic for piramid guardians.

http://www.d20pfsrd.com/bestiary/monster-listings/undead/hollow-serpent/

Just give it the head of a cobra;)

From MM4:

http://www.d20pfsrd.com/bestiary/monster-listings/templates/mummified-creat ure-cr-1/

Turns EVERYTHING into mummy! T-rex, sphinx, baboon, werecrocodile:)

http://www.d20pfsrd.com/bestiary/monster-listings/undead/warsworn/

Consisting of... dead pharaoh soldiers:)

From MM5:

http://www.d20pfsrd.com/bestiary/monster-listings/undead/cursed-king/

http://www.d20pfsrd.com/bestiary/monster-listings/undead/gravebound/

http://www.d20pfsrd.com/bestiary/monster-listings/undead/mummy/mummy-lord/

http://www.d20pfsrd.com/bestiary/monster-listings/undead/pharaonic-guardian /

Moreover, take a look at Undead revisited and Undead unleashed, many cool ideas there!

Last but not least, check out Mummy's Mask adventure path. Lots of good material there.

Hope that helps;)


you could introduce the dracula dragon but it probably wouldn't end well for the party


Chuck Mount wrote:
What about throwing a slew of Fiery Skeletons. Like 30. That should at least be an annoying fight. Then, when all the skeletons are smashed and the party takes a breather, all the bones burst into flames again and all scurry together into one colossal flaming skeleton. The fiery death from that beast should be pretty spectacular.

Right. I second: Many cheap undead with armours, desecrate (perhaps Hallow) and an intelligent leader who makes them use aid another rocks.

24 Burning skeletons would have easily killed our level 12 swashbuckler if not for his fire resistance 5 .... ifrit. Still they got him down to a quarter of his hitpoints before they were wiped out.

Add some skeleton warriors who look similar to the rest and you're set. Remember, with a few expendable items and feats a level 6 cleric can unleash dozens of undead.


I still remember the “Boneyard” from the Libra Morris in 3.5, gave my players nightmares lol

Boneyard

Thousands of bones fly together, forming an immense serpentine conglomeration. Although the bones comprising its form bear little resemblance to ordinary anatomy, it does have a head formed from the skull of an immense beast.

Boneyards, known as bone weirds or bonetakers by some, are immense aggregate undead that form from mass graves and charnel sites. Despite their monstrous appearance, they possess genius-level intellects, a result of all of the damned souls rattling around in their forms. Fragments of the personalities and knowledge of the creatures incorporated into a boneyard surface in the roiling mass of its psyche, and they speak with dozens of voices at once, skulls studded throughout their bodies contributing to conversation. Due to their obscure knowledge of persons long dead and built into their bodies, boneyards are sometimes sought out as oracles or sages. Dealing with a boneyard is fraught with peril—the creatures rarely accept any payment less than a mortal life to consume and add its bones to theirs.

A boneyard is about forty feet long and weighs twenty tons. A boneyard can be created by a create undead spell at caster level 20th. To do so requires the skeletons of at least one hundred creatures.

Boneyard CR 14
XP 38,400
CE Huge undead
Init +6; Senses darkvision 60 ft., Perception +31, tremorsense 60 ft.
Defense
AC 29, touch 11, flat-footed 26 (-2 size, +2 Dex, +18 natural, +1 dodge)
hp 195 (23d8+92); fast healing 10
Fort +11, Ref +13, Will +18
DR 10/-; SR 25
Immune cold, electricity, undead traits
Offense
Speed 30 ft., climb 30 ft., fly 60 ft. (perfect)
Melee bite +26 (4d6+15/19-20 plus grab and consume bone)
Space 15 ft.; Reach 15 ft.
Special Attacks utter consumption
Spell-like Abilities CL 14th, concentration +18
3/day—skeletal summons
Statistics
Str 31, Dex 15, Con -, Int 18, Wis 20, Cha 18
Base Atk +17; CMB +29 (+33 grapple); CMD 42
Feats Dodge, Improved Critical (bite), Improved Initiative, Mobility, Power Attack, Skill Focus (Stealth), Spring Attack, Vital Strike, Whirlwind Attack
Skills Acrobatics +25, Climb +22, Fly +29, Intimidate +30, Knowledge (history) +27, Knowledge (religion) +30, Perception +31, Sense Motive +31, Stealth +26
Languages Abyssal, Common, Terran
SQ freeze
Ecology
Environment any land and underground
Organization solitary
Treasure standard
Special Abilities
Consume Bone (Su) Any creature bitten by a boneyard must succeed a DC 25 Fortitude save or take 2d4 points of Strength, Dexterity and Constitution damage as its bones leech into the boneyard. A creature that successfully saves takes no ability damage, but is staggered by the pain for 1 round. Creatures without a skeletal structure are immune to this ability, but undead creatures with a skeleton are not. A boneyard heals 5 points of damage each time it uses this ability. The save DC is Charisma based.
Flight (Su) a boneyard’s flight is a supernatural ability.
Freeze (Ex) A boneyard can take 20 on Stealth checks by masquerading as a pile of bones.
Skeletal Summons (Sp) This spell-like ability functions as summon nature’s ally VII, with the following exceptions. Creatures summoned gain DR 5/bludgeoning, immunity to cold and electricity, and undead traits. A boneyard cannot use this ability to summon creatures without a skeleton, such as giant squid or elementals. This is the equivalent of a 7th level spell.
Utter Consumption (Su) A creature pinned by a boneyard must succeed a DC 25 Fortitude save every turn or be instantly killed as all of its bones are pulled out of its body. A boneyard that successfully consumes a living creature gains the benefits of an inflict critical wounds spell (CL 14th). Creatures killed by this ability cannot be raised from the dead, although resurrection and similar powerful magic will function.


JDLPF wrote:
Rogar Stonebow wrote:
Hey, my favorite undead is a Ravener! Think Dracholich but awesomer!
Man, I really wanted to unleash one of these on my group, but they got about halfway through the dungeon before they bailed on it and never returned. So disappointed, I'd sunk a massive amount of effort into that one!

I have one as a BBEG. Its going to be epic!


Check out my undead origins thread for a bunch of options with links to where they can be found where applicable.


I've always been a fan of combining a Beheaded with a pair of Isitoqs and a few Crawling Hands.

Given the Egyptian theme, you have a lot of animals you could riff on. Zombified/mummified/skeletonized crocs and hippos would be terrifying.

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Swarms of mummified cats.

THAT YOU NEED TO HERD!


SmiloDan wrote:

Swarms of mummified cats.

THAT YOU NEED TO HERD!

Mummified cats are actually the "hydraulics" to operate key gates to progress further in.

Yes. This idea grows and pleases me.


ID-TheDemonOfElru wrote:

I still remember the “Boneyard” from the Libra Morris in 3.5, gave my players nightmares lol

Boneyard

Thousands of bones fly together, forming an immense serpentine conglomeration. Although the bones comprising its form bear little resemblance to ordinary anatomy, it does have a head formed from the skull of an immense beast.

Boneyards, known as bone weirds or bonetakers by some, are immense aggregate undead that form from mass graves and charnel sites. Despite their monstrous appearance, they possess genius-level intellects, a result of all of the damned souls rattling around in their forms. Fragments of the personalities and knowledge of the creatures incorporated into a boneyard surface in the roiling mass of its psyche, and they speak with dozens of voices at once, skulls studded throughout their bodies contributing to conversation. Due to their obscure knowledge of persons long dead and built into their bodies, boneyards are sometimes sought out as oracles or sages. Dealing with a boneyard is fraught with peril—the creatures rarely accept any payment less than a mortal life to consume and add its bones to theirs.

A boneyard is about forty feet long and weighs twenty tons. A boneyard can be created by a create undead spell at caster level 20th. To do so requires the skeletons of at least one hundred creatures.

Boneyard CR 14
XP 38,400
CE Huge undead
Init +6; Senses darkvision 60 ft., Perception +31, tremorsense 60 ft.
Defense
AC 29, touch 11, flat-footed 26 (-2 size, +2 Dex, +18 natural, +1 dodge)
hp 195 (23d8+92); fast healing 10
Fort +11, Ref +13, Will +18
DR 10/-; SR 25
Immune cold, electricity, undead traits
Offense
Speed 30 ft., climb 30 ft., fly 60 ft. (perfect)
Melee bite +26 (4d6+15/19-20 plus grab and consume bone)
Space 15 ft.; Reach 15 ft.
Special Attacks utter consumption
Spell-like Abilities CL 14th, concentration +18
3/day—skeletal summons
Statistics
Str 31, Dex 15, Con -, Int 18, Wis 20, Cha 18
Base Atk +17; CMB +29 (+33 grapple); CMD 42...

I remember once during a Living Grewhawk scenario, my mystic theurge character successfully used a Command Undead spell on a Boneyard (a successful roll to beat SR followed by a saving throw of a natural 1!) and then commanded it to kill Rary! Yes that Rary! Boneyards are crazy cool (and dangerous) monsters.

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