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No. 5171
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>>5170
Religion (Ves) : Athas's climate assaults corpses, and zombies do not linger in their rotting forms. Where abrasive winds and high temperatures batter the land, bones are quick to shed bloated flesh. But in the ever-thirsty mudflats and salt flats, zombies retain dried-out flesh as the terrain leeches the moisture from their undead bodies. Thus you have creatures such as the salt zombies, level 1 soldiers. Salt zombies prefer to use their brute strength to grab their enemies with their claws (Claw is a melee basic attack that grabs a target on a hit[/b]). Against particularly weak targets, they latch on tightly and devour them slowly and wholly (Salt Feast is a melee attack that grabs a target; the target takes a -4 penalty to escape attempts, and each time they fail to escape, they take 5 damage). They are, however, very brittle, and will easily fall apart in the face of a powerful attack (its Zombie Weakness causes it to automatically be reduced to 0 hit points by any critical hit).
Zombie rotters, however, are relatively frail in comparison, being level 3 minion brutes. They are fairly slow, but are also quite powerful, preferring to hit their enemies over clawing at them (its Slam attack deals 8 damage on a hit). Sometimes, however, their hunger drives them to keep going, unless faced with overwhelming force (Deathless Hunger triggers when the zombie is reduced to 0 hit points, but not by a critical hit, and has a 25% chance of causing the zombie to instead be reduced to 1 hit point).
Perhaps the most troublesome enemies are the blazing skeletons, who are level 5 artillery. Whether up close or from afar, they attack with fire for significant damage. It is arguably even more dangerous up close, as the heat emenating from it is enough to cause harm on its own (its Fiery Aura deals 5 fire damage to creatures that end their turns adjacent). It can attack in melee by slashing at enemies and setting them on fire (Blazing Claw deals damage and ongoing 5 fire damage (save ends)). And it can hurl fireballs from afar to set enemies ablaze as well (Flame Orb is a ranged attack that deals fire damage and ongoing 5 fire damage (save ends) on a hit). They prefer to stay in locations where they are safe from retribution, such as the braziers.
All the undead have darkvision, heavily resist necrotic, are immune to disease and poison, and are vulnerable to radiant damage. The blazing skeletons also resist fire.
The whipping tail trap is made from the corpse of some sort of primordial cultist, its body warped and twisted by its master, and is a level 2 blaster. The tail prefers to attack enemies only, but will include allies in its attacks if it can catch fewer than one ally and more than two enemies with it. On a hit, an enemy takes some damage and is poisoned. Disabling the trap requires attacking it directly, as though it were a normal enemy, or making a series of successful Thievery or Arcana checks on the altar behind it, pressing the runes in the correct order.
Last edited at 14/09/05(Fri)17:41:35
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