Basic Fantasy Field Guide Volume 3

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teaman
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Re: Basic Fantasy Field Guide Volume 3

Post by teaman »

TrickyNikki wrote: Sat Apr 09, 2022 12:57 pm Watercolors!
Thanks, that's my favorite medium!
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Francisco-art
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Re: Basic Fantasy Field Guide Volume 3

Post by Francisco-art »

Wow! That skeleton is really great! Love the colored version! Great work!
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TrickyNikki
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Re: Basic Fantasy Field Guide Volume 3

Post by TrickyNikki »

Zombie, Hexcore
Armor Class: 17+
Hit Dice: 3*
No. of Attacks: 2 claws + Special
Damage: 1d8/1d8/Special
Movement: 20’
No. Appearing: 2d6, Wild 3d6
Save As: Fighter: 3
Morale: 12
Treasure Type: None
XP: 175
Hexcore Zombies are creatures that are usually created from dark magics, where their essence is actually trapped within. Be it a shard of consciousness and life, or a fully trapped soul, a hexcore zombie is a dangerous foe. Hags are known to create them, as well as liches and vampires. They use these beings as vanguard for their armies, sometimes to even make strategical decisions for them. Absolutely corrupted, the being trapped within does not hold sway if they have a master. If abandoned, consciousness may develop and the creature might even become intelligent enough for independent thought and personality. Appearance wise, the hexcore zombies emanate an aura of black or green glow, sometimes a mixture of the two. The skin seems dead but preserved, way more whole and life like than most other zombies.

All hexcore zombies attack as if their attacks were magical and can only be hurt by magical damage. They are also able to deal one additional 1d6 damage, if both of their attacks hit. They take only half damage from blunt weapons, and only a single point from arrows, bolts or sling stones (plus any magical bonus). Like all undead, they may be Turned by Clerics and are immune to sleep, charm and hold magics. As they are mindless, no form of mind reading is of any use against them. Hexcore zombies never fail morale checks, and thus always fight until destroyed.

1 in every 6 hexcore zombies have a full soul trapped within which grants them 19 AC and 6* HD (555 XP). They are much more developed when it comes to their personality and willpower, and may even disobey commands if they succeed on a save Vs Spell.
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Seven
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Re: Basic Fantasy Field Guide Volume 3

Post by Seven »

20' is very slow for a skeleton. 40' is the expected movement.

"the hexcore zombies emanate an aura of black or green glow"
Hmm. So their aura traps blue and red light and sometimes green as well?

"They are also able to deal one additional 1d6 damage, if both of their attacks hit."
So, is that like a free magic missile or simply that the second blow is a haymaker that does 2-12 points of damage?

"Like all undead, they may be Turned by Clerics"
As a Ghoul? And what about the HD6 variant? Turn as what?
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TrickyNikki
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Re: Basic Fantasy Field Guide Volume 3

Post by TrickyNikki »

It's a zombie, not a skeleton :)

Regarding the glow, yes something along those lines. It's the raw power of the soul within.

As for the additional damage, yeah it's sort of similar to what bears do, the additional damage is from being over-exposed to soul energy.

Regarding the Turn Undead. Yes, it's by the HD isn't it? I don't know if any stat blocks specify that, but that's the case here too.
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Solomoriah
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Re: Basic Fantasy Field Guide Volume 3

Post by Solomoriah »

Seven wrote: Sat Apr 23, 2022 6:57 am "the hexcore zombies emanate an aura of black or green glow"
Hmm. So their aura traps blue and red light and sometimes green as well?
Do not thou foul science here!

:D

I'd avoid the use of the word "glow" and instead go with "aura" since black isn't light, it's the absence of light.

For example:

"Hexcore Zombies radiate an aura of black or green."

Or (better IMO):

"Hexcore Zombies may be shrouded in shadows, sometimes illuminated with emerald light, depending on the soul trapped within."
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Seven
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Re: Basic Fantasy Field Guide Volume 3

Post by Seven »

TrickyNikki wrote: Sat Apr 23, 2022 12:52 pm It's a zombie, not a skeleton :)
So it is. Any initiative penalty?
TrickyNikki wrote: Sat Apr 23, 2022 12:52 pm Regarding the glow, yes something along those lines. It's the raw power of the soul within.

As for the additional damage, yeah it's sort of similar to what bears do, the additional damage is from being over-exposed to soul energy.
Sounds great. Should just work that in the description. I find that very helpful when describing an attack.
TrickyNikki wrote: Sat Apr 23, 2022 12:52 pm Regarding the Turn Undead. Yes, it's by the HD isn't it? I don't know if any stat blocks specify that, but that's the case here too.
Mostly, but not strictly. The turn table is by name and some undead can be easier or harder to turn. Something loaded with eldritch energy or whatever the shroud is, could be harder to turn.
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Solomoriah
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Re: Basic Fantasy Field Guide Volume 3

Post by Solomoriah »

I had a dream...

(see attached)
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Seven
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Re: Basic Fantasy Field Guide Volume 3

Post by Seven »

Bit of a weird name, since 8 is the expected number for a spider.
I've seen krakens being called "sea spiders" because of that.

My dog just finished tearing her hexapus toy to shread.
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Dimirag
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Re: Basic Fantasy Field Guide Volume 3

Post by Dimirag »

I think its because of octopus + spider...
Sorry for any misspelling or writing error, I am not a native English speaker
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