Lens/Monsters: Necrocarnum Zombies
Necrocarnum Zombie
[Magic of Incarnum, page 186]
Applicable to: Any corporeal non-undead creature with a skeletal system.
Attribute Modifiers: ST+1 [10].
Secondary Characteristics Modifiers: HP+4 [8].
Incarnum Speed: Basic Move+2 (Costs Hit Points, 1 HP, -10%; Incarnum, -5%) [9].
Features: Not Subject to Fatigue; Potential Form (Bone Creature).
EXAMPLES
Goblin Necrocarnum
Zombie [Magic of Incarnum, page 186]
Typical Stats (49 points)
ST: |
6 |
HP: |
10 |
Speed: |
5.25 |
DX: |
11 |
Will: |
10 |
Move: |
4 |
IQ: |
10 |
Per: |
10 |
|
|
HT: |
10 |
FP: |
N/A |
SM: |
-2 |
Dodge: |
8 |
Parry: |
8 (unarmed) |
DR: |
0 |
Incarnum Speed: A necrocarnum zombie may spend 1 point of essentia or 1 HP to gain a +2 bonus to its Basic Move for 1 minute.
Incarnum Dodge: A necrocarnum zombie may spend 1 point of essentia or 1 HP to gain a +1 bonus to Dodge for 1 minute.
Traits: Affected by Control Zombie, Pentagram, and Turn Zombie; Appearance (Monstrous; Universal); Bad Smell; Bad Temper (12); Disturbing Voice; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; ER 5 (Incarnum); Fragile (Unnatural); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Infravision; Injury Tolerance (No Blood, Unliving); No Sense of Smell/Taste; Potential Form (Bone Creature); Sexless; Silence 1; Single-Minded; Social Stigma (Dead); Temperature Tolerance 10; Unaging; Unhealing (Total).
Creature Type: Undead.
Human Necrocarnum
Zombie [Magic of Incarnum, page 186]
Typical Stats (89 points)
ST: |
11 |
HP: |
15 |
Speed: |
5 |
DX: |
10 |
Will: |
10 |
Move: |
5 |
IQ: |
10 |
Per: |
10 |
|
|
HT: |
10 |
FP: |
N/A |
SM: |
+0 |
Dodge: |
8 |
Parry: |
8 (unarmed) |
DR: |
0 |
Incarnum Speed: A necrocarnum zombie may spend 1 point of essentia or 1 HP to gain a +2 bonus to its Basic Move for 1 minute.
Incarnum Dodge: A necrocarnum zombie may spend 1 point of essentia or 1 HP to gain a +1 bonus to Dodge for 1 minute.
Traits: Affected by Control Zombie, Pentagram, and Turn Zombie; Appearance (Monstrous; Universal); Bad Smell; Disturbing Voice; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; ER 5 (Incarnum); Fragile (Unnatural); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Injury Tolerance (No Blood, Unliving); No Sense of Smell/Taste; Potential Form (Bone Creature); Sexless; Single-Minded; Social Stigma (Dead); Temperature Tolerance 10; Unaging; Unhealing (Total).
Creature Type: Undead.
Worg Necrocarnum
Zombie [Magic of Incarnum, page 186]
Typical Stats (121 points) (KYOS: 137 points)
ST: |
14 |
HP: |
18 |
Speed: |
6 |
DX: |
12 |
Will: |
11 |
Move: |
9 |
IQ: |
7 |
Per: |
14 |
|
|
HT: |
12 |
FP: |
12 |
SM: |
+0 |
Dodge: |
10 |
Parry: |
N/A |
DR: |
1* (tough skin) |
Incarnum Speed: A necrocarnum zombie may spend 1 point of essentia or 1 HP to gain a +2 bonus to its Basic Move for 1 minute.
Incarnum Dodge: A necrocarnum zombie may spend 1 point of essentia or 1 HP to gain a +1 bonus to Dodge for 1 minute.
Traits: Affected by Control Zombie, Pentagram, and Turn Zombie; Appearance (Monstrous; Universal); Bad Smell; Bestial; Disturbing Voice; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; ER 5 (Incarnum); Extra Legs (Four Legs); Fragile (Unnatural); High Pain Threshold; Horizontal; Immunity to Metabolic Hazards; Immunity to Mind Control; Infravision; Injury Tolerance (No Blood, Unliving); Night Vision 5; No Fine Manipulators; No Sense of Smell/Taste; Potential Form (Bone Creature); Sexless; Single-Minded; Social Stigma (Dead); Temperature Tolerance 10; Unaging; Unhealing (Total).
Creature Type: Undead.
Notes: Size 2 hexes; Weight 300 lbs.
Troll Necrocarnum
Zombie [Magic of Incarnum, page 187]
Typical Stats (187 points) (KYOS: 196 points)
ST: |
19 |
HP: |
23 |
Speed: |
6 |
DX: |
11 |
Will: |
11 |
Move: |
6 |
IQ: |
8 |
Per: |
10 |
|
|
HT: |
13 |
FP: |
13 |
SM: |
+1 |
Dodge: |
10 |
Parry: |
10 (unarmed) |
DR: |
2* (tough skin) |
Sharp Claws (11): thrust 1d+2 cutting (KYOS: 2d+2 cutting), Reach C-1.
Incarnum Speed: A necrocarnum zombie may spend 1 point of essentia or 1 HP to gain a +2 bonus to its Basic Move for 1 minute.
Incarnum Dodge: A necrocarnum zombie may spend 1 point of essentia or 1 HP to gain a +1 bonus to Dodge for 1 minute.
Traits: Affected by Control Zombie, Pentagram, and Turn Zombie; Appearance (Monstrous; Universal); Bad Smell; Bad Temper (12); Disturbing Voice; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; ER 5 (Incarnum); Fragile (Unnatural); Hard of Hearing; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Infravision; Injury Tolerance (No Blood, Unliving); No Sense of Smell/Taste; Potential Form (Bone Creature); Sexless; Single-Minded; Social Stigma (Dead); Temperature Tolerance 10; Unaging; Unhealing (Total).
Creature Type: Undead.
Girallon
Necrocarnum Zombie [Magic of Incarnum,
page 187]
Typical Stats (206 points) (KYOS: 219 points)
ST: |
22 |
HP: |
22 |
Speed: |
5.5 |
DX: |
10 |
Will: |
10 |
Move: |
7 |
IQ: |
6 |
Per: |
11 |
|
|
HT: |
12 |
FP: |
12 |
SM: |
+1 |
Dodge: |
8 |
Parry: |
9 (unarmed) |
DR: |
2* (tough skin) |
Punch (10): thrust 2d-1 crushing (KYOS: 3d+1 crushing), Reach C-1.
Incarnum Speed: A necrocarnum zombie may spend 1 point of essentia or 1 HP to gain a +2 bonus to its Basic Move for 1 minute.
Incarnum Dodge: A necrocarnum zombie may spend 1 point of essentia or 1 HP to gain a +1 bonus to Dodge for 1 minute.
Traits: Affected by Control Zombie, Pentagram, and Turn Zombie; Appearance (Monstrous; Universal); Bad Smell; Bad Temper (12); Brachiator; Disturbing Voice; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; ER 5 (Incarnum); Extra Attack 1; Fragile (Unnatural); Ham-Fisted 1; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Impulsiveness (9); Infravision; Injury Tolerance (No Blood, Unliving); Lifting ST 2; Night Vision 5; No Sense of Smell/Taste; Perfect Balance; Potential Form (Bone Creature); Semi-Upright; Sexless; Single-Minded; Social Stigma (Dead); Temperature Tolerance 10; Terrain Adaptation (Uneven); Unhealing (Total); Wild Animal.
Creature Type: Undead.
Cloud Giant
Necrocarnum Zombie [Magic of Incarnum,
page 187]
Typical Stats (416 points) (KYOS: 439 points)
ST: |
51 (KYOS: 33) |
HP: |
55 |
Speed: |
5.75 |
DX: |
10 |
Will: |
11 |
Move: |
9 |
IQ: |
11 |
Per: |
11 |
|
|
HT: |
13 |
FP: |
13 |
SM: |
+4 |
Dodge: |
8 |
Parry: |
9U |
DR: |
3* (tough skin) |
Incarnum Speed: A necrocarnum zombie may spend 1 point of essentia or 1 HP to gain a +2 bonus to its Basic Move for 1 minute.
Incarnum Dodge: A necrocarnum zombie may spend 1 point of essentia or 1 HP to gain a +1 bonus to Dodge for 1 minute.
Traits: Affected by Control Zombie, Pentagram, and Turn Zombie; Appearance (Monstrous; Universal); Bad Smell; Disturbing Voice; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; ER 5 (Incarnum); Fragile (Unnatural); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Injury Tolerance (No Blood, Unliving); Night Vision 5; No Sense of Smell/Taste; Potential Form (Bone Creature); Sexless; Single-Minded; Social Stigma (Dead); Temperature Tolerance 10; ULtravision; Unaging; Unhealing (Total).
Creature Type: Undead.
I am trying to figure out this Incarnum thing. Do these Necrocarnum zombies actively USE the Incarnum as an ITEM, the meld? or is it just an energy reserve they have within them? Can they use more than 1 point to say get +2 Dodge and +2 Move for next minute? probably not on that one.. just curious.
ReplyDeleteThey just have an innate reserve that they can use for two very specialized abilities. While they can have both of these abilities active at the same time, they have to be activated separately with a Ready maneuver, and you cannot stack two instances of the same ability.
DeleteAs a note, I recall reworking incarnum, but I do not recall reworking the incarnum monsters, so this probably requires some updating. The "zombie" part sure does.
that was what my gut told me, but wanted to check with the creator. Thank you as always! Your site continues to provide support and inspiration to me and my games!
DeleteGlad to help!
Deletecan they use 2 points to raise Move and Dodge at the same time? does this take a Concentrate maneuver or is the power just at will?
ReplyDelete