Inspired by the "rakshasa zombie of India" in the movie World War Z.
Nri-chaksha Template
Nri-chaksha, or “maneater demon zombies” as they are
sometimes called, are corpses reanimated by demon possession through infected
bites from other nri-chakshas. These flesh-mad undead creatures sprint to and
pounce upon any healthy living creature within their perception. These
near-mindless creatures will charge headlong into danger with no regards to its
own safety.
Nri-chakshas appear to be extremely desiccated creatures but
not rotting, as is the case with common zombies. Their eyes are a matte
off-white to yellowish color, and their pupils are severely affected by what
appears to be cataracts, although their vision does not seem to be diminished
in the least.
Nri-chakshas constantly twitch their fingers, hands, arms, and
jaws in unusual and grotesque ways. An undisturbed nri-chaksha will make a sort
of “cacking” sound with its mouth and may stand in place waiting for sounds of
life to happen by. A disturbed nri-chaksha emits a terrifying, rasping howl as
it sprints to its target.
Creating a Nri-chaksha
“Nri-chaksha” is an acquired template that can be added to
any corporeal living creature that died after being bitten by another nri-chaksha.
Only undiseased creatures are attacked by nri-chaksha, and diseased creatures
never rise as nri-chaksha.
Size and Type:
The creature’s type changes to undead and gains the evil subtype. It retains
any subtypes except non-evil alignment subtypes (such as good) and subtypes
that indicate kind (such as goblinoid or reptilian). It does not gain the
augmented subtype. It uses all the base creature’s statistics and special
abilities except as noted here.
Hit Dice: Drop
any Hit Dice from class levels (to a minimum of 1), double the number of Hit
Dice left, and raise them to d12s. If the base creature has more than 10 Hit
Dice (not counting those gained with experience), it can’t be made into a nri-chaksha
with this template.
Speed: All of the
base creature’s speeds improve by +10 feet.
Base Attack: A nri-chaksha
has a base attack bonus equal to ½ its Hit Dice.
Attacks: A nri-chaksha
loses all the natural weapons of the base creature (except claws and bites). A nri-chaksha
also gains a bite and two claw attacks (if it did not already have those attack
forms). Even those nri-chaksha with proficiency or feats that grant bonuses to
manufactured weapons never use them, instead relying on their natural claw and bite
attacks.
Damage: A nri-chaksha’s
bite deals 1d4 points of damage plus 1½ times its Strength modifier (for Medium
base creatures) and its claws each deal 1d3 points of damage plus half its
Strength modifier (for Medium base creatures). If it already had better claw or
bite damage, use the original damage.
Special Attacks:
A nri-chaksha retains none of the base creature’s special attacks, but gains
the following.
Infect (Ex): A
creature bitten by a nri-chaksha must make a Fortitude save (DC 10 + half the nri-chaksha’s
HD with an additional +4 racial bonus) or die in 1d3 rounds, then rise as a new
nri-chaksha 1d3 rounds after that. Remove
disease removes the nri-chaksha infection, and so does severing the infected
limb with a slashing weapon—doing so deals 4d6 points of damage, 2d8 bleed, and
loss of limb. Nri-chaksha never attack a living creature that is already
infected by a disease, and such a creature never rises as a nri-chaksha either.
The location of the bite is up to the DM’s discretion, but should usually be
determined randomly.
Pounce (Ex): If a nri-chaksha
charges, it can make a full attack.
Trip (Ex): A nri-chaksha
that hits with a bite or claw attack can attempt to trip the opponent as a free
action without making a touch attack or provoking an attack of opportunity. If
the attempt fails, the opponent cannot react to trip the nri-chaksha.
Special Qualities:
A nri-chaksha loses most special qualities of the base creature. It retains any
extraordinary special qualities that improve its melee attacks. Nri-chakshas also
gain darkvision 60 feet and great leap.
Great Leap (Ex):
As a move action, a nri-chaksha can make a great leap. The creature can cover any
distance up to the distance indicated by the result of its Jump check, even if
that distance exceeds its base speed. When using this ability, a nri-chaksha calculates
distances for standing long and high jumps as if it were making a running long
or high jump. The nri-chaksha often leaps even horizontal distances rather than
sprinting because of this ability.
Saves: Base save
bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +½ HD + 2.
Abilities: A nri-chaksha’s
Strength and Dexterity both increase by +6, it has no Constitution score, its
Wisdom changes to 10, and its Intelligence and Charisma both change to 1.
Skills: The nri-chaksha
loses all but 1 rank in each skill that the base creature had ranks in. The nri-chaksha
gains a +20 racial bonus on Jump checks and can always choose to take 10 on
Jump checks.
Feats: A nri-chaksha
retains all feats of the base creature and gains the following feats as racial
bonus feats (even if it does not meet the prerequisites):
Fleet of Foot
(from Complete Warrior, allowing the nri-chaksha
to make a single 90 degree turn during a charge; armored nri-chakshas cannot
take advantage of this feat and never take the time to remove its armor)
Powerful Charge
(the first attack during a charge deals an extra 1d8 points of damage for
Medium nri-chakshas)
Challenge Rating: As
the base creature +4.
Treasure: None.
Alignment: Always
neutral evil.
Level Adjustment:
—.
Human Bureaucrat Maneater Demon Zombie |
CR 4 |
Male
Human Expert 2, Nri-chaksha template
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NE
Medium Undead (Evil)
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Init +3; Senses Darkvision 60 ft; Listen +0,
Spot +0
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AC 13, touch 13, flat-footed 10
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(Dex +3)
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hp 18 (2 HD)
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Immune Undead immunities
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Fort +0, Ref +3, Will +3
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Speed 40 ft
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Melee bite +5 (1d4+4 plus
infect plus trip), and 2 claws +0 (1d3+1 plus trip)
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Space 5 ft; Reach 5 ft
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Base Attack +1; Grapple +4
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Attack Options Pounce
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Special Actions Great leap
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Abilities Str 16, Dex 16, Con
—, Int 1, Wis 10, Cha 1
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Feats Fleet of Foot B,
Powerful Charge B, Skill Focus (Gather Information), Skill Focus
(Knowledge [Local]), Skill Focus (Profession [Bureaucrat]), Skill Focus
(Sense Motive)
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Skills Bluff -4, Craft
(calligraphy) -4, Decipher Script -4, Diplomacy -4, Forgery -4, Gather
Information -1, Intimidate -4, Jump +23, Knowledge (local) -1, Profession
(bureaucrat) +4, Search -4, Sense Motive +4
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Great Leap (Ex) See above.
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Infect (Ex) See above, DC 15.
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Pounce (Ex) See above.
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Trip (Ex) See above.
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Skills The nri-chaksha has a
+20 racial bonus on Jump checks and can always choose to take 10 on Jump
checks.
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Alignment Always neutral
evil.
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Typical Treasure None
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