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Monsters & Animated Objects

Skeleton and Zombies

Skeletons and zombies lose all class levels (races that only gain class levels are treated as if they had 1 racial Hit Die) as well as all skill ranks and feats. They lose all special attacks and special qualities of the base creature, except extraordinary special qualities that improve their melee or ranged attacks. Zombies and Skeletons gain Darkvision 60 ft.

Zombies and skeletons lose their Constitution and Intelligence scores, and change their Wisdom and Charisma scores to 10, and use Charisma instead of Constitution when determining bonus hit points.

Zombies and skeletons use Table: Skeletons and Zombies to determine their basic abilities based on their racial Hit Dice.

Special Skeleton Adjustments

A skeleton gains a +2 bonus to Dexterity, DR 5/bludgeoning, immunity to cold, the Improved Initiative feat, and 2 primary claw attacks (1d4, 1d3 small). A skeleton can only fly if the base creature used magic (and not wings) to fly. A skeleton retains all natural attacks, manufactured weapon attacks, and weapon proficiencies of the base creature, except those dependent on flesh to use.

A skeleton uses Table: Skeleton Size Bonus to determine its natural armor bonus:

Table: Skeleton Size Bonus
Skeleton SizeNatural Armor Bonus
(this replaces any previous natural AC)
Tiny or smaller0
Small+1
Medium or Large+2
Huge+3
Gargantuan+6
Colossal+10

Zombie Special Qualities

Zombies gain a +2 bonus to Strength and a -2 penalty to Dexterity. They gain the Toughness feat and gain one slam attack (1d6, 1d4 small). They retain all natural attacks, manufactured weapon attacks, and weapon proficiencies of the base creature. A zombie can fly if the base creature could fly, but if its flight was powered by wings instead of magic its maneuverability is reduced to clumsy.

Zombies are naturally staggered (they may only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action).

Zombies gain natural AC and bonus Hit Dice (which increase all aspects as regular Hit Dice) according to Table: Zombie Size Bonus.

Table: Zombie Size Bonus
Creature SizeNatural AC
(replaces any previous natural AC)
Bonus
Hit Dice
Tiny or smaller00
Small+1+1
Medium+2+1
Large+3+2
Huge+4+4
Gargantuan+7+6
Colossal+11+10

Animated Objects

For ease of use, information on animated objects has been reprinted below:

Tiny

Init +2; Senses darkvision 60 ft., low-light vision; Perception -5

DEFENSE

AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 5 (1d10)
Fort +0, Ref +2, Will -5
Defensive Abilities hardness 5; Immune Construct Traits

OFFENSE

Speed 15 ft.
Melee slam +1 (1d2-2)

STATISTICS

Str 6, Dex 14, Con —, Int —, Wis 1, Cha 1
Base Atk +1; CMB +1; CMD 9
SQ 1 construction point

Small

Init +1; Senses darkvision 60 ft., low-light vision; Perception -5

DEFENSE

AC 16, touch 12, flat-footed 15 (+1 Dex, +4 natural, +1 size)
hp 21 (2d10+10)
Fort +0, Ref +1, Will -5
Defensive Abilities hardness 5; Immune construct traits

OFFENSE

Speed 20 ft.
Melee slam +3 (1d3)

STATISTICS

Str 10, Dex 12, Con -, Int -, Wis 1, Cha 1
Base Atk +2; CMB +1; CMD 12
SQ 1 construction point

Medium

Init +0; Senses darkvision 60 ft., low-light vision; Perception –5

DEFENSE

AC 14, touch 10, flat-footed 14 (+4 natural)
hp 36 (3d10+20)
Fort +1, Ref +1, Will -4
Defensive Abilities hardness 5; Immune construct traits

OFFENSE

Speed 30 ft.
Melee slam +5 (1d6+3)

STATISTICS

Str 14, Dex 10, Con —, Int —, Wis 1, Cha 1
Base Atk +3; CMB +5; CMD 15
SQ 2 construction points

Large

Init -1; Senses darkvision 60 ft., low-light vision; Perception -5

DEFENSE

AC 14, touch 8, flat-footed 14 (-1 Dex, +6 natural, -1 size)
hp 52 (4d10+30 size)
Fort +1, Ref +0, Will -4
Defensive Abilities hardness 5; Immune construct traits

OFFENSE

Speed 30 ft.
Melee slam +9 (1d6+9)

STATISTICS

Str 22, Dex 8, Con -, Int -, Wis 1, Cha 1
Base Atk +4; CMB +11; CMD 20
SQ 3 construction points

Huge

Init -2; Senses darkvision 60 ft., low-light vision; Perception -5

DEFENSE

AC 15, touch 6, flat-footed 15 (-2 Dex, +9 natural, -2 size)
hp 78 (7d10+40 size)
Fort +2, Ref +0, Will -3
Defensive Abilities hardness 5; Immune construct traits

OFFENSE

Speed 30 ft.
Melee slam +15 (1d8+15)

STATISTICS

Str 30, Dex 6, Con —, Int —, Wis 1, Cha 1
Base Atk +7; CMB +19; CMD 27
SQ 4 construction points

Gargantuan

Init -2; Senses darkvision 60 ft., low-light vision; Perception -5

DEFENSE

AC 17, touch 4, flat-footed 17 (-2 Dex, +13 natural, -4 size)
hp 115 (10d10+60 size)
Fort +3, Ref +1, Will -2
Defensive Abilities hardness 5; Immune construct traits

OFFENSE

Speed 30 ft.
Melee slam +20 (2d6+21)

STATISTICS

Str 38, Dex 6, Con —, Int —, Wis 1, Cha 1
Base Atk +10; CMB +28; CMD 36
SQ 5 construction points

Colossal

Init -2; Senses darkvision 60 ft., low-light vision; Perception -5

DEFENSE

AC 18, touch 0, flat-footed 18 (-2 Dex, +18 natural, -8 size)
hp 151 (13d10+80 size)
Fort +4, Ref +2, Will -1
Defensive Abilities hardness 5; Immune construct traits

OFFENSE

Speed 30 ft.
Melee slam +23 (2d8+27)

STATISTICS

Str 46, Dex 6, Con —, Int —, Wis 1, Cha 1
Base Atk +13; CMB +39; CMD 47
SQ 6 construction points

Construction Points and Flaws

Animated objects gain a number of abilities and flaws depending on their composition, the materials they are constructed from, etc. Abilities are purchased with Construction Points, while Flaws grant additional Construction Points in exchange for drawbacks. These abilities and flaws depend on the object being animated (for example, a chain may be slow and have two attacks, while a suit of clothing would obviously possess the Cloth flaw.) The GM is the final arbiter of what abilities and flaws an object possesses. As a general rule of thumb, an object should not possess more than 2 flaws.

Abilities

Additional Attack (Ex, 1 CP): Gains an additional slam attack.

Additional Natural Attack (Ex, 1 CP): The object gains an additional natural attack. The object must have an appropriate appendage or part for the natural attack.

Additional Movement (Ex, 1 CP): Gains a new mode of movement (burrow, climb, fly [clumsy], or swim) at a speed equal to its base speed.

Augmented Critical (Ex, 1 CP): Increase the threat range for the Animated Object’s melee attacks by 1 or the threat multiplier by 1. This cannot combine with itself or with the piercing attack or slashing attack object abilities.

Burn (Ex, 1 CP): The object gains burn (1d6) with its slam attacks. This can be applied multiple times. Its effects stack.

Constrict (Ex, 1 CP): Gains constrict with its slam attacks (the object must have grab before it can take this ability).

Exceptional Reach (Ex, 1 CP): The object gains +5 feet of reach with one melee attack. Increase reach on all attacks for an additional +1 CP.

Faster (Ex, 1 CP): One of the object’s movement modes increases by +10 ft.

Grab (Ex, 1 CP): Gains grab special attack with slam attacks.

Improved Attack (Ex, 1 CP): All the animated object’s melee or ranged attacks do damage as though it were one size category larger. A crafter must purchase Improved Attack separately for melee and ranged attacks.

Metal (Ex, 2 CP): The object is made of common metal. Its hardness increases to 10, and it gains a +2 increase to its natural armor bonus. Mithral objects cost 4 CP, and gain hardness 15 plus a +4 increase to natural armor. Adamantine objects cost 6 CP, gain hardness 20, and receive a +6 increase to natural armor.

Piercing Attack (Ex, 1 CP): Replace one melee attack with an attack that does the same amount of piercing damage and has a ×3 multiplier. Replace all melee attacks for an additional +1 CP. Object abilities that specify slam attacks do not work on piercing attacks.

Pull (Ex, 1 CP): The object gains a pull (5 feet) special attack with slam attacks (the object must have grab before it can take this ability).

Ranged Attack (Ex, 2 CP): Replace one slam attack with a ranged attack. It does the same amount of damage, and has a range of 20 feet. Replace all attacks for an additional +2 CP. Object abilities that specify slam attacks do not work on ranged attacks.

Resistance (Ex, 2 CP): The object gains resistance 5 to one type of damage (acid, cold, electricity, or fire) chosen at the time of the object’s creation. This effect can be applied multiple times. Its effects do not stack; each time it is applied, it applies to a different type of damage.

Slashing Attack (Ex, 1 CP): Replace one slam attack with an attack that does slashing damage and has either a 19–20 threat range (for blade-like attacks) or a ×3 threat multiplier (for axe- or scythelike attacks). Replace all melee attacks for an additional +1 CP. Object abilities that specify slam attacks do not work on slashing attacks.

Stone (Ex, 1 CP): The object is made of stone or crystal. Its hardness increases to 8 and it gains a +1 increase to its natural armor bonus.

Trample (Ex, 2 CP): The object gains the trample special attack.

Trip (Ex, 2 CP): The object gains the trip special ability with one of its slam attacks.

Flaws

Brittle (Ex, +1 CP): The object gains vulnerability to cold.

Cloth (Ex, +1 CP): The object is made of thick cloth. Its hardness decreases to 0.

Clunky (Ex, +1 CP): Treat the object as though it had the staggered special quality.

Flammable (Ex, +1 CP): The object gains vulnerability fire.

Slower (Ex, +1 CP): One of the object’s movement modes decreases by – 10 ft.

Table: Skeletons and Zombies
Creature Racial
Hit Dice (d8’s)
Average
Hit Points
Fort
Save
Ref
Save
Will
Save
Base Attack
Bonus
1400+20
2900+3+1
313+1+1+3+2
418+1+1+4+3
522+1+1+4+3
627+2+2+5+4
731+2+2+5+5
836+2+2+6+6/+1
940+3+3+6+6/+1
1045+3+3+7+7/+2
1149+3+3+7+8/+3
1254+4+4+8+9/+4
1358+4+4+8+9/+4
1463+4+4+9+10/+5
1567+5+5+9+11/+6/+1
1672+5+5+10+12/+7/+2
1776+5+5+10+12/+7/+2
1881+6+6+11+13/+8/+3
1985+6+6+11+14/+9/+4
2090+6+6+12+15/+10/+5
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Spheres of Power © 2014 Drop Dead Studios LLC, Author Adam Meyers