Sea Zombie

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Notice

The following rules are from an out of date rule-set

Sea Zombie

pirates.jpg

Description:

Whether through ancient curse, dark debt or demonic magic, these once-living pirates have traded their souls for the rotting shell of a Zombie. Now they scour the trade routes in search of more plunder and blood than any mortal sailor could dream.

Garb:

Tattered and torn pirate or sailor garb.

Type:

Mystical Undead Humanoid

Q/M Ratio:

1/1 (Quest)

Armor:

None

Weapons:

Melee Dagger, Short

Immunities:

Control, Death School, Disease, Poison, Subdual School

Natural Lives:

4

Abilities & Traits:

  • Bone
  • Brawler
  • Lair The Lair should be a sunken ship, haunted cave or other similarly themed area, preferably underwater somewhere.
  • Regeneration Only at Lair.
  • Serial Immortality Sea Zombies can only be permanently slain by the means set forth by the Reeve or Questmaster. See the Pirate Zombies battlegame for more information.
  • Vulnerability: No matter how many Sea Zombie are in a given quest, only one of them may play 6th level. This Zombie is the Captain, and all other Sea Zombies must obey his commands. Zombie Captains are encouraged to order their subordinates about, much as a real pirate captain might.

Levels:

  • 1st* As above
  • 2nd* Gains Innate Ability: Tracking (unlimited)
  • 3rd* May wear up to two points of normal armor, or +1 Natural armor (total 2) if using Brawler Trait
  • 4th* May use a polearm or up to a medium shield.
  • 5th* Gains Hook Hand Trait, or May use hand crossbows
  • 6th* Gains Conversion Trait (1/life)

Monster List