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Karōshi Zombie (Chaps & AppsTM)

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BOOKWORM SIGIL

School conjuration (summoning); Level bard 3, sorcerer/wizard 3, witch 3

Casting Time 10 minutes

Components V, S, M (powdered onyx worth 500 gp and a dried worm)

Range touch

Target one touched book or written work

Duration permanent or until discharged; see text

Saving Throw none; Spell Resistance no

You cause a small symbol to appear in the text of a written work. The text containing the symbol must be at least 25 words long. When anyone reads the text containing the symbol, the bookworm sigil springs into being, transforming into a swarm of ravenous worms that attack at the reader. The worms use the statistics of a leech swarm and appear in an unnocupied square adjacent to the reader.

Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it.

The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical.

A dispel magic can remove the sigil. An erase spell destroys the entire page of text.

Bookworm sigil can be cast in combination with other spells that hide or garble text, such as secret page.

Karōshi Zombie

Medium undead, lawful evil

Armor Class 6

Hit Points 34 (4d8+16)

Speed 20 ft.

STR
14 (+2)
DEX
6 (-2)
CON
19 (+4)
INT
6 (-2)
WIS
6 (-2)
CHA
5 (-3)

Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60ft., passive Perception 8
Languages understands the languages it knew in life and can speak vocational phrases
Challenge 1 (200 XP)


Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.