What secrets are contained in this dread volume? What horrors will be awakened by reading its befouled pages?
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d6 necrotic damage per plus and the target is weakened until the end of your next turn
- When you use a wizard spell with this tome as its implement, you can change the damage type to necrotic. If you do so, the spell gains the necrotic keyword.
- When you use this tome as an implement, you treat all allies as enemies until the end of your next turn.
Power (Summoning) Daily (Free Action)
Trigger: When using this tome as your implement, you drop a Small or Medium enemy to 0 hit points with an implement attack power. That enemy must not be a construct, ooze, or plant.
Effect: You summon a shuffling zombie (see below) in the target's space. The shuffling zombie is an ally to you and your allies. The zombie lacks actions of its own. Instead, you spend your own actions to allow the zombie to perform actions from its list. The zombie can perform the same type of action which you spend commanding it. You can command it to perform a standard, move, and minor action each turn. You must have line of effect to the zombie in order to command it.
When the zombie makes an attack roll or any check, you make the roll using your modifiers and scores. The zombie has no healing surges.
The zombie cannot use weapons, implements, or any other items.
A zombie remains in play until you take an extended rest, you dismiss it (a minor action), or it drops to 0 hit points.
Medium natural animate (undead)
|HP 0; Bloodied 0 ; your bloodied value||Initiative as conjurer|
|AC 0, Fortitude 0, Reflex 0, Will 0||Perception|
|Immune disease, poison|
Bash (weapon) At-Will
Attack: Melee 1 (one creature); +Intelligence +2 vs. AC
Hit: 6 damage.
Grab (weapon) At-Will
Attack: Melee 1 (one creature); +Intelligence vs. Reflex
Hit: 3 damage, and the target is grabbed (escape DC equals your Will).
Effect: The zombie stands up, crawls or shifts 1, or climbs or walks its speed. It cannot run.
Trigger: The shuffling zombie is more than 10 squares from you when you end your turn.
Effect: As a free action, the zombie walks by the most direct route to the nearest unoccupied square that is within 10 squares of you. If the zombie must walk more than 8 squares to reach this square, it instead drops to 0 hit points.
Str (0) Dex (0) Wis (0)
Con (0) Int (0) Cha (0)
Alignment Unaligned Languages -
Published in Dungeon Magazine 182.