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Thread: The Thriller

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    Troll in the Playground

    Join Date
    Sep 2007
    Elemental Plane of Purple

    Default Re: The Thriller

    I statted out the thriller (see below) as dancing zombies (formerly humans) with a +4 racial bonus to dance. They were based off the typical commoner zombie in the MM, but have higher Dex and Cha as originally posed. They can be encountered as a mob as well as individually. I left off the Hive Mind as that seems to apply only to vermin. Rules for a thriller mob are listed separately below, but you can find the mob rules in the DMG II at pages 59 to 61.


    “And whosoever shall be found Without the soul for getting down Must stand and face the hounds of hell And rot inside a corpse’s shell…The foulest stench is in the air, The funk of forty thousand years, And grisly ghouls from every tomb Are closing in to seal your doom, And though you fight to stay alive, Your body starts to shiver, For no mere mortal can resist The evil of the Thriller.”

    Initially, the thriller appears to be a dancing zombies or a mob of dancing zombies. However, they are flagellating too fast and too coordinated for normal zombies. As a mob, they are synchronized.

    As you get closer, you begin to hear strange music playing from seemingly nowhere, and everything starts to feel cold. As suddenly as they appeared, you feel the spontaneous need to start dancing, dancing as the zombies are, and you wish to join them in their masquerade. It is only when it’s too late, when you become one of them that you realize that this is no mere mob of dancing zombies—this is a killer, chiller, Thriller.

    A thriller is a force of rogue necromancy that even seasoned necromancers fear. Originating from the Grand Necromancer Thalikos, the thriller was originally designed to entertain an evil king with music and dancing. However, the enchantments keeping the thriller bound broke, and soon the entire court was assimilated into the thriller. Thalikos was never found.

    The thriller’s enchantment causes people to want to dance with the Thriller, as it saps the life-force from their bodies, leaving only husks whose purpose is to dance and dance and dance. The influence of a thriller rides on the size of the thriller—the more thralls a thriller can gain, the greater the influence of the thriller on the minds of the weak. Only humanoids are only affected—other creatures are immune to its influence, and normal animals merely run in fear.

    The Thriller (AKA Dancing Zombie)
    Medium Undead
    Hit Dice: 2d12+3 (16 hp)
    Speed: Dance 30 ft. (6 squares) [can't Run]
    Initiative: +4
    Armor Class: 16 (+4 Dex, +2 natural); touch 14 ; flat-footed 12
    Base Attack/Grapple: +1/+2
    Attack Slam +2 melee (1d6+1) or Club +2 melee (1d6+1)
    Full Attack:Slam +2 melee (1d6+1) or Club +2 melee (1d6+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Thriller Dance
    Special Qualities: Damage Reduction 5/slashing, Dance with Death, Undead Traits
    Saves: Fort +1 Ref +5 Will +3
    Abilities: Str 12, Dex 18, Con –, Int 1, Wis 10, Cha 16
    Skills: Perform (Dance) +12
    Feats: Toughness
    Environment: Any
    Organization: Solitary or as Mob (See Below)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always Neutral Evil
    Advancement: None
    Level Adjustment:


    The thriller generally does not enter combat, but relies on its necromantic auras to grow and expand. Eventually, it will grow too large and individual dancing zombies will splinter off on their own.

    Thriller Dance (Su): A dancing zombie emits an aura of necromantic energy which causes anyone within a 30-foot radius to dance along to their rhythm. All humanoids that approach within 30 feet of the Thriller are subject to a Will save (DC 15) or become a thrall of the thriller. The save is Charisma-based. For every additional dancing zombie, the save increases by 1.

    Every round, a thrall of the thriller must pass a Will save (DC 15) or gain a negative level. Once all levels are reduced, the thrall becomes a dancing zombie. Upon passing the Will save, the thrall is freed, and cannot be affected by the thriller for 1 minute.

    Each thrall has no bearing on the Thriller Dance until it becomes a dancing zombie.

    The Thriller Dance is not language-dependent, will affect deaf/ear-less humanoids, and is mind-affecting. Other creatures (non-humanoids) are affected by a Fear effect that lasts for 1d4 rounds unless they pass a Will save (DC 15), success negates.

    Dance with Death (Ex): Anyone with at least 4 ranks in Perform (dance) can attempt to duel the Thriller in a dance-off to scatter the Thriller, or even destroy it outright.

    Both character and the Thriller roll opposing Perform (dance) checks. If the character wins the roll, the Perform (Dance) bonus of the Thriller, for that dance-off only, is reduced by -2. If the Thriller wins the roll, the character gains a negative level. The dance-off then continues in the same fashion until one of three things happens:
    1. Either party disengages (the character runs away, or the Thriller is turned/rebuked/controlled/etc).
    2. The character’s levels are reduced to 0, and becomes a Thriller zombie.
    3. The character’s Perform (dance) roll is triple that of the Thriller. At that time, the Thriller is scattered and is Panicked by the presence of the victorious character for 24 hours.

    Skills: Dancing Zombies have a +4 racial bonus to Perform (Dance).

    Destroying the Thriller
    If the opponent also has at least 4 Ranks in Perform (Sing) when he wins the Dance of Death dance-off, he may make a last roll using Perform (sing) with a synergy bonus equal to 1/2 bonus for Perform (dance), and use the result as the DC for a Will save. The Thriller mob must then make this Will save or be utterly destroyed.

    Thriller Mob: a mob of dancing zombies is considered a Gargantuan Creature (comprised of a maximum of 48 dancing zombies); has 30 hit dice; BAB +15 for its type and Grapple +12 for its size ; Initiative of +0; Speed of 20 ft.; Armor Class of 12 (-4 due to size); it deals 5d6 points of bludgeoning damage to any creature whose space it occupies at the end of its turn, with no attack needed; it occupies 20 feet but has a reach of 0; it gains the expert grappler and trample special ability, which does 2d6+1.5 times the Mob's Str modifier points of damage. However, due to mob anatomy (having no clear front or back) it is not subject to critical hits or sneak attacks and cannot be flanked, tripped, grappled or bull rushed; unlike other mobs, the thriller's charisma does not drop to 10; the thriller mob gains Improved Bull Rush and Overrun as bonus feats. The mob's base good save is +17 and its base bad save is +9.

    I may try statting out the mob at a later date or someone else can try doing it. What do you think?

    Last edited by Debihuman; 2009-12-29 at 09:41 AM. Reason: Completed (I think)
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
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