Animate Dead Monsters
(Necromantic)


L^: c5
-
R#: 1"
-
D^: P
C^: v.s.m
-
CT: 7s
-
S^: None
A^: Special
-
!@@
-
!##

Effect: This spell enables the caster to animate 1
humanoid or semi-humanoid skeleton or corpse for every 2 levels of
experience which he or she has attained. The dweomer animates the
remains and empowers the caster to give commands. Direct commands
or instructions of up to about 12 words in length will be obeyed
by the skeletons or zombies animated (cf. animate dead spell). Monster
types which can be animated by this spell include but are not limited
to: apes (carnivorous and giant), bugbears, ettins, giants (all
varieties), ogres, and trolls (all varieties). In general, the remains must
be of bipedal monsters of more than 3 hit dice and with endoskeletons
similar to those of humans, except in size (which must be greater than
7’ height). Corpses animated by this spell are treated either as monster
zombies (see Monster Manual II), or else as normal (living) creatures
of the same form if that creature type normally has less than 6
hit dice. Skeletons animated by this spell are treated as monsters of
half the hit dice (rounded up) of the normal sort. Animated monsters
of either type receive their normal physical attacks, but have no special
attacks or defenses other than those typically possessed by monster zombies or skeletons.

MC: The cleric’s holy/unholy symbol and a small specimen of the type of
creature which is to be animated.
 

Q: What is the ?small specimen?
required for the fifth-level animate
dead monsters spell?
A: The ?small specimen? is the same as the
material component for an animate dead
spell. That is: a drop of blood, a piece of
flesh, and a pinch of bone powder or
shard of bone from the type of creature to
be animated. This material component is
consumed in the casting of the spell.
(145.12)
 
 







*template***template*