Most undead should be crittable, right? The zombie movies and Buffy episodes have shown us lucky headshots and the stake through the heart of a golem, but most undead don’t have such lucky areas. Critic-immunes are bad for rogues, who are built for fast strikes and good damage. Golem and Incorporeal creatures are a bad example. It’s not fun to be useless for the entire encounter.
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Incorporeal creatures
Incorporeal creatures have no natural armor bonus, but they have a deflection bonus equal to their Charisma modifier, which is always at least one. Because they have no weight, incorporeal creatures cannot be grappled or tripped. Their movement speed is full even when they cannot see. If they cannot see you, they will move in a straight line. Therefore, they have total cover when attacking.
Incorporeal creatures can use incorporeal equipment. These items lose their incorporeal quality when they are relinquished. If they are weapons, the projectiles from incorporeal weapons become corporeal after firing. Likewise, incorporeal weapons and spells affect corporeal targets as they normally do. These abilities can greatly enhance your combat abilities, but they require a high level of skill to use them.
Unbreathing creatures
If you’re wondering how to make the unbreathing undead more difficult to kill, you can use the adjust! value. This will prevent zombies from suffering critical hits from blunt weapons and will allow you to hit them with arrows. You can also pierce the undead’s eyes to strike dead tissue. While undead characters are immune to critical hits, they have low hit points, so they’re easier to kill than statues.
When sneak attacking, mi-go deals extra damage. If successful, it cannot attack another target with a pincer. It can also use its bonus source to save a critical hit, and can move up to 5 feet. It also doesn’t need to breathe to extract a target’s brain. This attack requires a successful DC 14 Dexterity saving throw. Once the target is dead, the unbreathing undead can release a burst of acid spores. However, the attacker must make a DC 14 Dexterity saving throw to save from the mi-go’s attack.
Necromancers
While a necromancer has the advantage of being immune to critical hits on undead, he cannot critically hit the creatures he creates. While the spell creates undead, it still affects the living creatures around him. The undead suffer a retribution curse that enables them to deal 1d6 points of damage and heal themselves when destroyed.
While a necromancer can bring back the dead, they do not have the benefit of sneak attacks. Instead, a necromancer can only perform sneak attacks against living creatures. A necromancer cannot use sneak attacks against undead, constructs, oozes, plants, or incorporeal creatures. Using a sneak attack allows a necromancer to damage undead that are not immune to sneak attacks.
Psychopomps
Psychopomps are the shepherds and guardians of the dead. Their duty is to oversee the proper sorting of souls and protect them from supernatural predators. They wear masks and speak the Requian language, a somber, melodic, and slow language. They can hear the voices of the dead. Their opponents can only hear their voices if they can speak it. Psychopomps can sense the vital essence of living and undead creatures within 60 feet of them.
Goblinoids
Goblinoids are a race of humanoids that live off of raiding and hunting. They speak the language of Goblin. Their bodies change shape and position constantly, and they are immune to critical hits and other polymorph effects. They can recover from physical blindness and deafness by growing new sensory organs. While they are immune to critical hits, they can be targeted by spells. Goblinoids are a powerful class, and their abilities reflect their stealth.