Name | Human Zombie |
---|---|
Sorted Name | Human Zombie |
Family | Zombie |
Size and Type | Medium Undead |
Hit Dice Count | 2 |
Hit Dice | 2d8+3 (12 hp) |
Random Hit Points | 2d8+3 - 0 |
Initiative | +0 |
Speed | 30 ft. |
Armor Class | 12, touch 10, flat-footed 12 (+2 natural) |
Base Attack/Grapple | +1/+CMB: +4CMD: 14 |
Attack | slam +4 (1d6+4) |
Space/Reach | 5 ft./5 ft. |
Special Qualities | staggered, darkvision 60 ft.; |
Saves | Fort +0, Ref +0, Will +3 |
Abilities | Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10 |
Skills | Perception +0 |
Feats | ToughnessB |
Environment | any |
Challenge Rating | 1/2 |
Organization | any |
Treasure | none |
Alignment | NE |
Version | PRPG-O |
Sources | Pathfinder RPG (Open) |
Zombie, HumanThis walking corpse wears only a few soiled rags, its flesh rotting off its bones as it stumbles forward, arms outstretched.Human Zombie CR 1/2 XP 200NE Medium undeadInit +0; Senses darkvision 60 ft.; Perception +0DEFENSEAC 12, touch 10, flat-footed 12 (+2 natural)hp 12 (2d8+3)Fort +0, Ref +0, Will +3DR 5/slashing; Immune undead traitsOFFENSESpd 30 ft.Melee slam +4 (1d6+4)STATISTICSStr 17, Dex 10, Con -, Int -, Wis 10, Cha 10Base Atk +1; CMB +4; CMD 14Feats ToughnessBSQ staggeredECOLOGYEnvironment anyOrganization anyTreasure noneZombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. While the most commonly encountered zombies are slow and tough, others possess a variety of traits, allowing them to spread disease or move with increased speed. Zombies are unthinking automatons, and can do little more than follow orders. When left unattended, zombies tend to mill about in search of living creatures to slaughter and devour. Zombies attack until destroyed, having no regard for their own safety. Although capable of following orders, zombies are more often unleashed into an area with no command other than to kill living creatures. As a result, zombies are often encountered in packs, wandering around places the living frequent, looking for victims. Most zombies are created using animate dead. Such zombies are always of the standard type, unless the creator also casts haste or remove paralysis to create fast zombies, or contagion to create plague zombies. Creating a Zombie Challenge Rating: This depends on the creature's new total number of Hit Dice, as follows:
Type: The creature's type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here. Armor Class: Natural armor is based on the zombie's size:
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2. Defensive Abilities: Zombies lose their defensive abilities and gain all of the qualities and immunities granted by the undead type. Zombies gain DR 5/slashing. Speed: Winged zombies can still fly, but maneuverability drops to clumsy. If the base creature flew magically, so can the zombie. Retain all other movement types. Attacks: A zombie retains all the natural weapons, manufactured weapon attacks, and weapon prof iciencies of the base creature. It also gains a slam attack that deals damage based on the zombie's size, but as if it were one size category larger than its actual size (see pages 301-302). Special Attacks: A zombie retains none of the base creature's special attacks. Abilities: Str +2, Dex -2. A zombie has no Con or Int score, and its Wis and Cha become 10. BAB: A zombie's base attack is equal to 3/4 its Hit Dice. Skills: A zombie has no skill ranks. Feats: A zombie loses all feats possessed by the base creature, and does not gain feats as its Hit Dice increase, but it does gain Toughness as a bonus feat. Special Qualities: A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality. Staggered (Ex): Zombies have poor ref lexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action. Variant Zombies Fast Zombie Speed: Increase the base creature's land speed by 10 feet. Defensive Abilities: A fast zombie does not gain DR 5/ slashing. Special Attacks: A fast zombie gains the following special attack. Quick Strikes (Ex): Whenever a fast zombie takes a fullattack action, it can make one additional slam attack at its highest base attack bonus. Abilities: As a standard zombie, except its Dexterity is increased by 2 instead of reduced by 2. Special Qualities: A fast zombie does not gain the staggered special quality. Plague Zombie Defensive Abilities: A plague zombie does not gain DR 5/slashing. Special Attacks: A plague zombie gains the following special attacks. Death Burst (Ex): When a plague zombie dies, it explodes in a burst of decay. All creatures adjacent to the plague zombie are exposed to its plague as if struck by a slam attack and must make a Fortitude save or contract zombie rot. Disease (Su): The slam attack-as well as any other natural attacks-of a plague zombie carries the zombie rot disease. Zombie rot: slam; save Fort DC = 10 + 1/2 the zombie's Hit Dice + the zombie's Cha modifier; onset 1d4 days; frequency 1/day; effect 1d2 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Anyone who dies while infected rises as a plague zombie in 2d6 hours. |
Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
The Open content displayed above has been reproduced without permission from the copyright holder.
Attacks: slam +4 (1d6+4), or
feats: TOUGHNESSB, ,