Zombie Parts: Difference between revisions
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Revision as of 16:22, 19 January 2021
Zombie Parts (Minion; CR 2)
Pure Evil - Small - Undead |
---|
Lore: | Know (Religion) | ||
4 | 19 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
13 | +3 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
- Standard Senses
- Darkvision 60 ft.
- Lifesense 30 ft.
Movement Types:
- Walk 25 ft.
Defense
AC |
Man Def |
Monster Health | ||
1 | 0 | 3 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +1 |
Refl: | +0 |
Will: | +5 |
Strong Against:
- (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
- (Undead 1) Immune (no effect): diseases (infected, diseased, blighted), poisons (tainted, poisoned, blighted), ability damage (dilution, damage, drain), and essence damage (suppression, omission, destruction)
- (Undead 2) Immune (no effect): bleeds (bruised, bleed, ruptured), fatigued, exhausted
- (Undead 3) Immune (no effect): magical sleep (drowsy, sluggish, asleep), paralyzed, stunned
- (Undead 4) Immune (no effect): any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
Offense
Standard Attack (Melee):
- 1x Bite +4 (1d6/x2)
as crushing (physical, common)
diseased bite
Full Attack (Melee):
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
17 |
STR |
14 |
DEX |
Expression error: Unrecognized punctuation character "&". |
CON |
Expression error: Unrecognized punctuation character "&". |
INT |
10 |
WIS |
10 |
CHA |
Special Abilities
Sense Life (Su) |
Zombie Parts can sense life within 30 feet, and once detected, are unshakably persistent stalkers. This sense exists even if the zombie parts lack a head or other discernible sensory organs. The very flesh of a zombie is eager to terminate all life it can get within its grasp. |
Diseased Bite (Su) |
Any time a creature is bitten by a zombie, there is a chance it will contract a disease:
|
Packed Like Sardines (Ex; Minion Role) Always On |
Minions are able to fight effectively in close quarters with one another. As a result, up to two minions may occupy the same space without penalty as long as they are both the same size. |
Buffs and Heals (Ex; Minion Role) Always On |
Minions never gain temp hit points or healing, although both count as a buff. If a minion receives any buff, at all, it gains a +2 untyped bonus to their Armor Class and a +2 untyped bonus on all saving throws. This is instead of the normal effects of the buff. Buffs on minions never stack. The duration of any buff is equal to the normal duration of the buff. Any buff on a Minion is treated as a Condition, and can be overwritten by any other condition in the rare case where applying that condition doesn't kill the minion. |
One Hit Point (Ex; Minion Role) Always On |
Minions only have 1 hit point, but it is special. Killing a minion requires either the attacker to succeed on a to-hit roll, or the minion to fail on a saving throw roll. Even then, if the minion is able to successfully mitigate all of the damage with its defenses (such as DR or ER), they live anyway. Minions NEVER take damage from misses or from a successful saving throw against a spell or effect, even of that spell or effect would normally deal partial damage on a successful save.
Always-hit spells (which have no to-hit roll, and no save, such as Magic Missile or the Fog spells) are counted as spells which allow a save. If the save is failed, the minion dies. If the save is successful, the minion lives. Unless the spell or effect specifies otherwise, the saving throw is resolved against the minion's strongest save. Note that making a caster level check to overcome a Minion's SR (if any) is NOT counted as a successful roll against a minion and can never kill it. |
Zombie Parts
This creature possesses the Minion role, and therefore counts as 0.25 monsters for purposes of encounter size, XP award, and treasure.Zombies are compelled to seek out and exterminate life wherever they find it. They do this by tearing, chewing and clawing what living things they find to death, spreading zombie rot as they go. But often times, life fights back. Zombie parts are those zombies which have had a rough time of things, but haven't given up their quest to quench all life from the world. These undead things can be any chunk of zombie flesh capable of rudimentary locomotion and some means of attacking. This means zombie parts are anything from a crawling hand, to a zombie that was cut in half at the torso (either half is a good zombie part, really). For game purposes, a zombie part is always treated as being capable of biting and clawing an enemy, and its actual features and description are purely illustrative.- When a normal CR 2 Zombie is reduced to zero or fewer hit points, it spawns a single Zombie Part minion in its place, continuing its relentless pursuit of murder. Zombie parts can also be encountered in small packs, perhaps all originating from a few zombies that were recently defeated and left for dead.
- Minions are typically encountered in larger numbers than a single opponent. Four minions are equal to a single creature of the same CR for purposes of creating encounters. This means that a typical party of 5 adventurers could encounter 20 minions as a single equal-CR encounter.
Combat Tactics
Much like fully intact zombies, zombie parts use the tactic "get 'em". Zombie parts are mindless and will always attack the nearest living creature or the creature that most recently attacked them. If a quarry runs from them, they will chase them until they catch them, or until a new living creature is closer to them than their quarry. Zombie parts will chase prey forever, since they are immortal and really have nothing better to do. If they've defeated all prey they've sensed, they will shamble aimlessly until they detect new prey.
- Zombie parts do not need eat, sleep or breathe.
Out of Combat
Rewards
XP: 150 (Minion role included.)
Treasure: Sellable Goods worth 125 gp.
- Weight: 5 lbs. Volume: 0.2 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |