Corrupted Zombie: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
| CR = 4
[[Category:CR 4]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| MonsterName = Corrupted Zombie


[[Image:Corrupted_Zombie.png|384px|right|xx]]
| Image = Corrupted_Zombie.png
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->


== Corrupted Zombie (CR 4) ==
| Role =  
Most zombies are shambling undead horrors which mindlessly seek the flesh of the living.  But a large minority of zombies develop into far worse things, their undead flesh warping and corrupting with negative power and stinking corruption. 
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->


Of these greater types of zombies, one of the most common is the Corrupted ZombieThe hideous contagion seething in its flesh lends it much greater vigor than lesser zombies, and the bulging, oozing tissue that seeps from the wounds upon its form provide a ready supply of ammunition for its disgusting attacks.
| Description = Most zombies are shambling undead horrors which mindlessly seek the flesh of the livingBut a large minority of zombies develop into far worse things, their undead flesh warping and corrupting with negative power and stinking corruption.


: Of these greater types of zombies, one of the most common is the Corrupted Zombie.  The hideous contagion seething in its flesh lends it much greater vigor than lesser zombies, and the bulging, oozing tissue that seeps from the wounds upon its form provide a ready supply of ammunition for its disgusting attacks.


=== GENERAL ===
| Alignment = Chaotic Evil
'''CR''' 4  '''Hit Dice''' 5
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->


'''XP''' 1,200
| Size = Medium
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->


CE Medium Undead
| Type = Undead
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->


'''Init''' +2; '''Senses''' [[Darkvision]] 60 ft, [[Lifesense]] 30 ft., Perception +11
| Subtype =
  <!--If any-->


| NudgeInit =
  <!--CR 4 INITIATIVE = +2 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


=== DEFENSE ===
| Senses = [[Darkvision]] 60 ft., [[Lifesense]] 30 ft.
'''AC''' 20, '''touch''' 13, '''flat-footed''' 17 (+4 armor, +3 dex, +3 natural, +0 deflection)
  <!--List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!-- [[Standard Vision]], [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]    -->
  <!-- [[Standard Hearing]], [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]] -->
  <!-- [[Standard Scent]], [[Scent]], [[Keen Scent]], [[Perfect Scent]]            -->
  <!-- [[Tremorsense]], [[Blindsense]], [[Lifesense]]          -->


'''hp''' 50
| NudgePerception = 5
  <!--CR 4 PERCEPTION = +6 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


'''Fort''' +7, '''Ref''' +3, '''Will''' +3
| NudgeAC =
  <!--CR 4 AC = 20 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Aura:''' -
| NudgeTouchAC =
  <!--CR 4 TOUCH AC = 13 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''SR:''' -
| NudgeFFAC =
  <!--CR 4 FLAT-FOOTED AC = 17 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Special Defenses:''' Immortal (see below)
| NudgeHitPoints =
  <!--CR 4 HIT POINTS = 50 -->
  <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->


'''Immunities:'''
:* disease, poison, ability damage, ability drain, energy drain
:* death effects, necromancy effects, sleep effects
:* nonlethal damage
:* paralysis, stunning, fatigue, exhaustion
:* any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)


'''Weaknesses:''' Cannot heal damage on its own (if it has no Int), but healed by negative energy.
<!--  SAVING THROWS  -->


| Fort = S
| Refl =
| Will =
  <!--CR 4 STRONG SAVE = +7; WEAK SAVE = +3 -->
  <!--Values: "S" (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->


=== OFFENSE ===
| NudgeFort =  
'''Speed''' 20 ft.
| NudgeRefl =  
| NudgeWill =  
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Space / Reach:'''  5 ft. / 5 ft.
| SR =
  <!--Values: Y (for Yes), or leave blank-->


'''Single Melee''' Bite +8 (1d8+4/x2)
| NudgeSR =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Full Melee''' Bite +8 (1d8+4/x2), 2x Claws +8 (1d6+1/x2)
| SpecialDefenses =
  <!--Put any DR or ER values here-->


'''Ranged''' Hurl Offal +8 (1d8+4/x2 Negative energy damage) plus Offal Splatter, , range increment 20 feet
| StrongAgainst =
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->


'''Special Attacks''' Offal Splatter
| WeakAgainst =
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->


'''Action Points''' 0
| MoveTypes = Walk 20 ft.
  <!--List the move type and distance (in feet). (E.g. "[[Jet]] 60 ft.") -->
  <!-- [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!-- [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!-- [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!-- [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!-- [[Lesser Teleport]], [[Greater Teleport]]            -->


| NudgeReach =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->


=== STATISTICS ===
'''Str''' 16, '''Dex''' 13, '''Con''' -, '''Int''' 4, '''Wis''' 12, '''Cha''' 14


'''Base Atk''' +4; '''CMB''' +7; '''CMD''' 18


'''Feats''' -
<!--  GENERAL ATTACK INFORMATION  -->


'''Skills''' Stealth +6
| MeleeOrNatural = Natural
  <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->


'''Languages''' none
| MultipliedDamageType =
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->


| IgnoreSecondary =
  <!--Values: "Y" to hide, or leave blank to show; Hides all information about a secondary attack, in the event that the monster doesn't have one (e.g. swarms)-->


=== SPECIAL ABILITIES ===
; Weak Lifesense (Su)
A corrupted zombie can sense life within 30 feet, and once detected, are unshakably persistent stalkers.  This sense grants them a bonus to their Perception checks equal to their hit dice (+5; already included), and allows them to ignore invisibility, though they must still roll perception to detect stealthed creatures.  If they detect a stealthed creature, that creature still gets partial concealment (20% miss chance) against the zombie's attacks.




; Hurl Offal (Sp)
<!-- PRIMARY ATTACK INFORMATION -->
A Corrupted Zombie seethes with vile negative energy, causing its flesh to swell and weep from rents within its skin. This flesh is torn loose by the Corrupted Zombie and hot, wet clumps are hurled, dripping and vile, in combat. Using Hurl Offal never provokes attacks of opportunity, even if the Corrupted Zombie is in melee. Hurl Offal has a range increment of 20 feet.  Note that the Corrupted Zombie may not use Hurl Offal as an opportunity attack; instead it uses its Bite attack for threatening, flanks, and attacks of opportunity.


| PriAtkName = Bite
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->


; Offal Splatter (Su)
| PriAtkNotes =
When a Corrupted Zombie uses its Hurl Offal ranged attack and successfully hits, all creatures adjacent to the space of the targeted enemy are subject to Offal Splatter. This is similar to splash damage in that it does a flat 4 points of damage and allows a Reflex save vs a DC of 13 to take half damage. Note that this is negative energy damage, and as such, will heal undead and other creatures healed by negative energy.
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->


| PriAtkNotes-FullAtkOnly =
  <!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank-->


; Relentless Hunger (Ex)
| PriAtkVSTouchAC =
When a Corrupted Zombie is reduced to zero or fewer hit points, instead of dying, he is replaced with a single [[Zombie Parts, Afflicted (Minion Role)|Afflicted Zombie Parts]] minion.  This is to represent that the largest still-intact bit of the zombie continues to seek to extinguish all life from the world.  When the minion is slain, the zombie is dead (but see "Immortal" in the Out of Combat section, below).  Note that players should receive XP and treasure for killing both the zombie and the [[Zombie Parts (Minion Role)|Zombie Parts]] minion, assuming they successfully slay both.
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->


| PriAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->


=== TREASURE ===
| NudgePriToHit =  
sell value of approximately 1,125 gp
  <!--CR 4 PRIMARY TO-HIT = +8 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgePriDamage =
  <!--CR 4 PRIMARY NATURAL DAMAGE = 1d8+4 -->
  <!--CR 4 PRIMARY MELEE DAMAGE = 1d8+4 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


=== COMBAT TACTICS ===
Corrupted zombies are simple creatures.  They always use Hurl Offal, even in melee, pulling out and throwing disgusting lumpy wads of their own vile tissue.  This simple tactic serves them well, as they are deadly against the living at range, and in melee their Offal Splatter helps heal them and keep them in the fight.  Corrupted Zombies are not quite perfectly mindless, and if they encounter a foe who is immune to or helped by their negative energy attacks they will switch to biting or clawing attacks.




=== OUT OF COMBAT ===
<!--  SECONDARY ATTACK INFORMATION  -->
; Immortal (Su)
 
Corrupted Zombies cannot be killed through normal means. However, zombies may lie shattered and dormant after being defeated for months or even years before their bodies recompose and they once again rise to seek and consume the flesh of the living.  A [http://www.d20pfsrd.com/magic/all-spells/s/sanctify-corpse sanctify corpse], [http://www.d20pfsrd.com/magic/all-spells/c/consecrate consecrate] or [http://www.d20pfsrd.com/magic/all-spells/g/gentle-repose gentle repose] spell will add a year and a day to the time it takes for a zombie to re-compose.  A [http://www.d20pfsrd.com/magic/all-spells/r/resurrection resurrection] spell will bring the person associated with the zombie's corpse back to life, destroying the necromantic bond on its corpse.
| SecAtkName = Claw
  <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
 
| SecAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| SecAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| SecAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeSecToHit =
  <!--CR 4 SECONDARY TO-HIT = +8 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSecDamage =
  <!--CR 4 SECONDARY NATURAL DAMAGE = 1d6+1 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
 
| TerAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| TerAtkNotes-FullAtkOnly =
  <!--use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank-->
 
| TerAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| TerAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeTerToHit =
  <!--CR 4 TERTIARY TO-HIT = +8 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTerDamage =
  <!--CR 4 TERTIARY NATURAL DAMAGE = 1d8+4 -->
  <!--CR 4 TERTIARY MELEE DAMAGE = 1d8+4 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
 
| QuaAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| QuaAtkNotes-FullAtkOnly =
  <!--use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank-->
 
| QuaAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| QuaAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeQuaToHit =
  <!--CR 4 QUATERNARY TO-HIT = +8 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeQuaDamage =
  <!--CR 4 QUATERNARY NATURAL DAMAGE = 1d6+1 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName = Hurl Offal
  <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
 
| HasRangedFullAttack =
  <!--Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkNotes = as negative energy, plus Offal Splatter (Increment: 20 ft.; Max Range: 100 ft.)
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| RangedAtkNotes-FullAtkOnly =
  <!--use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank-->
 
| RangedAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeRangedToHit =
  <!--CR 4 RANGED TO-HIT = +8 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeRangedDamage =
  <!--CR 4 RANGED DAMAGE = 1d8+4 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  ABILITY SCORES  -->
| Str = 16
| Dex = 13
| Con = -
| Int = 4
| Wis = 12
| Cha = 14
 
| NudgeCMB =
  <!--CR 4 CMB = +7 -->
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
 
| NudgeCMD =
  <!--CR 4 CMD = 18 -->
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->
 
 
<!--  FEATS  -->
 
| Feat1 =
| Feat2 =
| Feat3 =
| Feat4 =
  <!--Just the feat name; will be autolinked, and ShortDesc added-->
 
 
<!--  SKILLS  -->
 
| Skill1 = Stealth
| Skill2 =
| Skill3 =
| Skill4 =
 
| NudgeSkill1 =
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
  <!--CR 4 SKILLS = +6 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
  <!--Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass")-->
 
 
<!--  LANGUAGES  -->
 
| Languages =
  <!--Comma-separated list-->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder2 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder3 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder4 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Lifesense
 
| Ability-1-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-1-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
 
| Ability-1-Description = A corrupted zombie can sense life within 30 feet, and once detected, are unshakably persistent stalkers.  This sense grants them a bonus to their Perception checks equal to their hit dice (+5; already included), and allows them to ignore invisibility, though they must still roll perception to detect stealthed creatures.  If they detect an invisible creature, that creature gets only partial concealment (20% miss chance) against the zombie's attacks.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special1ToHit}}      To-Hit      @ CR 4 = +8
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 4 = +4
        {{#var:Special1SaveDC}}      Save DC      @ CR 4 = 13
        {{#var:Special1StandardDmg}} Std Damage  @ CR 4 = 2d6+1
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 4 = 1d6
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
    -->
 
| NudgeAbility1ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility1StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Hurl Offal
 
| Ability-2-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = A Corrupted Zombie seethes with vile negative energy, causing its flesh to swell and weep from rents within its skin. This flesh is torn loose by the Corrupted Zombie and hot, wet clumps are hurled, dripping and vile, in combat.  Using Hurl Offal never provokes attacks of opportunity, even if the Corrupted Zombie is in melee.  Hurl Offal has a range increment of 20 feet.  Note that the Corrupted Zombie may not use Hurl Offal as an opportunity attack; instead it uses its Bite attack for threatening, flanks, and attacks of opportunity.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}      To-Hit      @ CR 4 = +8
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 4 = +4
        {{#var:Special2SaveDC}}      Save DC      @ CR 4 = 13
        {{#var:Special2StandardDmg}} Std Damage  @ CR 4 = 2d6+1
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 4 = 1d6
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
    -->
 
| NudgeAbility2ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name = Offal Splatter
 
| Ability-3-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description = When a Corrupted Zombie uses its Hurl Offal ranged attack and successfully hits, all creatures adjacent to the space of the targeted enemy are subject to Offal Splatter.  This is similar to splash damage in that it does a flat 5 points of damage and allows a Reflex save vs a DC of {{#var:Special3SaveDC}} to take half damage.  Note that this is negative energy damage, and as such, will heal undead and other creatures healed by negative energy.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}      To-Hit      @ CR 4 = +8
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 4 = +4
        {{#var:Special3SaveDC}}      Save DC      @ CR 4 = 13
        {{#var:Special3StandardDmg}} Std Damage  @ CR 4 = 2d6+1
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 4 = 1d6
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
    -->
 
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name = Relentless Hunger
 
| Ability-4-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description = When a Corrupted Zombie is reduced to zero or fewer hit points, instead of dying, he is replaced with a single [[Zombie Parts, Afflicted (Minion Role)]].  This is to represent that the largest still-intact bit of the zombie continues to seek to extinguish all life from the world.  When the minion is slain, the zombie is dead (but see "Immortal" in the Out of Combat section, below).  Note that players should receive XP and treasure for killing both the zombie and the [[Zombie Parts (Minion Role)|Zombie Parts]] minion, assuming they successfully slay both.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}      To-Hit      @ CR 4 = +8
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 4 = +4
        {{#var:Special4SaveDC}}      Save DC      @ CR 4 = 13
        {{#var:Special4StandardDmg}} Std Damage  @ CR 4 = 2d6+1
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 4 = 1d6
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
    -->
 
| NudgeAbility4ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}      To-Hit      @ CR 4 = +8
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 4 = +4
        {{#var:Special5SaveDC}}      Save DC      @ CR 4 = 13
        {{#var:Special5StandardDmg}} Std Damage  @ CR 4 = 2d6+1
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 4 = 1d6
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
    -->
 
| NudgeAbility5ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}      To-Hit      @ CR 4 = +8
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 4 = +4
        {{#var:Special6SaveDC}}      Save DC      @ CR 4 = 13
        {{#var:Special6StandardDmg}} Std Damage  @ CR 4 = 2d6+1
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 4 = 1d6
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
    -->
 
| NudgeAbility6ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}      To-Hit      @ CR 4 = +8
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 4 = +4
        {{#var:Special7SaveDC}}      Save DC      @ CR 4 = 13
        {{#var:Special7StandardDmg}} Std Damage  @ CR 4 = 2d6+1
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 4 = 1d6
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
    -->
 
| NudgeAbility7ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =  
 
| Ability-8-Type =  
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}      To-Hit      @ CR 4 = +8
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 4 = +4
        {{#var:Special8SaveDC}}      Save DC      @ CR 4 = 13
        {{#var:Special8StandardDmg}} Std Damage  @ CR 4 = 2d6+1
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 4 = 1d6
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
    -->
 
| NudgeAbility8ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =  
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =  
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =  
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special9ToHit}}      To-Hit      @ CR 4 = +8
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 4 = +4
        {{#var:Special9SaveDC}}      Save DC      @ CR 4 = 13
        {{#var:Special9StandardDmg}} Std Damage  @ CR 4 = 2d6+1
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 4 = 1d6
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
    -->
 
| NudgeAbility9ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = Corrupted zombies are simple creatures.  They always use Hurl Offal, even in melee, pulling out and throwing disgusting lumpy wads of their own vile tissue.  This simple tactic serves them well, as they are deadly against the living at range, and in melee their Offal Splatter helps heal them and keep them in the fight.  Corrupted Zombies are not quite perfectly mindless, and if they encounter a foe who is immune to or helped by their negative energy attacks they will switch to biting or clawing attacks.
 
 
 
<!--  OUT OF COMBAT  -->
 
| OutOfCombat = '''Immortal (Su)'''
Corrupted Zombies cannot be killed through normal means. However, zombies may lie shattered and dormant after being defeated for months or even years before their bodies recompose and they once again rise to seek and consume the flesh of the living.  [[Sanctify Corpse (Spell)]], [[Consecrate (Spell)]] or [[Gentle Repose (Spell)]] will add a year and a day to the time it takes for a zombie to re-compose.  [[Resurrection (Spell)]] will bring the person associated with the zombie's corpse back to life, destroying the necromantic bond on its corpse.
 
 
 
}}

Revision as of 22:53, 23 June 2016

Corrupted Zombie (CR 4)

Chaotic Evil - Medium - Undead
Lore: Know (Religion)
8 23
Basic DC Full DC
Initiative
Initiative Icon 2.png
7
Perception:
22 +12
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
20
Man Def
Shield Icon 3.png
19
Monster Health
61 30 6
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +7
Refl: +2
Will: +2

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+7
Sword Icon 3.png
Man Off
+7
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Bite +7 (1d10+4/x2)
    as undefined damage typeExpression error: Unexpected < operator.

Full Attack (Melee):

  • 1x Bite +7 (1d10+4/x2)
    as undefined damage typeExpression error: Unexpected < operator.

Standard Attack (Ranged):

  • 1x Hurl Offal +7 (1d10+4/x2)
    as undefined damage type

    as negative energy, plus Offal Splatter (Increment: 20 ft.; Max Range: 100 ft.)

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

16
STR
13
DEX
CON
4
INT
12
WIS
14
CHA

Skills:

Languages:

Feats:

Special Abilities

Lifesense (Su)

A corrupted zombie can sense life within 30 feet, and once detected, are unshakably persistent stalkers. This sense grants them a bonus to their Perception checks equal to their hit dice (+5; already included), and allows them to ignore invisibility, though they must still roll perception to detect stealthed creatures. If they detect an invisible creature, that creature gets only partial concealment (20% miss chance) against the zombie's attacks.

Hurl Offal (Su)

A Corrupted Zombie seethes with vile negative energy, causing its flesh to swell and weep from rents within its skin. This flesh is torn loose by the Corrupted Zombie and hot, wet clumps are hurled, dripping and vile, in combat. Using Hurl Offal never provokes attacks of opportunity, even if the Corrupted Zombie is in melee. Hurl Offal has a range increment of 20 feet. Note that the Corrupted Zombie may not use Hurl Offal as an opportunity attack; instead it uses its Bite attack for threatening, flanks, and attacks of opportunity.

Offal Splatter (Su)

When a Corrupted Zombie uses its Hurl Offal ranged attack and successfully hits, all creatures adjacent to the space of the targeted enemy are subject to Offal Splatter. This is similar to splash damage in that it does a flat 5 points of damage and allows a Reflex save vs a DC of to take half damage. Note that this is negative energy damage, and as such, will heal undead and other creatures healed by negative energy.

Relentless Hunger (Ex)

When a Corrupted Zombie is reduced to zero or fewer hit points, instead of dying, he is replaced with a single Zombie Parts, Afflicted (Minion Role). This is to represent that the largest still-intact bit of the zombie continues to seek to extinguish all life from the world. When the minion is slain, the zombie is dead (but see "Immortal" in the Out of Combat section, below). Note that players should receive XP and treasure for killing both the zombie and the Zombie Parts minion, assuming they successfully slay both.

Corrupted Zombie

Corrupted Zombie

Most zombies are shambling undead horrors which mindlessly seek the flesh of the living. But a large minority of zombies develop into far worse things, their undead flesh warping and corrupting with negative power and stinking corruption.

Of these greater types of zombies, one of the most common is the Corrupted Zombie. The hideous contagion seething in its flesh lends it much greater vigor than lesser zombies, and the bulging, oozing tissue that seeps from the wounds upon its form provide a ready supply of ammunition for its disgusting attacks.

Combat Tactics

Corrupted zombies are simple creatures. They always use Hurl Offal, even in melee, pulling out and throwing disgusting lumpy wads of their own vile tissue. This simple tactic serves them well, as they are deadly against the living at range, and in melee their Offal Splatter helps heal them and keep them in the fight. Corrupted Zombies are not quite perfectly mindless, and if they encounter a foe who is immune to or helped by their negative energy attacks they will switch to biting or clawing attacks.

Out of Combat

Immortal (Su) Corrupted Zombies cannot be killed through normal means. However, zombies may lie shattered and dormant after being defeated for months or even years before their bodies recompose and they once again rise to seek and consume the flesh of the living. Sanctify Corpse (Spell), Consecrate (Spell) or Gentle Repose (Spell) will add a year and a day to the time it takes for a zombie to re-compose. Resurrection (Spell) will bring the person associated with the zombie's corpse back to life, destroying the necromantic bond on its corpse.

Rewards

XP: 1,200

Treasure: Sellable Goods worth 1,188 gp.

Weight: 40 lbs.     Volume: 1.6 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)