Afflicted Zombie Parts: 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 = Afflicted Zombie Parts


[[Image:Zombie_Parts_2.png|384px|right|xx]]
| Image = Zombie_Parts_2.png
== Afflicted Zombie Parts (Minion Role; CR 4) ==
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->
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. Afflicted Zombie parts are lingering chunks of Corrupted 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 glob 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 4 Corrupted Zombie is reduced to zero or fewer hit points, it spawns a single Afflicted Zombie Part minion in its place, continuing its relentless pursuit of murder. Afflicted Zombie parts can also be encountered in small packs, perhaps all originating from a few Corrupted Zombies that were recently defeated and left for dead.
| Role = Minion
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->


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.
| Description = 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. Afflicted Zombie parts are lingering chunks of Corrupted 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 glob 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 4 Corrupted Zombie is reduced to zero or fewer hit points, it spawns a single Afflicted Zombie Part minion in its place, continuing its relentless pursuit of murder. Afflicted Zombie parts can also be encountered in small packs, perhaps all originating from a few Corrupted Zombies that were recently defeated and left for dead.


=== GENERAL ===
: 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.
'''CR''' 4  '''Hit Dice''' 5


'''XP''' A single Afflicted Zombie Part is worth 400 xp, while a pack of four Afflicted Zombie Parts is worth 1,200 xp. (Minion role included)
| Alignment = Chaotic Evil
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->


CE Small Undead
| Size = Small
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->


'''Init''' +2; '''Senses''' [[Darkvision]] 60 ft., [[Lifesense]] 30 ft., Perception +6
| Type = Undead
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->


| Subtype =
  <!--If any-->


=== DEFENSE ===
| NudgeInit =  
'''AC''' 20, '''touch''' 13, '''flat-footed''' 17 (+4 armor, +3 dex, +3 natural, +0 deflection)
  <!--CR 4 INITIATIVE = +2 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''hp''' 1 (Special; see below) (Minion role included)
| Senses = [[Darkvision]] 60 ft., [[Lifesense]] 30 ft.
  <!--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]]          -->


'''Fort''' +7, '''Ref''' +3, '''Will''' +3
| NudgePerception =
  <!--CR 4 PERCEPTION = +6 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


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


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


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


'''Immunities:'''
| NudgeHitPoints =
:* disease, poison, ability damage, ability drain, energy drain
  <!--CR 4 HIT POINTS = 50 -->
:* death effects, necromancy effects, sleep effects
  <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->
:* 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  -->


=== OFFENSE ===
| Fort = S
'''Speed''' 20 ft.
| 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-->


'''Space / Reach:'''  5 ft. / 5 ft.
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Single Melee''' Bite +8 (1d8+4/x2)
| SR =
  <!--Values: Y (for Yes), or leave blank-->


'''Full Melee''' Bite +8 (1d8+4/x2), 2x Claws +8 (1d6+1/x2)
| NudgeSR =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Ranged''' Hurl Offal +8 (1d8+4/x2 Negative energy damage) plus Offal Splatter, , range increment 20 feet 
| SpecialDefenses =
  <!--Put any DR or ER values here-->


'''Special Attacks''' Offal Splatter
| StrongAgainst =
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->


'''Action Points''' 0
| WeakAgainst =
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->


| 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]]            -->


=== STATISTICS ===
| NudgeReach =  
'''Str''' 16, '''Dex''' 13, '''Con''' -, '''Int''' 4, '''Wis''' 12, '''Cha''' 14
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->


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


'''Feats''' -


'''Skills''' Stealth +6
<!--  GENERAL ATTACK INFORMATION  -->


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


| MultipliedDamageType =
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->


=== SPECIAL ABILITIES ===
| IgnoreSecondary =  
; One Hit Point
  <!--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)-->
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 their 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.


Autohit spells (no to-hit roll, no save, such as Magic Missile, Fireball or the Fog spells) are are counted as attacks which automatically miss.  However, a minion which successfully mitigates four attacks because of misses, successful saves, or ridiculous defenses, still dies after four such misses.  As a result, three magic missiles have no effect, but the fourth one always kills a minion.  This works for all 'no-die-roll' automatic damage, so a minion hanging out in an Acid Fog cloud is fine until the fourth round, when it dies.  However, making a caster level check to overcome a Minion's SR is NOT counted as a successful roll against a minion.  Minions with SR are even more resistant to spells than minions without SR.




; Sense Life (Su)
<!--  PRIMARY ATTACK INFORMATION  -->
Afflicted zombie parts can sense life within 30 feet, and once detected, are unshakably persistent stalkers.


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


; Hurl Offal (Sp)
| PriAtkNotes =
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.  
  <!--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-->


; Offal Splatter (Su)
| PriAtkVSTouchAC =
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 (though it has no effect on minions, since they have only 1 hit point.)
  <!--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 =  
A single Afflicted zombie part has treasure with a sell value of approximately 281 gp.  A pack of four Afflicted Zombie Parts has treasure with a sell value of approximately 1,125 gp. (Minion role included)
  <!--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 ===
 
Afflicted zombie parts 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.  Afflicted zombie parts 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.
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| 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 = Sense Life
 
| 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 = Afflicted zombie parts can sense life within 30 feet, and once detected, are unshakably persistent stalkers.
  <!--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 = Afflicted Zombie Parts seethes with vile negative energy, causing its flesh to swell and weep from rents within its skin. This flesh is torn loose by the Afflicted Zombie Parts and hot, wet clumps are hurled, dripping and vile, in combat.  Using Hurl Offal never provokes attacks of opportunity, even if the Afflicted Zombie Parts are in melee.  Hurl Offal has a range increment of 20 feet.  Note that the Afflicted Zombie Parts 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 (though it has no effect on minions, since they have only 1 hit point.)
  <!--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 =
 
| Ability-4-Type =
  <!--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 =
  <!--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 = Afflicted zombie parts 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.  Afflicted zombie parts 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 =
 
 
}}

Revision as of 22:59, 23 June 2016

Afflicted Zombie Parts (MinionCR 4)

Chaotic Evil - Small - Undead
Lore: Know (Religion)
8 23
Basic DC Full DC
Initiative
Initiative Icon 2.png
8
Perception:
17 +7
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
1 0 6
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +7
Refl: +2
Will: +2

Strong Against:

Weak Against:

Offense

Size: Small
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+1/x2)
    as undefined damage typeExpression error: Unexpected < operator.

Full Attack (Melee):

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

Standard Attack (Ranged):

  • 1x Hurl Offal +7 (1d10+1/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

Sense Life (Su)

Afflicted zombie parts can sense life within 30 feet, and once detected, are unshakably persistent stalkers.

Hurl Offal (Su)

Afflicted Zombie Parts seethes with vile negative energy, causing its flesh to swell and weep from rents within its skin. This flesh is torn loose by the Afflicted Zombie Parts and hot, wet clumps are hurled, dripping and vile, in combat. Using Hurl Offal never provokes attacks of opportunity, even if the Afflicted Zombie Parts are in melee. Hurl Offal has a range increment of 20 feet. Note that the Afflicted Zombie Parts 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 (though it has no effect on minions, since they have only 1 hit point.)

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.

Afflicted Zombie Parts

Afflicted 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. Afflicted Zombie parts are lingering chunks of Corrupted 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 glob 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 4 Corrupted Zombie is reduced to zero or fewer hit points, it spawns a single Afflicted Zombie Part minion in its place, continuing its relentless pursuit of murder. Afflicted Zombie parts can also be encountered in small packs, perhaps all originating from a few Corrupted 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

Afflicted zombie parts 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. Afflicted zombie parts 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

Rewards

XP: 300 (Minion role included.)

Treasure: Sellable Goods worth 297 gp.

Weight: 10 lbs.     Volume: 0.4 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)