Zombie Beast: Difference between revisions
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<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it --> | <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it --> | ||
| Ability-1-Description = Beast Zombies are amazingly fleet of foot. They will use this speed to race into combat using a [[charge]] maneuver. When they use Clumsy Charge they are considered flat-footed, and use their flat-footed Armor Class until the start of their next turn. If they hit, their target is automatically knocked [[Prone]]. Unfortunately, the | | Ability-1-Description = Beast Zombies are amazingly fleet of foot. They will use this speed to race into combat using a [[charge]] maneuver. When they use Clumsy Charge they are considered flat-footed, and use their flat-footed Armor Class until the start of their next turn. If they hit, in addition to dealing damage, their target is automatically knocked [[Prone]]. Unfortunately, the zombie beast also falls prone in an adjacent square. If the attack misses, neither the target nor the zombie beast falls prone. | ||
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| Ability-2-Description = Beast Zombies are clumsy but powerful things. As a full attack action, the zombie beast can stand up from [[Prone]], during which they thrash and flail mightily to gain their feet, throwing sharp hooves and claws and teeth in all directions. Any enemy creatures within 10 feet of their space are subject to the Thrashing Stand, a touch attack made at +{{#var:Special2TouchAttack}} to hit (includes | | Ability-2-Description = Beast Zombies are clumsy but powerful things. As a full attack action, the zombie beast can stand up from [[Prone]], during which they thrash and flail mightily to gain their feet, throwing sharp hooves and claws and teeth in all directions. Any enemy creatures within 10 feet of their space are subject to the Thrashing Stand, a touch attack made at +{{#var:Special2TouchAttack}} to hit (includes penalty due to being prone). If it hits, it deals {{#var:Special2StandardDmg}} physical damage. The thrashing attacks occur before the beast stands from prone, and any creature successfully struck by the Thrashing Stand is denied any opportunity attack that would normally have been provoked by the beast standing up from prone. | ||
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| Ability-3-Description = Any time a creature is bitten by a beast zombie, they must make a Fort save, DC {{#var:Special3SaveDC}}, or contract the Zombie Rot disease. | | Ability-3-Description = Any time a creature is bitten by a beast zombie, they must make a Fort save, DC {{#var:Special3SaveDC}}, or contract the Zombie Rot disease. | ||
{{Malady | |||
| Name = Zombie Rot | |||
| Intensity = Diseased | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = {{Ability-Dmg}} STR [[Ability Damage|damage]] per interval | |||
| Fruition = Death, and victim becomes a [[Zombie]] of the same CR as slain victim | |||
| F-Duration = permanent | |||
}} | |||
: There are no visible warning signs of the disease's fruition, other than the ongoing sickness, until the zombie begins trying to eat all his nearby friends. | : There are no visible warning signs of the disease's fruition, other than the ongoing sickness, until the zombie begins trying to eat all his nearby friends. |
Revision as of 18:12, 4 September 2018
Zombie Beast (CR 5)
Neutral Evil - Large - Undead |
---|
Lore: | Know (Religion) | ||
10 | 25 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
18 | +8 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
Defense
AC |
Man Def |
Monster Health | ||
74 | 37 | 7 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +8 |
Refl: | +3 |
Will: | +3 |
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 +8 (1d8+4/19-20 x2)
as crushing (physical, common)
plus Zombie Rot
Full Attack (Melee):
- 3x Bite +8 (1d8+4/19-20 x2)
as crushing (physical, common)
plus Zombie Rot
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
18 |
STR |
14 |
DEX |
Expression error: Unrecognized punctuation character "&". |
CON |
Expression error: Unrecognized punctuation character "&". |
INT |
10 |
WIS |
12 |
CHA |
Special Abilities
Clumsy Charge (Ex) |
Beast Zombies are amazingly fleet of foot. They will use this speed to race into combat using a charge maneuver. When they use Clumsy Charge they are considered flat-footed, and use their flat-footed Armor Class until the start of their next turn. If they hit, in addition to dealing damage, their target is automatically knocked Prone. Unfortunately, the zombie beast also falls prone in an adjacent square. If the attack misses, neither the target nor the zombie beast falls prone. |
Thrashing Stand (Ex) |
Beast Zombies are clumsy but powerful things. As a full attack action, the zombie beast can stand up from Prone, during which they thrash and flail mightily to gain their feet, throwing sharp hooves and claws and teeth in all directions. Any enemy creatures within 10 feet of their space are subject to the Thrashing Stand, a touch attack made at + to hit (includes penalty due to being prone). If it hits, it deals physical damage. The thrashing attacks occur before the beast stands from prone, and any creature successfully struck by the Thrashing Stand is denied any opportunity attack that would normally have been provoked by the beast standing up from prone. |
Zombie Rot (Su) |
Any time a creature is bitten by a beast zombie, they must make a Fort save, DC , or contract the Zombie Rot disease.
|
Zombie Beast
What happens when a pack of zombies stumbles upon a herd of cows on a farm?
- Yep. Zombie cows.
- Beast zombies represent the undead remains of various animals that are left behind in a zombie outbreak. They are all size Large, and represent such animals as cows, horses, donkeys, mules, pigs, deer, moose, caribou, etc, etc that may be pulled down and converted to undeath.
- Beast zombies tend to be less malevolent than humanoid zombies, but since they are larger, they are actually quite dangerous foes.
Combat Tactics
Beast zombies are mindless undead that have a compelling hatred of the living. Their tactics are simple: Charge in, fall down, stand up and attack until everything is dead.
- Beast zombies do not need to eat, sleep or breathe.
Out of Combat
Immortal (Su)
- 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: 1,600
Treasure: Sellable Goods worth 1,625 gp.
- Weight: 50 lbs. Volume: 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) |