Zombie: Difference between revisions

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NE Medium Undead
NE Medium Undead


'''Init''' +0; '''Senses''' darkvision 60 ft., Sense Life 30 ft (as blindsight), Perception +0
'''Init''' +0; '''Senses''' [[Standard Darkvision]] 60 ft., Sense Life 30 ft (as [[Weak Blindsense]]), Perception +0




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'''Fort''' +3, '''Ref''' +0, '''Will''' +5
'''Fort''' +3, '''Ref''' +0, '''Will''' +5


'''SR:''' -  
'''Aura:''' -


'''Special Defenses:''' [[Undead Traits]]
'''SR:''' -


'''Immunities:''' -
'''Special Defenses:''' -


'''Weaknesses:''' -
'''Immunities:'''
:* all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)
:* 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.




=== OFFENSE ===
=== OFFENSE ===
'''Speed''' 30 ft., but see 'Staggered' and 'Relentless Hunger'
'''Speed''' 30 ft.


'''Single Melee''' Bite +5 (1d8+1/19-20x2 plus Zombie Rot)
'''Single Melee''' Bite +5 (1d8+1/19-20x2 plus Zombie Rot)
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; Staggered (Ex)
; Relentless Hunger (Ex)
Zombies have the [[Staggered]] condition. They can take only a single standard action per round, though they may convert that to a move action instead of attacking or taking another action.
When a zombie is reduced to zero or fewer hit points, instead of dying, he is replaced with a single [[Zombie Parts]] minionThis 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.
 
 
; Relentless Hunger (Su)
Despite being slow-moving, shambling eaters of life, zombies have an unnerving knack for catching their preyAny time a zombie has come within 30 feet of a living being, but that being has moved out of sight of the zombie, the zombie may teleport as a standard action to the nearest space to that victim that the victim cannot see, but from which the zombie has line of effect to (IE, can walk to) the victimBecause the zombie is [[Staggered]], this ability may never be used more than once per round, and once done, the zombie can take no other actions this round.




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=== COMBAT TACTICS ===
=== COMBAT TACTICS ===
There's not much finesse to Zombie tactics, which are basically 'follow the living until you catch them.'  Their Relentless Hunger ability makes them terribly persistent for mindless eating machines, but aside from that, it's all about the shamblingThe slow, slow shambling...A 'favorite' Zombie tactic is to use Relentless Hunger to reach a corner, then set up a charge attack with a five foot step to get into melee rangeA charging Zombie suddenly popping around a corner is real nightmare fuel....
There's not much finesse to Zombie tactics, which are basically 'follow the living until you catch them.'  Zombies 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 quarryZombies will chase prey forever, since they are immortal and really have nothing better to doIf they've defeated all prey they've sensed, they will shamble aimlessly until they detect new prey.
 
Zombies do not need eat, sleep or breathe(Note that unlike Pathfinder zombies, zombies do NOT have the Staggered condition, and get a full action every round.)





Revision as of 20:18, 7 September 2015


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Zombie (CR 2)

Zombies are corpses of the (fairly) recently dead, brought back to unlife through necromantic ritual, having been killed by other zombies, or dying on desecrated ground. They have no intelligence, and are driven only by a need to consume the living. While brains may be extra tasty, zombies are happy to eat any living (or recently dead) flesh. Indeed, all but the freshest zombies show extensive bite wounds from being near other zombies (or even themselves).

Zombies are attracted to sounds, but can sense life when it is nearby. Once attracted, zombies will never stop trying to kill and eat their prey.


GENERAL

CR 2 Hit Dice 3

XP 600

NE Medium Undead

Init +0; Senses Standard Darkvision 60 ft., Sense Life 30 ft (as Weak Blindsense), Perception +0


DEFENSE

AC 14, touch 10, flat-footed 14 (+3 armor, +0 dex, +1 natural, +0 deflection)

hp 28

Fort +3, Ref +0, Will +5

Aura: -

SR: -

Special Defenses: -

Immunities:

  • all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)
  • 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.


OFFENSE

Speed 30 ft.

Single Melee Bite +5 (1d8+1/19-20x2 plus Zombie Rot)

Full Melee Bite +5 (1d8+1/19-20x2 plus Zombie Rot), 2x Claws +5 (1d4/x2)

Ranged -

Special Attacks Zombie Rot

Action Points 0


STATISTICS

Str 17, Dex 14, Con —, Int —, Wis 10, Cha 10

Base Atk +2; CMB +5; CMD 16

Feats -

Skills -

Languages -


SPECIAL ABILITIES

Sense Life (Su)

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


Relentless Hunger (Ex)

When a zombie is reduced to zero or fewer hit points, instead of dying, he is replaced with a single 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, assuming they successfully slay both.


Zombie Rot (Su)

Any time a creature is bitten by a zombie, he must make a Fort save, DC 12, or contract the Zombie Rot disease. Onset is 1d4 days, frequency 1/day, effect 1d2 Con, this damage cannot be healed while the creature is still infected. Cure requires 2 consecutive saves.

Anyone who is reduced to a zero Constitution while infected rises as a zombie in 2d6 hours. There are no visible warning signs that this transition has occurred other than the ongoing sickness, until the zombie begins trying to eat all his nearby friends.

Similarly, anyone killed by a zombie though damage will also rise as a zombie in 2d6 hours. If resurrection is cast on a zombie, it returns to life and is no longer a zombie.


TREASURE

Sell value of approximately 500 gp.


COMBAT TACTICS

There's not much finesse to Zombie tactics, which are basically 'follow the living until you catch them.' Zombies 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. Zombies 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.

Zombies do not need eat, sleep or breathe. (Note that unlike Pathfinder zombies, zombies do NOT have the Staggered condition, and get a full action every round.)


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. A sanctify corpse, consecrate or gentle repose spell will add a year and a day to the time it takes for a zombie to re-compose. A resurrection spell will bring the person associated with the zombie's corpse back to life, destroying the necromantic bond on its corpse.