Zombie Beast: Difference between revisions
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{{Template:Monster | |||
| CR = 5 | |||
| MonsterName = Zombie, Beast | |||
| Image = Beast_Zombie_1.png | |||
<!--Value: file name and extension only (e.g. "monster_picture.jpg")--> | |||
| Role = | |||
<!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank--> | |||
| Description = 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. | |||
| Alignment = Neutral Evil | |||
<!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil--> | |||
| Size = Large | |||
<!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic--> | |||
| Type = Undead | |||
<!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin--> | |||
| Subtype = | |||
<!--If any--> | |||
| NudgeInit = | |||
<!--CR 5 INITIATIVE = +3 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 --> | |||
| Senses = [[Darkvision]] 60 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]] --> | |||
| NudgePerception = | |||
<!--CR 5 PERCEPTION = +8 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-8--> | |||
| NudgeAC = | |||
<!--CR 5 AC = 21 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeTouchAC = | |||
<!--CR 5 TOUCH AC = 14 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeFFAC = | |||
<!--CR 5 FLAT-FOOTED AC = 18 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeHitPoints = | |||
<!--CR 5 HIT POINTS = 65 --> | |||
: | <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).--> | ||
<!-- SAVING THROWS --> | |||
=== | | Fort = S | ||
| Refl = | |||
| Will = | |||
<!--CR 5 STRONG SAVE = +8; WEAK SAVE = +4 --> | |||
<!--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--> | |||
| NudgeFort = | |||
| NudgeRefl = | |||
| NudgeWill = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| SR = | |||
<!--Values: Y (for Yes), or leave blank--> | |||
| NudgeSR = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| SpecialDefenses = | |||
<!--Put any DR or ER values here--> | |||
''' | | StrongAgainst = | ||
<!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added--> | |||
''' | | WeakAgainst = | ||
<!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added--> | |||
| MoveTypes = Walk 40 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 = -1 | ||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.--> | |||
<!-- GENERAL ATTACK INFORMATION --> | |||
| MeleeOrNatural = Melee | |||
<!--REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks)--> | |||
| 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 has only a single attack during a full attack (e.g. swarms)--> | ||
<!-- PRIMARY ATTACK INFORMATION --> | |||
= | | PriAtkName = Bite | ||
<!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")--> | |||
| PriAtkNotes = | |||
<!--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--> | |||
| PriAtkVSTouchAC = | |||
<!--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")--> | ||
Beast 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. | |||
| NudgePriToHit = | |||
<!--CR 5 PRIMARY TO-HIT = +10 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgePriDamage = | |||
<!--CR 5 PRIMARY NATURAL DAMAGE = 1d8+6 --> | |||
<!--CR 5 PRIMARY MELEE DAMAGE = 1d8+6 --> | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SECONDARY ATTACK INFORMATION --> | |||
| SecAtkName = | |||
<!--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.)--> | |||
| SecAtkNotes-FullAtkOnly = | |||
<!--use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank--> | |||
| 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 5 SECONDARY TO-HIT = +10 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeSecDamage = | |||
<!--CR 5 SECONDARY NATURAL DAMAGE = 1d6+2 --> | |||
<!--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 5 TERTIARY TO-HIT = +10 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeTerDamage = | |||
<!--CR 5 TERTIARY NATURAL DAMAGE = 1d8+6 --> | |||
<!--CR 5 TERTIARY MELEE DAMAGE = 1d8+6 --> | |||
<!--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 5 QUATERNARY TO-HIT = +10 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeQuaDamage = | |||
<!--CR 5 QUATERNARY NATURAL DAMAGE = 1d6+2 --> | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- RANGED ATTACK INFORMATION --> | |||
| RangedAtkName = | |||
<!--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 = | |||
<!--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 5 RANGED TO-HIT = +10 --> | |||
<!--any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeRangedDamage = | |||
<!--CR 5 RANGED DAMAGE = 1d8+6 --> | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- ABILITY SCORES --> | |||
| Str = 18 | |||
| Dex = 14 | |||
| Con = - | |||
| Int = 1 | |||
| Wis = 10 | |||
| Cha = 12 | |||
| NudgeCMB = | |||
<!--CR 5 CMB = +9 --> | |||
| CMBNotes = | |||
<!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")--> | |||
| NudgeCMD = | |||
<!--CR 5 CMD = 19 --> | |||
| 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 = | |||
| Skill2 = | |||
| Skill3 = | |||
| Skill4 = | |||
| NudgeSkill1 = | |||
| NudgeSkill2 = | |||
| NudgeSkill3 = | |||
| NudgeSkill4 = | |||
<!--CR 5 SKILLS = +8 --> | |||
<!--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 = Clumsy Charge | |||
| 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 = 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 Beast Zombie also falls [[Prone]] in an adjacent square. | |||
<!--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 5 = +10 | |||
{{#var:Special1TouchAttack}} Touch To-Hit @ CR 5 = +6 | |||
{{#var:Special1SaveDC}} Save DC @ CR 5 = 14 | |||
{{#var:Special1StandardDmg}} Std Damage @ CR 5 = 3d6 | |||
{{#var:Special1SwiftDmg}} Swift Damage @ CR 5 = 1d6 | |||
{{#var:Special1AlphaDmg}} Alpha Damage @ CR 5 = 5d6 | |||
--> | |||
| 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 = Thrashing Stand | |||
| 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 = 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 in their space or adjacent to their space are subject to the Thrashing Stand, a touch attack made at {{#var:Special2TouchAttack}} to hit, but at a -4 penalty to this roll 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. | |||
<!--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 5 = +10 | |||
{{#var:Special2TouchAttack}} Touch To-Hit @ CR 5 = +6 | |||
{{#var:Special2SaveDC}} Save DC @ CR 5 = 14 | |||
{{#var:Special2StandardDmg}} Std Damage @ CR 5 = 3d6 | |||
{{#var:Special2SwiftDmg}} Swift Damage @ CR 5 = 1d6 | |||
{{#var:Special2AlphaDmg}} Alpha Damage @ CR 5 = 5d6 | |||
--> | |||
| 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 = | |||
| Ability-3-Type = | |||
<!--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 = | |||
<!--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 5 = +10 | |||
{{#var:Special3TouchAttack}} Touch To-Hit @ CR 5 = +6 | |||
{{#var:Special3SaveDC}} Save DC @ CR 5 = 14 | |||
{{#var:Special3StandardDmg}} Std Damage @ CR 5 = 3d6 | |||
{{#var:Special3SwiftDmg}} Swift Damage @ CR 5 = 1d6 | |||
{{#var:Special3AlphaDmg}} Alpha Damage @ CR 5 = 5d6 | |||
--> | |||
| 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 5 = +10 | |||
{{#var:Special4TouchAttack}} Touch To-Hit @ CR 5 = +6 | |||
{{#var:Special4SaveDC}} Save DC @ CR 5 = 14 | |||
{{#var:Special4StandardDmg}} Std Damage @ CR 5 = 3d6 | |||
{{#var:Special4SwiftDmg}} Swift Damage @ CR 5 = 1d6 | |||
{{#var:Special4AlphaDmg}} Alpha Damage @ CR 5 = 5d6 | |||
--> | |||
| 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 5 = +10 | |||
{{#var:Special5TouchAttack}} Touch To-Hit @ CR 5 = +6 | |||
{{#var:Special5SaveDC}} Save DC @ CR 5 = 14 | |||
{{#var:Special5StandardDmg}} Std Damage @ CR 5 = 3d6 | |||
{{#var:Special5SwiftDmg}} Swift Damage @ CR 5 = 1d6 | |||
{{#var:Special5AlphaDmg}} Alpha Damage @ CR 5 = 5d6 | |||
--> | |||
| 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 5 = +10 | |||
{{#var:Special6TouchAttack}} Touch To-Hit @ CR 5 = +6 | |||
{{#var:Special6SaveDC}} Save DC @ CR 5 = 14 | |||
{{#var:Special6StandardDmg}} Std Damage @ CR 5 = 3d6 | |||
{{#var:Special6SwiftDmg}} Swift Damage @ CR 5 = 1d6 | |||
{{#var:Special6AlphaDmg}} Alpha Damage @ CR 5 = 5d6 | |||
--> | |||
| 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 5 = +10 | |||
{{#var:Special7TouchAttack}} Touch To-Hit @ CR 5 = +6 | |||
{{#var:Special7SaveDC}} Save DC @ CR 5 = 14 | |||
{{#var:Special7StandardDmg}} Std Damage @ CR 5 = 3d6 | |||
{{#var:Special7SwiftDmg}} Swift Damage @ CR 5 = 1d6 | |||
{{#var:Special7AlphaDmg}} Alpha Damage @ CR 5 = 5d6 | |||
--> | |||
| 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 5 = +10 | |||
{{#var:Special8TouchAttack}} Touch To-Hit @ CR 5 = +6 | |||
{{#var:Special8SaveDC}} Save DC @ CR 5 = 14 | |||
{{#var:Special8StandardDmg}} Std Damage @ CR 5 = 3d6 | |||
{{#var:Special8SwiftDmg}} Swift Damage @ CR 5 = 1d6 | |||
{{#var:Special8AlphaDmg}} Alpha Damage @ CR 5 = 5d6 | |||
--> | |||
| 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 5 = +10 | |||
{{#var:Special9TouchAttack}} Touch To-Hit @ CR 5 = +6 | |||
{{#var:Special9SaveDC}} Save DC @ CR 5 = 14 | |||
{{#var:Special9StandardDmg}} Std Damage @ CR 5 = 3d6 | |||
{{#var:Special9SwiftDmg}} Swift Damage @ CR 5 = 1d6 | |||
{{#var:Special9AlphaDmg}} Alpha Damage @ CR 5 = 5d6 | |||
--> | |||
| 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 = 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. | |||
<!-- OUT OF COMBAT --> | |||
| OutOfCombat = '''Immortal''' | |||
: Beast 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 animal associated with the beast zombie's corpse back to life, destroying the necromantic bond on its corpse. | |||
}} |
Revision as of 22:22, 20 July 2016
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 | ||
71 | 35 | 7 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +8 |
Refl: | +3 |
Will: | +3 |
Strong Against:
- (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 undefined damage type
Full Attack (Melee):
- 3x Bite +8 (1d8+4/19-20 x2)
as undefined damage type
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
18 |
STR |
14 |
DEX |
— |
CON |
1 |
INT |
10 |
WIS |
12 |
CHA |
Special Abilities
Clumsy Charge (Su) |
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 Beast Zombie also falls Prone in an adjacent square. |
Thrashing Stand (Su) |
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 in their space or adjacent to their space are subject to the Thrashing Stand, a touch attack made at to hit, but at a -4 penalty to this roll 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, 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.
Out of Combat
Immortal
- Beast 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 animal associated with the beast 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) |