Scattered Zombie Parts (Minion; CR 17)
Neutral Evil - Tiny - Undead
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Initiative
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29
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- Ambush Notes: Due to their small size, are quite good at catching foes off guard.
Defense
AC
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40
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Man Def
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38
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Monster Health
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1 |
0 |
32
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Hit Points |
Bloodied |
Hit Dice
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Saving Throws
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Fort: |
+19
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Refl: |
+14
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Will: |
+14
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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)
Weak Against:
Offense
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Size: |
Tiny
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2.5 ft. |
0 ft.
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Space |
Reach
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To-Hit
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+25
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Man Off
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+26
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Standard Attack (Melee):
- 1x Grasp of Death +25 (3d8+9/19-20 x2)
as undefined damage type
plus Zombie Rot
Full Attack (Melee):
- 2x Grasp of Death +25 (3d8+9/19-20 x2)
as undefined damage type
plus Zombie Rot
Standard Attack (Ranged):
- 1x Zombie Juice Squirt +25 (3d8+9/19-20 x2)
as undefined damage type
(Increment: 30 ft.; Max Range: 60 ft.)
as acid damage, plus save vs DC 27 or be Blind to Sight and Smell
Siege Damage: Not siege capable
Statistics
Skills:
- Perception: 28
- Stealth: 30 (Zombie Parts have a 50 percent chance of gaining concealment each round, and will automatically roll a Stealth roll and enter a Stealth Stance as part of their next move.)
- All other skills: 23 (no ranks)
Languages:
Feats:
Special Abilities
Underfoot (Ex)
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Zombie Parts are able to freely enter the space of Small or larger foes. This requires no rolls and does not provoke attacks of opportunity. They typically do this to attack their foes, as they have no reach outside their squares.
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Juicy Splatter (Su)
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When they are struck and killed in combat, the Zombie juice remaining in their tiny forms can squirt out in unpredictable ways. As a free action when they are killed, roll one Zombie Juice Squirt attack upon a random foe in range.
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Zombie Rot (Su)
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Up to once per zombie per round, when a creature is bitten or clawed by Scattered Zombie Parts, it must make a Fort save, DC 27 or contract the Zombie Rot disease.
- Zombie Rot (Injury vector; Diseased intensity)
- Save: Fort DC 27; Frequency: 1/round for 3 rounds
- Effect: 1d3 STR Ability Damage
- Fruition: Target dies. A new Salt Zombie (or other, at DM discretion) spawns immediately from their corpse.
- Fruition Duration: Permanent until the new salt zombie is destroyed and a Resurrection (Spell) is cast upon it.
- 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. Similarly, any NPC killed by a zombie through damage will also rise as a salt zombie (or worse) in 2d6 hours. If resurrection is cast on a zombie, it returns to life and is no longer a zombie.
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Packed Like Sardines (Ex; Minion Role) Always On
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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.
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Buffs and Heals (Ex; Minion Role) Always On
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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.
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One Hit Point (Ex; Minion Role) Always On
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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.
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Scattered Zombie Parts
This creature possesses the Minion role, and therefore counts as 0.25 monsters for purposes of encounter size, XP award, and treasure.The unnatural stain of Undeath lingers long after it should, by rights, have been reduced back to mere wholesome filth by the workings of Nature. This lingering stain is often evidenced by the fact t hat bits and shards of zombies may persist, long, long after the principal beast is long-ago destroyed and laid to rest.
- Scattered zombie parts are such unnatural stains. These horribly animate bits of flesh are completely mindless, of course, but the eternal Hunger still drives even these scraps on a restless quest for the warmth and vitae of the living.
- Scattered zombie parts are tiny scraps left from very powerful examples of zombie, those ones which are deeply steeped in the horror and curse of undeath. They are most commonly encountered when they are 'fresh', ie, right after a Salt Zombie or even more powerful Zombie is destroyed in accident or battle, but that is by no means the only time they can be found.
- Due to their small size and startling speed (which has to be seen to be believed) scattered zombie parts are a serious menace. They seem to blend into the background and then appear out of nowhere. Any solid hit smashes them (although the squirts of corruption this releases are no fun), the real problem arises in hitting them in the first place, as they scuttle around like horrifying little crabs, grasping and constricting and clawing....
Combat Tactics
Scattered Zombie Parts will typically attack in a disorganized mob, and since up to four of them will fit in a single square, and they can move freely through the space of any creature size small or larger, that can be a real problem. In general, if a single foe already has three zombie parts in their same square, additional parts will move on to other prey.
- Scattered Zombie Parts will climb on walls and ceilings without hesitation, and their Zombie Juice Squirt will be used if they cannot reach a valid target in a single move action.
- Scattered Zombie Parts are inherently stealthy, their tiny size and the bits of ragged flesh and dirt making them hard to see and hear. Even worse, their Zombie Juice drippings can blind their enemies to sight and smell.
- Especially smell.
- When they are struck and dstroyed, a final squirt of zombie juice has a chance to hit a foe. Roll randomly among all possible targets (line of effect counts, etc) and make a single attack roll against the lucky victim.
Out of Combat
Scattered Zombie Parts are even less 'smart' than most zombies, lacking even instincts. They flop and writhe about most horribly, corruption leaking from their open vessels, and attack as soon as they sense life. Many parts don't even have joiunts, and so merely writhe about like snakes, loops of intestine, humping patches of skin, kicking legs, and of course, the classic hands.
- Everybody hates the hands....
Rewards
XP: 25,600 (Minion role included.)
Treasure: Sellable Goods worth 12,861 gp.
- Weight: 43 lbs. Volume: 1.7 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
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1 - 10 |
Nothing Found
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11 - 14 |
1 Languid Remnant (tier 1)
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15 - 17 |
1 Pale Remnant (tier 2)
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18 - 19 |
1 Bright Remnant (tier 3)
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20 |
Roll on Table 2
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### |
Nothing to see here!
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Or here. Move along.
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Table 2: Remnant(s) Found
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1 - 5 |
3 Languid Remnants (tier 1)
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6 - 10 |
3 Pale Remnants (tier 2)
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11 - 14 |
1 Intense Remnant (tier 4)
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15 - 17 |
1 Blazing Remnant (tier 5)
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18 - 19 |
1 Vital Remnant (tier 6)
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20 |
Roll on Table 3
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### |
Or here. Move along.
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Table 3: Remnant(s) Found
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1 - 5 |
3 Bright Remnants (tier 3)
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6 - 8 |
3 Intense Remnants (tier 4)
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9 - 11 |
3 Blazing Remnants (tier 5)
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12 - 14 |
3 Vital Remnants (tier 6)
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15 - 17 |
1 Prime Remnant (tier 7)
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18 - 19 |
1 Mythic Remnant (tier 8)
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20 |
1 Empyrean Remnant (tier 9)
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