Zombie
Zombie (CR 2)
Pure Evil - Medium - Undead |
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Lore: | Know (Religion) | ||
4 | 19 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
13 | +3 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
- Standard Senses
- Darkvision 60 ft.
- Lifesense 30 ft.
Movement Types:
- Walk 30 ft.
Defense
AC |
Man Def |
Monster Health | ||
44 | 22 | 3 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +1 |
Refl: | +0 |
Will: | +5 |
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 +4 (1d10/x2)
as crushing (physical, common)
diseased bite
Full Attack (Melee):
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
17 |
STR |
14 |
DEX |
— |
CON |
— |
INT |
10 |
WIS |
10 |
CHA |
Special Abilities
Sense Life (Su) Always On |
A zombie can sense life within 30 feet, and once detected, are unshakably persistent stalkers. |
Relentless Hunger (Ex) Auto Upon Death |
When a zombie is reduced to zero or fewer hit points, instead of dying, it 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 receive XP and treasure for killing both the zombie and the Zombie Parts minion, assuming they successfully slay both. |
Diseased Bite (Su) Auto After Any Bite |
Any time a creature is successfully bitten by a zombie, there is a chance it will contract a disease:
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, anyone killed by a zombie through 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. |
Zombie
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.
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.
Out of Combat
Immortality
Many undead creatures, such as this one, cannot be killed by normal means. However, it will lie shattered and dormant after being defeated for approximately a decade before rising again to seek to rid the world of life. Casting either Sanctify Corpse (Cleric Spell) or Gentle Repose (Cleric Spell) on the defeated corpse of the creature will add an additional ten years to the time it takes for it to re-compose. Laying the defeated corpse on consecrated ground for a full day will prevent it from ever rising again, as will casting Rest Eternal (Cleric Spell) on it. Applying Raise Dead (Cleric Spell), Resurrection (Cleric Spell), or using similar life-giving abilities will restore the original soul back to the corpse, bringing that person back to life and permanently destroying the necromantic animus that had possessed the body previously. This creature's body will never decay (further than it already has) nor age due to time or neglect.
Rewards
XP: 600
Treasure: Sellable Goods worth 500 gp.
- Weight: 20 lbs. Volume: 0.8 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) |