Scattered Zombie Parts

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Scattered Zombie Parts

Scattered Zombie Parts (MinionCR 17)

Pure Evil - Tiny - Undead
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...


Lore Check: Know (Religion) (Basic: DC 34; Full: DC 50)
Init: +30
Ambush Chance: 8+ on d20 (req's 1 minute prep; Due to their small size, are quite good at catching foes off guard.)
Senses: Standard Senses, Blind to Vision, Blind to Sound, Blind to Smell, Lifesense 60 ft.
Passive Perception: 40 (Spot: +30, req's move action)


AC: 40
Maneuver Defense (MD): 40
Hit Points: 1 (Minion role included)    (Bloodied Value: 0)    Hit Dice: 32
Fort: +20    Refl: +16    Will: +16
Special Defenses:
Strong Against:
Weak Against:
  • (Undead 1) Cannot heal damage on its own (if it has no Int), but healed by negative energy.


Movement Types: Walk 30 ft., Lesser Climb 30 ft.
Space / Reach: 2.5 ft. / 0 ft.
Standard Attack:
  • 1x Grasp of Death +30 (3d8+9/19-20 x2) as crushing (physical, common); plus: Zombie Rot
Full Attack:
  • 3x Grasp of Death +30 (3d8+9/19-20 x2) as crushing (physical, common); plus: Zombie Rot
Standard Ranged:
  • 1x Juice Squirt +30 (3d8+9/19-20 x2) as acid (energy, common) (Increment: 30 ft.; Max Range: 60 ft.) ; plus: save vs DC 30 or be Blind to Sight and Smell
Maneuver Offense: +25
Siege Damage: Not siege capable
Special Attacks: Underfoot, Juicy Splatter, Zombie Rot
Action Points: 0 (Minion role included)


Str: 14    Dex: 19    Con: -    Int: -    Wis: 10    Cha: 10
  • Perception +30
  • Stealth +32 (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: +25 (no ranks)

Special Abilities

Buffs and Heals (Ex; Minion Reminder 1)

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 all types of 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. Minions can never start a combat with a preexisting buff.

Packed Like Sardines (Ex; Minion Reminder 2)

Minions are able to squeeze into a space normally only accessible by someone of 1 size category smaller than themselves with no penalties. This means that up to two size medium minions may occupy the same 5-foot square without penalty.

One Hit Point (Ex; Minion Reminder 3)

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.

Underfoot (Ex)

Zombie Parts are able to freely enter the space of sized-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.

Juicy Splatter (Su)

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.

Zombie Rot (Su)

Up to once per zombie per round, when a creature is bitten or clawed by Scattered Zombie Parts, it is also subjected to the Zombie Rot disease:
Zombie Rot    (Injury vector; Diseased intensity)
Save: Fort DC 30;     Frequency: 1/day for 3 days
Effect: 1d4+1 STR Drain
Fruition: Target dies. A new Salt Zombie (or other, at GM 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 creature 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.

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....


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 on the following table once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Roll a d20:
Result Remnant Found (If Any)
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
Table 2: Roll a d20:
Result 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
Table 3: Roll a d20:
Result 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)