Zombie Parts: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
| CR = 2
[[Category:CR 2]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| MonsterName = Zombie Parts


[[Image:Zombie_Parts_2.png|384px|right|xx]]
| Image = Zombie_Parts_2.png
== Zombie Parts (Minion Role; CR 2) ==
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->
Zombies are compelled to seek out and exterminate life wherever they find it.  They do this by tearing, chewing and clawing what living things they find to death, spreading zombie rot as they go. But often times, life fights back. Zombie parts are those zombies which have had a rough time of things, but haven't given up their quest to quench all life from the world.  These undead things can be any chunk of zombie flesh capable of rudimentary locomotion and some means of attacking. This means zombie parts are anything from a crawling hand, to a zombie that was cut in half at the torso (either half is a good zombie part, really).  For game purposes, a zombie part is always treated as being capable of biting and clawing an enemy, and its actual features and description are purely illustrative.


When a normal CR2 [[Zombie]] is reduced to zero or fewer hit points, it spawns a single Zombie Part minion in its place, continuing its relentless pursuit of murder.  Zombie parts can also be encountered in small packs, perhaps all originating from a few zombies that were recently defeated and left for dead. 
| Role = Minion
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->


Minions are typically encountered in larger numbers than a single opponentFour minions are equal to a single creature of the same CR for purposes of creating encounters.  This means that a typical party of 5 adventurers could encounter 20 minions as a single equal-CR encounter.
| Description = Zombies are compelled to seek out and exterminate life wherever they find it.  They do this by tearing, chewing and clawing what living things they find to death, spreading zombie rot as they go.  But often times, life fights backZombie parts are those zombies which have had a rough time of things, but haven't given up their quest to quench all life from the world.  These undead things can be any chunk of zombie flesh capable of rudimentary locomotion and some means of attacking.  This means zombie parts are anything from a crawling hand, to a zombie that was cut in half at the torso (either half is a good zombie part, really).  For game purposes, a zombie part is always treated as being capable of biting and clawing an enemy, and its actual features and description are purely illustrative.


: When a normal CR 2 [[Zombie]] is reduced to zero or fewer hit points, it spawns a single Zombie Part minion in its place, continuing its relentless pursuit of murder.  Zombie parts can also be encountered in small packs, perhaps all originating from a few zombies that were recently defeated and left for dead. 


=== GENERAL ===
: Minions are typically encountered in larger numbers than a single opponent.  Four minions are equal to a single creature of the same CR for purposes of creating encounters.  This means that a typical party of 5 adventurers could encounter 20 minions as a single equal-CR encounter.
'''CR''' 2  '''Hit Dice''' 3


'''XP''' a single Zombie Part is worth 150 xp.  A pack of four zombie parts is worth 600 xp. (Minion role included)
| Alignment = Neutral Evil
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->


NE Small Undead
| Size = Small
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->


'''Init''' +1; '''Senses''' [[Standard Darkvision]] 60 ft., Sense Life 30 ft (as [[Weak Blindsense]]), Perception +5
| Type = Undead
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->


| Subtype =
  <!--If any-->


=== DEFENSE ===
| NudgeInit = -1
'''AC''' 16, '''touch''' 12, '''flat-footed''' 14 (+3 armor, +2 dex, +1 natural, +0 deflection)
  <!--CR 2 INITIATIVE = +1 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''hp''' 1 (Special; See below) (Minion role included)
| Senses = [[Standard Darkvision]] 60 ft., Sense Life 30 ft (as [[Weak Blindsense]])
  <!--List the sense type and the distance it can perceive (e.g. "Standard Darkvision 60 ft.")-->


'''Fort''' +3, '''Ref''' +0, '''Will''' +5
| NudgePerception = -1
  <!--CR 2 PERCEPTION = +5 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


'''Aura:''' -
| NudgeAC =
  <!--CR 2 AC = 16 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''SR:''' -
| NudgeTouchAC =
  <!--CR 2 TOUCH AC = 12 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Special Defenses:''' -
| NudgeFFAC =
  <!--CR 2 FLAT-FOOTED AC = 14 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Immunities:'''
| NudgeHitPoints =
:* all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)
  <!--CR 2 HIT POINTS = 28 -->
:* disease, poison, ability damage, ability drain, energy drain
  <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->
:* 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.


<!--  SAVING THROWS  -->


=== OFFENSE ===
| Fort =  
'''Speed''' 25 ft.
| Refl =  
| Will = S
  <!--CR 2 STRONG SAVE = +5; WEAK SAVE = +2 -->
  <!--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-->


'''Space / Reach:'''  5 ft. / 5 ft.
| NudgeFort = 1
| NudgeRefl = -2
| NudgeWill =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Single Melee''' Bite +5 (1d8+1/x2) plus Zombie Rot
| SR =
  <!--Values: Y (for Yes), or leave blank-->


'''Full Melee''' Bite +5 (1d8+1/x2) plus Zombie Rot, 2x Claws +5 (1d4/x2)
| NudgeSR =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Ranged''' -  
| SpecialDefenses =
  <!--Put any DR or ER values here-->


'''Special Attacks''' Zombie Rot
| StrongAgainst =
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->


'''Action Points''' 0
| WeakAgainst =
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->


| MoveTypes = Walk 25 ft.
  <!--Other move types as needed-->


=== STATISTICS ===
| NudgeReach =  
'''Str''' 17, '''Dex''' 14, '''Con''' -, '''Int''' -, '''Wis''' 10, '''Cha''' 10
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->


'''Base Atk''' +2; '''CMB''' +4; '''CMD''' 16


'''Feats''' -


'''Skills''' -
<!--  GENERAL ATTACK INFORMATION  -->


'''Languages''' -
| MeleeOrNatural = Natural
  <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->


| MultipliedDamageType =
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->


=== SPECIAL ABILITIES ===
| IgnoreSecondary =  
; One Hit Point
  <!--Values: "Y" to hide, or leave blank to show; Hides all information about a secondary attack, in the event that the monster doesn't have one (e.g. swarms)-->
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 their 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.


Autohit spells (no to-hit roll, no save, such as Magic Missile, Fireball or the Fog spells) are are counted as attacks which automatically miss.  However, a minion which successfully mitigates four attacks because of misses, successful saves, or ridiculous defenses, still dies after four such misses.  As a result, three magic missiles have no effect, but the fourth one always kills a minion.  This works for all 'no-die-roll' automatic damage, so a minion hanging out in an Acid Fog cloud is fine until the fourth round, when it dies.  However, making a caster level check to overcome a Minion's SR is NOT counted as a successful roll against a minion.  Minions with SR are even more resistant to spells than minions without SR.




; Sense Life (Su)
<!-- PRIMARY ATTACK INFORMATION -->
Zombie Parts can sense life within 30 feet, and once detected, are unshakably persistent stalkers. This sense exists even if the zombie parts lack a head or other discernible sensory organs. The very flesh of a zombie is eager to terminate all life it can get within its grasp.


| PriAtkName = Bite
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->


; Zombie Rot (Su)
| PriAtkNotes = plus Zombie Rot
Any time a creature is bitten by a zombie part, 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.
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->


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.
| PriAtkNotes-FullAtkOnly =
  <!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank-->


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.
| 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")-->


=== TREASURE ===
| NudgePriToHit =  
Each zombie part has treasure with a sell value of 125 gp.  A pack of four zombie parts has treasure with a sell value of 500 gp. (Minion role included)
  <!--CR 2 PRIMARY TO-HIT = +5 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgePriDamage =
  <!--CR 2 PRIMARY NATURAL DAMAGE = 1d8+1 -->
  <!--CR 2 PRIMARY MELEE DAMAGE = 1d8+1 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


=== COMBAT TACTICS ===
 
Much like fully intact zombies, zombie parts use the tactic "get them".  Zombie parts 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.  Zombie parts 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.
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName = Claw
  <!--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 2 SECONDARY TO-HIT = +5 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSecDamage =
  <!--CR 2 SECONDARY NATURAL DAMAGE = 1d4 -->
  <!--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 2 TERTIARY TO-HIT = +5 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTerDamage =
  <!--CR 2 TERTIARY NATURAL DAMAGE = 1d8+1 -->
  <!--CR 2 TERTIARY MELEE DAMAGE = 1d8+1 -->
  <!--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 2 QUATERNARY TO-HIT = +5 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeQuaDamage =
  <!--CR 2 QUATERNARY NATURAL DAMAGE = 1d4 -->
  <!--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 2 RANGED TO-HIT = +5 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeRangedDamage =
  <!--CR 2 RANGED DAMAGE = 1d8+1 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  ABILITY SCORES  -->
 
| Str = 17
| Dex = 14
| Con = -
| Int = -
| Wis = 10
| Cha = 10
 
| NudgeCMB =
  <!--CR 2 CMB = +4 -->
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
 
| NudgeCMD =
  <!--CR 2 CMD = 16 -->
| 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 2 SKILLS = +5 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
 
 
<!--  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 = Sense Life
 
| 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 = Zombie Parts can sense life within 30 feet, and once detected, are unshakably persistent stalkers.  This sense exists even if the zombie parts lack a head or other discernible sensory organs.  The very flesh of a zombie is eager to terminate all life it can get within its grasp.
  <!--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 2 = +5
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 2 = +1
        {{#var:Special1SaveDC}}      Save DC      @ CR 2 = 12
        {{#var:Special1StandardDmg}} Std Damage  @ CR 2 = 1d6+2
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 2 = 1d4
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 2 = 2d6
    -->
 
| 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 = Zombie Rot
 
| 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 = Any time a creature is bitten by a zombie part, 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.
  <!--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 2 = +5
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 2 = +1
        {{#var:Special2SaveDC}}      Save DC      @ CR 2 = 12
        {{#var:Special2StandardDmg}} Std Damage  @ CR 2 = 1d6+2
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 2 = 1d4
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 2 = 2d6
    -->
 
| 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 2 = +5
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 2 = +1
        {{#var:Special3SaveDC}}      Save DC      @ CR 2 = 12
        {{#var:Special3StandardDmg}} Std Damage  @ CR 2 = 1d6+2
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 2 = 1d4
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 2 = 2d6
    -->
 
| 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 2 = +5
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 2 = +1
        {{#var:Special4SaveDC}}      Save DC      @ CR 2 = 12
        {{#var:Special4StandardDmg}} Std Damage  @ CR 2 = 1d6+2
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 2 = 1d4
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 2 = 2d6
    -->
 
| 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 2 = +5
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 2 = +1
        {{#var:Special5SaveDC}}      Save DC      @ CR 2 = 12
        {{#var:Special5StandardDmg}} Std Damage  @ CR 2 = 1d6+2
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 2 = 1d4
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 2 = 2d6
    -->
 
| 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 2 = +5
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 2 = +1
        {{#var:Special6SaveDC}}      Save DC      @ CR 2 = 12
        {{#var:Special6StandardDmg}} Std Damage  @ CR 2 = 1d6+2
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 2 = 1d4
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 2 = 2d6
    -->
 
| 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 2 = +5
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 2 = +1
        {{#var:Special7SaveDC}}      Save DC      @ CR 2 = 12
        {{#var:Special7StandardDmg}} Std Damage  @ CR 2 = 1d6+2
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 2 = 1d4
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 2 = 2d6
    -->
 
| 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 2 = +5
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 2 = +1
        {{#var:Special8SaveDC}}      Save DC      @ CR 2 = 12
        {{#var:Special8StandardDmg}} Std Damage  @ CR 2 = 1d6+2
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 2 = 1d4
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 2 = 2d6
    -->
 
| 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 2 = +5
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 2 = +1
        {{#var:Special9SaveDC}}      Save DC      @ CR 2 = 12
        {{#var:Special9StandardDmg}} Std Damage  @ CR 2 = 1d6+2
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 2 = 1d4
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 2 = 2d6
    -->
 
| 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 = Much like fully intact zombies, zombie parts use the tactic "get them".  Zombie parts 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.  Zombie parts 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.


Zombie parts do not need eat, sleep or breathe.  (Note that unlike Pathfinder zombies, zombie parts do NOT have the Staggered condition, and get a full action every round.)
Zombie parts do not need eat, sleep or breathe.  (Note that unlike Pathfinder zombies, zombie parts do NOT have the Staggered condition, and get a full action every round.)
<!--  OUT OF COMBAT  -->
| OutOfCombat =
}}

Revision as of 22:11, 17 June 2016

Zombie Parts (MinionCR 2)

Neutral Evil - Small - Undead
Lore: Know (Religion)
4 19
Basic DC Full DC
Initiative
Initiative Icon 2.png
4
Perception:
13 +3
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
16
Man Def
Shield Icon 3.png
16
Monster Health
1 0 3
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +1
Refl: +0
Will: +5

Strong Against:

Weak Against:

Offense

Size: Small
5 ft. 5 ft.
Space Reach
To-Hit
+4
Sword Icon 3.png
Man Off
+4
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Bite +4 (1d6/x2)
    as undefined damage type
    plus Zombie RotExpression error: Unexpected < operator.

Full Attack (Melee):

  • 1x Bite +4 (1d6/x2)
    as undefined damage type
    plus Zombie RotExpression error: Unexpected < operator.

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

17
STR
14
DEX
CON
INT
10
WIS
10
CHA

Skills:

Languages:

Feats:

Special Abilities

Sense Life (Su)

Zombie Parts can sense life within 30 feet, and once detected, are unshakably persistent stalkers. This sense exists even if the zombie parts lack a head or other discernible sensory organs. The very flesh of a zombie is eager to terminate all life it can get within its grasp.

Zombie Rot (Su)

Any time a creature is bitten by a zombie part, 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.

Packed Like Sardines (Ex; Minion Role) Always On
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.

Buffs and Heals (Ex; Minion Role) Always On
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.

One Hit Point (Ex; Minion Role) Always On
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.

Zombie Parts

Zombie Parts

This creature possesses the Minion role, and therefore counts as 0.25 monsters for purposes of encounter size, XP award, and treasure.

Zombies are compelled to seek out and exterminate life wherever they find it. They do this by tearing, chewing and clawing what living things they find to death, spreading zombie rot as they go. But often times, life fights back. Zombie parts are those zombies which have had a rough time of things, but haven't given up their quest to quench all life from the world. These undead things can be any chunk of zombie flesh capable of rudimentary locomotion and some means of attacking. This means zombie parts are anything from a crawling hand, to a zombie that was cut in half at the torso (either half is a good zombie part, really). For game purposes, a zombie part is always treated as being capable of biting and clawing an enemy, and its actual features and description are purely illustrative.
When a normal CR 2 Zombie is reduced to zero or fewer hit points, it spawns a single Zombie Part minion in its place, continuing its relentless pursuit of murder. Zombie parts can also be encountered in small packs, perhaps all originating from a few zombies that were recently defeated and left for dead.
Minions are typically encountered in larger numbers than a single opponent. Four minions are equal to a single creature of the same CR for purposes of creating encounters. This means that a typical party of 5 adventurers could encounter 20 minions as a single equal-CR encounter.

Combat Tactics

Much like fully intact zombies, zombie parts use the tactic "get them". Zombie parts 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. Zombie parts 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.

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

Out of Combat

Rewards

XP: 150 (Minion role included.)

Treasure: Sellable Goods worth 125 gp.

Weight: 5 lbs.     Volume: 0.2 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)