Afflicted Zombie Parts

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Afflicted Zombie Parts (MinionCR 4)

Chaotic Evil - Small - Undead
Lore: Know (Religion)
8 23
Basic DC Full DC
Initiative
Initiative Icon 2.png
8
Perception:
19 +9
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
20
Man Def
Shield Icon 3.png
19
Monster Health
1 0 6
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +7
Refl: +2
Will: +2

Strong Against:

Weak Against:

Offense

Size: Small
5 ft. 5 ft.
Space Reach
To-Hit
+7
Sword Icon 3.png
Man Off
+7
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Virulent Bite +7 (1d10+1/x2)
    as crushing (physical, common)

Full Attack (Melee):

  • 1x Virulent Bite +7 (1d10+1/x2)
    as crushing (physical, common)
  • 1x Gouging Grasp +7 (1d4/x2)
    as slashing (physical, common)

Standard Attack (Ranged):

  • 1x Hurl Offal +7 (1d10+1/x2)
    as negative (energy, uncommon)
    (Increment: 20 ft.; Max Range: 100 ft.)
    plus Offal Splatter

Full Attack (Ranged):

  • 2x Hurl Offal +7 (1d10+1/x2)
    as negative (energy, uncommon)
    (Increment: 20 ft.; Max Range: 100 ft.)
    plus Offal Splatter

Siege Damage: Not siege capable

Statistics

16
STR
13
DEX
CON
4
INT
12
WIS
14
CHA

Skills:

Languages:

Feats:

Special Abilities

Sense Life (Su) Automatic

Afflicted zombie parts can sense life within 30 feet, and once detected, are unshakably persistent stalkers. This sense grants them a bonus to their Perception checks equal to their hit dice (+6), and allows them to passively perceive invisible living creatures, though they must still roll perception to detect stealthed creatures. If they detect an invisible creature, that creature gets only partial concealment (automatically miss on a natural result of a 6 or less on the d20) against the zombie's attacks.

Hurl Offal (Su) Standard Action

Afflicted zombie parts seethe with vile negative (energy, uncommon) energy, causing their torn, broken flesh to swell and weep from rents within its skin. This flesh is torn loose by the zombie, and hot, wet clumps are hurled, dripping and vile, at their enemies. Using Hurl Offal never provokes attacks of opportunity, even if the zombie is in melee, and has a range increment of 20 feet. Note that the zombie may not use Hurl Offal as an opportunity attack; instead it uses its Virulent Bite attack for threatening, flanks, and attacks of opportunity.

If the Hurl Offal attack misses, there is no Offal Splatter effect, nor is scatter rolled.

Offal Splatter (Su) Automatic After Hit

When an afflicted zombie parts uses its Hurl Offal ranged attack and successfully hits, all creatures adjacent to the space of the targeted enemy are subject to Offal Splatter. This is similar to splash damage, inflicting 6 points of negative (energy, uncommon) energy damage on all affected targets. There is no saving throw against this effect. Note that, because this is negative energy damage, it will heal undead and other creatures healed by negative energy.

If the Hurl Offal attack misses, there is no Offal Splatter effect, nor is scatter rolled.

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.

Afflicted Zombie Parts

Afflicted Zombie Parts

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

This monster frequently has the Minion role, but may be set to different roles if desired.

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. Afflicted Zombie parts are lingering chunks of Corrupted 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 glob 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 4 Corrupted Zombie is reduced to zero or fewer hit points, it spawns a single Afflicted Zombie Part minion in its place, continuing its relentless pursuit of murder. Afflicted Zombie parts can also be encountered in small packs, perhaps all originating from a few Corrupted 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

Afflicted zombie parts are simple creatures. They always use Hurl Offal, even in melee, pulling out and throwing disgusting lumpy wads of their own vile tissue. This simple tactic serves them well, as they are deadly against the living at range. Afflicted zombie parts are not quite perfectly mindless, and if they encounter a foe who is immune to or helped by their negative energy attacks they will switch to biting or clawing attacks.

Out of Combat

When there is no battle, Zombie Parts creep around mindlessly, seeking living victims, and seeking to coalesce back into a whole zombie. This process is completely by chance, and tests have shown that it takes a tremendously long time...but it does happen.

Rewards

XP: 300 (Minion role included.)

Treasure: Sellable Goods worth 297 gp.

Weight: 10 lbs.     Volume: 0.4 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)