Afflicted Zombie Parts

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Afflicted Zombie Parts (Minion Role; CR 4)

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.


GENERAL

CR 4 Hit Dice 5

XP A single Afflicted Zombie Part is worth 400 xp, while a pack of four Afflicted Zombie Parts is worth 1,200 xp. (Minion role included)

CE Small Undead

Init +2; Senses Standard Darkvision 60ft, Sense Life 30 ft (as Weak Blindsense), Perception +6


DEFENSE

AC 20, touch 13, flat-footed 17 (+4 armor, +3 dex, +3 natural, +0 deflection)

hp 1 (Special; see below) (Minion role included)

Fort +7, Ref +3, Will +3

Aura: -

SR: -

Special Defenses: -

Immunities:

  • disease, poison, ability damage, ability drain, energy drain
  • 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.


OFFENSE

Speed 20 ft.

Space / Reach: 5 ft. / 5 ft.

Single Melee Bite +8 (1d8+4/x2)

Full Melee Bite +8 (1d8+4/x2), 2x Claws +8 (1d6+1/x2)

Ranged Hurl Offal +8 (1d8+4/x2 Negative energy damage) plus Offal Splatter, , range increment 20 feet

Special Attacks Offal Splatter

Action Points 0


STATISTICS

Str 16, Dex 13, Con -, Int 4, Wis 12, Cha 14

Base Atk +4; CMB +7; CMD 18

Feats -

Skills Stealth +6

Languages -


SPECIAL ABILITIES

One Hit Point

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)

Afflicted zombie parts can sense life within 30 feet, and once detected, are unshakably persistent stalkers.


Hurl Offal (Sp)

A Corrupted Zombie seethes with vile negative energy, causing its flesh to swell and weep from rents within its skin. This flesh is torn loose by the Corrupted Zombie and hot, wet clumps are hurled, dripping and vile, in combat. Using Hurl Offal never provokes attacks of opportunity, even if the Corrupted Zombie is in melee. Hurl Offal has a range increment of 20 feet. Note that the Corrupted Zombie may not use Hurl Offal as an opportunity attack; instead it uses its Bite attack for threatening, flanks, and attacks of opportunity.


Offal Splatter (Su)

When a Corrupted Zombie 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 in that it does a flat 4 points of damage and allows a Reflex save vs a DC of 13 to take half damage. Note that this is negative energy damage, and as such, will heal undead and other creatures healed by negative energy (though it has no effect on minions, since they have only 1 hit point.)


TREASURE

A single Afflicted zombie part has treasure with a sell value of approximately 281 gp. A pack of four Afflicted Zombie Parts has treasure with a sell value of approximately 1,125 gp. (Minion role included)


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, and in melee their Offal Splatter helps heal them and keep them in the fight. 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.