Horde Zombie: Difference between revisions

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Revision as of 21:57, 13 February 2021

Zombie Horde (CR 12)

Chaotic Evil - Medium - Troop
Lore: Know (Local)
22 40
Basic DC Full DC
Initiative
Initiative Icon 2.png
17
Perception:
29 +19
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
32
Man Def
Shield Icon 3.png
31
Monster Health
289 144 22
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +14
Refl: +8
Will: +9

Strong Against:

  • (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
  • (Troop 1) Immune (no effect): Flanking
  • (Troop 2) Immune (no effect): any attack that targets Maneuver Defense
  • (Troop 3) Immune (no effect): any spell that targets a specific number of creatures, except mind-affecting spells
Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+19
Sword Icon 3.png
Man Off
+19
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Infectious Mauling (Troop -- auto-hit) (3d8+9/19-20 x2)
    as ripping (physical, uncommon)
    plus: Zombie Rot

Full Attack (Melee):

  • 1x Infectious Mauling (Troop -- auto-hit) (3d8+18/19-20 x2)
    as ripping (physical, uncommon)
    plus: Zombie Rot

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:

  • Mobility (EFFECT: +4 AC against attacks of opportunity from movement)

Special Abilities

Virulent Spew (Ew)

As a standard action, the Zombie Horde can vomit out a horrifying shower of Virulent Spew, hitting a 10-foot radius area (4x4 squares) within 50 feet of the Zombie Horde.

Creatures in the affected area must make a reflex save versus a DC of 22. Those who fail the Reflex save take 3d8+9 points of Acid (energy, common) damage, and must also make a Fort save (also DC 22) against Zombie Rot (see below). Those who succeed on the Reflex save take only half damage and do not need to make a Fort save against Zombie Rot.
Zombie Rot (Su)

Any time a creature is damaged by a zombie horde, he must make a Fort save, DC 22, or contract the Zombie Rot disease.

Zombie Rot    (Injury vector; Diseased intensity)
Save: Fort DC 22;     Frequency: 1/day for 3 days
Effect: 1d4 STR damage per interval
Fruition: death, and victim becomes a zombie of the same type which caused the disease.
Fruition Duration: permanent
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 Horde

Zombie Horde

A zombie horde is a thing of nightmares. It is a cluster of zombies working as a pack, wandering the countryside in a never-ending, never-sleeping quest to extinguish all life. A zombie horde consists of at least 16 to 20 zombies acting as a single fighting force, and can number much, much more.

It is not uncommon for several hordes to come together to travel in packs, and such a congregation is apocalyptic for nearby towns and cities. While an individual zombie is little more than a nuisance for a town's normal defenses, several zombie hordes converging on a town can overwhelm it in an hour or so, usually creating dozens or hundreds of new zombies in the process.

Combat Tactics

Because they are mindless, zombie hordes will advance and attack, relying on their Mobility feat to move into groups of enemies in order to engulf and get adjacent to as many opponents as possible. If they can't reach any enemies with a single move, but enemies are in range of their Virulent Spew after a single move, they will use that instead of charging.

While quite large, zombie hordes can stack with themselves without impairment and can move through narrow gaps as needed, though only two hordes can attack a single opponent in a given round. However, this lets hordes easily navigate narrow alleyways, or other closely confined spaces, and still bring their full might to bear against their enemies, as long as they end their move in a space large enough for their size (4x4, Gargantuan).
Zombie Hordes can move through enemy squares without restriction, though it does provoke attacks of opportunity to do so. However, this lets the horde close with more foes, so they will do so whenever appropriate. While a Zombie Horde will frequently provoke attacks of opportunity from its movement, note that it has the Mobility feat, and can only provoke once per enemy from any part of the horde's movement -- it is a single creature making a single move action, thus it can only provoke once.
Remember that the horde attacks and automatically hits everyone it is sharing a square with AND everyone it is adjacent to. In addition, Zombie Hordes threaten all of their adjacent and internal squares, and they can make attacks of opportunity like traditional creatures. Lastly, every time they inflict damage, it forces a saving throw versus their Zombie Rot.
Bleagh.

Out of Combat

Immortal (Su)

Zombies cannot be killed through normal means. However, zombies may lie shattered and dormant after being defeated for months or even years before their bodies recompose and they once again rise to seek and consume the flesh of the living. Sanctify Corpse (Cleric Spell), Consecrate (Spell) or Gentle Repose (Cleric Spell) will add a year and a day to the time it takes for a zombie to re-compose. Resurrection (Cleric Spell) will bring the person associated with the zombie's corpse back to life, destroying the necromantic bond on its corpse.

In the case of Zombie Hordes, one such spell will affect all the componenets of the horde.

Rewards

XP: 19,200

Treasure: Sellable Goods worth 12,875 gp.

Weight: 120 lbs.     Volume: 4.8 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)