Zombie: 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


[[Image:zombies.jpg|384px|right|xx]]
| Image = zombies.jpg
== Zombie (CR 2) ==
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->
Zombies are corpses of the (fairly) recently dead, brought back to unlife through necromantic ritual, having been killed by other zombies, or dying on desecrated ground.  They have no intelligence, and are driven only by a need to consume the living.  While brains may be extra tasty, zombies are happy to eat any living (or recently dead) flesh.  Indeed, all but the freshest zombies show extensive bite wounds from being near other zombies (or even themselves).  
 
| Role =  
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->
 
| Description = Zombies are corpses of the (fairly) recently dead, brought back to unlife through necromantic ritual, having been killed by other zombies, or dying on desecrated ground.  They have no intelligence, and are driven only by a need to consume the living.  While brains may be extra tasty, zombies are happy to eat any living (or recently dead) flesh.  Indeed, all but the freshest zombies show extensive bite wounds from being near other zombies (or even themselves).  


Zombies are attracted to sounds, but can sense life when it is nearby.  Once attracted, zombies will never stop trying to kill and eat their prey.
Zombies are attracted to sounds, but can sense life when it is nearby.  Once attracted, zombies will never stop trying to kill and eat their prey.


| Alignment = Neutral Evil
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->
| Size = Medium
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->
| Type = Undead
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->
| Subtype =
  <!--If any-->
| NudgeInit = -1
  <!--CR 2 INITIATIVE = +1 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
| 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.")-->
| NudgePerception = -1
  <!--CR 2 PERCEPTION = +5 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
| NudgeAC = -2
  <!--CR 2 AC = 16 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeTouchAC =
  <!--CR 2 TOUCH AC = 12 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeFFAC =
  <!--CR 2 FLAT-FOOTED AC = 14 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeHitPoints =
  <!--CR 2 HIT POINTS = 28 -->
  <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->
<!--  SAVING THROWS  -->
| Fort = S
| Refl =
| Will =
  <!--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-->
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| SR =
  <!--Values: Y (for Yes), or leave blank-->
| NudgeSR =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| SpecialDefenses =
  <!--Put any DR or ER values here-->
| StrongAgainst =
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->
| WeakAgainst =
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->
| MoveTypes = Walk 30 ft.
  <!--Other move types as needed-->
| NudgeReach =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->
<!--  GENERAL ATTACK INFORMATION  -->
| 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)-->
| IgnoreSecondary =
  <!--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)-->
<!--  PRIMARY ATTACK INFORMATION  -->
| PriAtkName = Bite
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
| PriAtkNotes = plus Zombie Rot
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| PriAtkNotes-FullAtkOnly =
  <!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank-->
| 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")-->
| NudgePriToHit =
  <!--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-->
<!--  SECONDARY ATTACK INFORMATION  -->
| SecAtkName = Claws
  <!--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 = A zombie can sense life within 30 feet, and once detected, are unshakably persistent stalkers.
  <!--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 = Relentless Hunger
| Ability-2-Type = Ex
  <!--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 = When a zombie is reduced to zero or fewer hit points, instead of dying, he is replaced with a single [[Zombie Parts (Minion Role)|Zombie Parts]] minion.  This is to represent that the largest still-intact bit of the zombie continues to seek to extinguish all life from the world.  When the minion is slain, the zombie is dead (but see "Immortal" in the Out of Combat section, below).  Note that players should receive XP and treasure for killing both the zombie and the [[Zombie Parts (Minion Role)|Zombie Parts]] minion, assuming they successfully slay both.
  <!--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 = Zombie Rot
| Ability-3-Type = Su
  <!--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 = Any time a creature is bitten by a zombie, he must make a Fort save, DC {{#var:Special3SaveDC}}, or contract the Zombie Rot disease. Onset is 1d4 days, frequency 1/day, effect 1d3 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: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-->


=== GENERAL ===
| NudgeAbility7TouchAttack =  
'''CR''' 2  '''Hit Dice''' 3
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''XP''' 600
| NudgeAbility7SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


NE Medium Undead
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Init''' +0; '''Senses''' [[Standard Darkvision]] 60 ft., Sense Life 30 ft (as [[Weak Blindsense]]), Perception +0
| 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-->


=== DEFENSE ===
'''AC''' 14, '''touch''' 10, '''flat-footed''' 14 (+3 armor, +0 dex, +1 natural, +0 deflection)


'''hp''' 28


'''Fort''' +3, '''Ref''' +0, '''Will''' +5
<!--  SPECIAL ABILITY 8  -->


'''Aura:''' -
| Ability-8-Name =


'''SR:''' -
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


'''Special Defenses:''' Immortal (see below)
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


'''Immunities:'''
| Ability-8-Description =
:* all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
:* disease, poison, ability damage, ability drain, energy drain
  <!--Available Variables:  
:* death effects, necromancy effects, sleep effects
        {{#var:Special8ToHit}}      To-Hit      @ CR 2 = +5
:* nonlethal damage
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 2 = +1
:* paralysis, stunning, fatigue, exhaustion
        {{#var:Special8SaveDC}}      Save DC      @ CR 2 = 12
:* any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
        {{#var:Special8StandardDmg}} Std Damage  @ CR 2 = 1d6+2
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 2 = 1d4
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 2 = 2d6
    -->


'''Weaknesses:''' Cannot heal damage on its own (if it has no Int), but healed by negative energy.
| 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-->


=== OFFENSE ===
| NudgeAbility8SaveDC =  
'''Speed''' 30 ft.
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Single Melee''' Bite +5 (1d8+1/19-20x2 plus Zombie Rot)
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Full Melee''' Bite +5 (1d8+1/19-20x2 plus Zombie Rot), 2x Claws +5 (1d4/x2)
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Ranged''' -
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Special Attacks''' Zombie Rot, Relentless Hunger


'''Action Points''' 0


<!--  SPECIAL ABILITY 9  -->


=== STATISTICS ===
| Ability-9-Name =
'''Str''' 17, '''Dex''' 14, '''Con''' -, '''Int''' -, '''Wis''' 10, '''Cha''' 10


'''Base Atk''' +2; '''CMB''' +4; '''CMD''' 16
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


'''Feats''' -
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


'''Skills''' -
| 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
    -->


'''Languages''' -
| 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-->


=== SPECIAL ABILITIES ===
| NudgeAbility9SaveDC =  
; Sense Life (Su)
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
A zombie can sense life within 30 feet, and once detected, are unshakably persistent stalkers.


| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


; Relentless Hunger (Ex)
| NudgeAbility9SwiftDamage =
When a zombie is reduced to zero or fewer hit points, instead of dying, he is replaced with a single [[Zombie Parts (Minion Role)|Zombie Parts]] minion.  This is to represent that the largest still-intact bit of the zombie continues to seek to extinguish all life from the world.  When the minion is slain, the zombie is dead (but see "Immortal" in the Out of Combat section, below).  Note that players should receive XP and treasure for killing both the zombie and the [[Zombie Parts (Minion Role)|Zombie Parts]] minion, assuming they successfully slay both.
  <!--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-->


; Zombie Rot (Su)
Any time a creature is bitten by a zombie, 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.
<!--  COMBAT TACTICS  -->


| CombatTactics = There's not much finesse to Zombie tactics, which are basically 'follow the living until you catch them.'  Zombies 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.  Zombies 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.


=== TREASURE ===
: Zombies do not need eat, sleep or breathe. (Note that unlike Pathfinder zombies, zombies do NOT have the Staggered condition, and get a full action every round.)
Sell value of approximately 500 gp.




=== COMBAT TACTICS ===
There's not much finesse to Zombie tactics, which are basically 'follow the living until you catch them.'  Zombies 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.  Zombies 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.


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


| OutOfCombat = '''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 (Spell)]], [[Consecrate (Spell)]] or [[Gentle Repose (Spell)]] will add a year and a day to the time it takes for a zombie to re-compose.  [[Resurrection (Spell)]] will bring the person associated with the zombie's corpse back to life, destroying the necromantic bond on its corpse.


=== 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.  A [http://www.d20pfsrd.com/magic/all-spells/s/sanctify-corpse sanctify corpse], [http://www.d20pfsrd.com/magic/all-spells/c/consecrate consecrate] or [http://www.d20pfsrd.com/magic/all-spells/g/gentle-repose gentle repose] spell will add a year and a day to the time it takes for a zombie to re-compose.  A [http://www.d20pfsrd.com/magic/all-spells/r/resurrection resurrection] spell will bring the person associated with the zombie's corpse back to life, destroying the necromantic bond on its corpse.

Revision as of 22:04, 17 June 2016

Zombie (CR 2)

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

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
14
Man Def
Shield Icon 3.png
16
Monster Health
41 20 3
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +5
Refl: +0
Will: +0

Strong Against:

Weak Against:

Offense

Size: Medium
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 (1d10/x2)
    as undefined damage type
    plus Zombie RotExpression error: Unexpected < operator.

Full Attack (Melee):

  • 1x Bite +4 (1d10/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)

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

Relentless Hunger (Ex)

When a zombie is reduced to zero or fewer hit points, instead of dying, he is replaced with a single Zombie Parts minion. This is to represent that the largest still-intact bit of the zombie continues to seek to extinguish all life from the world. When the minion is slain, the zombie is dead (but see "Immortal" in the Out of Combat section, below). Note that players should receive XP and treasure for killing both the zombie and the Zombie Parts minion, assuming they successfully slay both.

Zombie Rot (Su)

Any time a creature is bitten by a zombie, he must make a Fort save, DC , or contract the Zombie Rot disease. Onset is 1d4 days, frequency 1/day, effect 1d3 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.
Zombie

Zombie

Zombies are corpses of the (fairly) recently dead, brought back to unlife through necromantic ritual, having been killed by other zombies, or dying on desecrated ground. They have no intelligence, and are driven only by a need to consume the living. While brains may be extra tasty, zombies are happy to eat any living (or recently dead) flesh. Indeed, all but the freshest zombies show extensive bite wounds from being near other zombies (or even themselves).

Zombies are attracted to sounds, but can sense life when it is nearby. Once attracted, zombies will never stop trying to kill and eat their prey.

Combat Tactics

There's not much finesse to Zombie tactics, which are basically 'follow the living until you catch them.' Zombies 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. Zombies 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.

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

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 (Spell), Consecrate (Spell) or Gentle Repose (Spell) will add a year and a day to the time it takes for a zombie to re-compose. Resurrection (Spell) will bring the person associated with the zombie's corpse back to life, destroying the necromantic bond on its corpse.

Rewards

XP: 600

Treasure: Sellable Goods worth 500 gp.

Weight: 20 lbs.     Volume: 0.8 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)