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Revision as of 18:38, 13 August 2019

Zombie Beast

Zombie Beast (CR 5)

Neutral Evil - Large - Undead
What happens when a pack of zombies stumbles upon a herd of cows on a farm?
Yep. Zombie cows.
Beast zombies represent the undead remains of various animals that are left behind in a zombie outbreak. They are all size Large, and represent such animals as cows, horses, donkeys, mules, pigs, deer, moose, caribou, etc, etc that may be pulled down and converted to undeath.
Beast zombies tend to be less malevolent than humanoid zombies, but since they are larger, they are actually quite dangerous foes.

General

Lore Check: Know (Religion) (Basic: DC 10; Full: DC 25)
Init: +8
Ambush Chance: 10+ on d20 (req's 1 minute prep)
Senses: Standard Senses, Darkvision 60 ft.
Passive Perception: 19 (Spot: +9, req's move action)

Defense

AC: 23
Maneuver Defense (MD): 21
Hit Points: 68     (Bloodied Value: 34)    Hit Dice: 7
Fort: +8    Refl: +4    Will: +4
Special Defenses:
Strong Against:
Weak Against:
  • (Undead 1) Cannot heal damage on its own (if it has no Int), but healed by negative energy.

Offense

Movement Types: Walk 40 ft.
Space / Reach: 10 ft. / 5 ft.
Standard Attack:
  • 1x Bite +12 (1d8+2/19-20 x2) as crushing (physical, common); plus Zombie Rot
Full Attack:
  • 3x Bite +12 (1d8+2/19-20 x2) as crushing (physical, common); plus Zombie Rot
Standard Ranged:
Maneuver Offense: +9
Siege Damage: Not siege capable
Special Attacks: Clumsy Charge, Thrashing Stand, Zombie Rot
Action Points: 0

Statistics

Str: 18    Dex: 14    Con: —    Int: —    Wis: 10    Cha: 12
Feats:
Skills:
Languages:

Special Abilities

Clumsy Charge (Ex)

Beast Zombies are amazingly fleet of foot. They will use this speed to race into combat using a charge maneuver. When they use Clumsy Charge they are considered flat-footed until the start of their next turn. If they hit, in addition to dealing damage, their target is automatically knocked Prone. Unfortunately, the zombie beast also falls prone in an adjacent square (which negates the flat-footed condition, since they can only have one at a time). If the attack misses, neither the target nor the zombie beast falls prone.

Thrashing Stand (Ex)

Beast Zombies are clumsy but powerful things. As a full attack action, the zombie beast can stand up from Prone, during which they thrash and flail mightily to gain their feet, throwing sharp hooves and claws and teeth in all directions. Any enemy creatures within 10 feet of their space are subject to the Thrashing Stand, a touch attack made at + to hit (includes penalty due to being prone). If it hits, it deals physical damage. The thrashing attacks occur before the beast stands from prone, and any creature successfully struck by the Thrashing Stand is denied any opportunity attack that would normally have been provoked by the beast standing up from prone.

Zombie Rot (Su)

Any time a creature is bitten by a beast zombie, they must make a Fort save, DC , or contract the Zombie Rot disease.
Zombie Rot    (Injury vector; Diseased intensity)
Save: Fort DC 18;     Frequency: 1/day for 3 days
Effect: 1d3 STR damage per interval
Fruition: Death, and victim becomes a Zombie of the same CR as slain victim
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 beast 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.


Combat Tactics

Beast zombies are mindless undead that have a compelling hatred of the living. Their tactics are simple: Charge in, fall down, stand up and attack until everything is dead.
Beast zombies do not need to eat, sleep or breathe.

Out of Combat

Immortality
Many undead creatures, such as this one, cannot be killed by normal means. However, it will lie shattered and dormant after being defeated for approximately a decade before rising again to seek to rid the world of life. Casting either Sanctify Corpse (Cleric Spell) or Gentle Repose (Cleric Spell) on the defeated corpse of the creature will add an additional ten years to the time it takes for it to re-compose. Laying the defeated corpse on consecrated ground for a full day will prevent it from ever rising again, as will casting Rest Eternal (Cleric Spell) on it. Applying Raise Dead (Cleric Spell), Resurrection (Cleric Spell), or using similar life-giving abilities will restore the original soul back to the corpse, bringing that person back to life and permanently destroying the necromantic animus that had possessed the body previously. This creature's body will never decay (further than it already has) nor age due to time or neglect.

Rewards

XP: 1,600
Treasure: Sellable Goods worth 1,625 gp.
Weight: 50 lbs.     Volume: 2 cu. ft.
Optional Treasure Rules: Roll on the following table once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Roll a d20:
Result Remnant Found (If Any)
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
Table 2: Roll a d20:
Result 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
Table 3: Roll a d20:
Result 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)