Vampire-Zombie

Morrus

Well, that was fun
Staff member
[h=4]Vampire (Template)[/h]

TEMPLATE TRAITS
Vampires speak, read, and write the languages they knew in life.
“Vampire” is an acquired template that can be added to any humanoid, or monstrous humanoid (referred to hereafter as the base creature). The creature’s type changes to undead. It uses all the base creature’s statistics and special abilities except as noted here.
CR: Same as the base creature +2.
Undead: Vampires have the traits and immunities common to undead.
HD: Change to d12. Vampires have no Constitution score.
Spd: , Same as the base creature. If the base creature has a swim speed, the vampire retains the ability to swim and is not vulnerable to immersion in running water (see below).
Defense: The base creature’s natural armor improves by +6.
Atk: A vampire retains all the attacks of the base creature and gains a slam attack if it didn’t already have one. The vampire’s slam attack deals damage according to its size: Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium-size 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6.
SQ: A vampire retains all the special qualities of the base creature and gains the additional special qualities described below.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of temporary Constitution damage each round the pin is maintained.
Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a vampire loyal to its creator (called the master vampire, or simply “master”). The new vampire gains three allegiances (in any order): chaos, evil, and master. All previous allegiances are lost permanently. A vampire loses its allegiance to its master (and may adopt a new allegiance to replace it) only when the master vampire is destroyed.
Domination (Su): As an attack action, a vampire can crush an opponent’s will just by gazing into his or her eyes. The vampire can attempt to dominate only one target at a time, and the target must be within 30 feet and able to see the vampire. A target that fails a Will save (DC 10 + 1/2 vampire’s Hit Dice + vampire’s Charisma modifier) becomes the vampire’s thrall for 1 day per Hit Die of the vampire. The thrall temporarily loses all previous allegiances and adopts a singular, unswerving allegiance to the vampire. If the vampire commands its thrall to do something blatantly self-destructive, the target can make a Will save to break the vampire’s control. If the save succeeds, the target becomes free-willed and regains its previous allegiances.
Energy Drain (Su): A living creature hit by a vampire’s slam attack gains two negative levels. See page 226 for more information on energy drain and negative levels. A creature killed by a vampire’s energy drain attack rises as a vampire under its creator’s control (see Create Spawn, above).
Alternate Form (Su): A vampire can assume the form of a bat, rat, or wolf as a move action. The vampire can remain in that form until it assumes another form or until the next sunrise.
Children of the Night (Su): Vampires command the lesser creatures of the world and, once per day, can call forth a pack of 4d8 rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a full-round action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Damage Reduction 15/+1 (Su): In campaigns without magic weapons, the GM can disregard the vampire’s damage reduction, change it to 15/silver or 15/wood, or apply the damage reduction only to certain types of weapons (ballistic, bludgeoning, piercing, slashing, or sonic/concussion).
Fast Healing 5 (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points or lower, a vampire automatically assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, its hit points rise to 1 hit point after 1 hour; the vampire then resumes healing at the rate of 5 hit points per round.
Gaseous Form (Su): As a move action, the vampire (and all its gear) becomes insubstantial, misty, and translucent. The vampire gains damage reduction 20/+1 in this form. Its armor (including natural armor) ceases to modify its Defense, though other modifiers (such as from Dexterity and size) still apply. The vampire cannot attack or use supernatural abilities while in gaseous form.
A vampire in this form can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. It can pass through small holes or narrow openings, even mere cracks. Its gaseous form is subject to wind and cannot enter water or other liquid.
Cold Resistance 20 (Ex): A vampire ignores the first 20 points of cold damage from any cold-based attack.
Electricity Resistance 20 (Ex): A vampire ignores the first 20 points of electricity damage from any electricity-based attack.
Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.
Turn Resistance (Ex): A vampire has +4 turn resistance.
Darkvision (Ex): Vampires have darkvision with a range of 60 feet.
Weaknesses (Ex): A vampire has several weaknesses, described below. A vampire can have fewer weaknesses, but each lost weakness costs a vampire one of its other special qualities. For example, a vampire that is immune to the effects of garlic might be unable to summon children of the night.
  • Direct Sunlight: The merest sliver of sunlight deals 2d6 points of damage to a vampire. A vampire exposed to direct sunlight for 1 full round must succeed on a Fortitude save (DC 20) or be consumed by fire and destroyed utterly.
  • Garlic: A vampire cannot enter or pass through any 5-foot square containing garlic. A vampire takes a –2 penalty on melee attack rolls against a target wearing garlic.
  • Holy Symbol: A vampire takes a –2 penalty on melee attack rolls against a creature prominently wearing or brandishing a holy symbol. The symbol’s touch deals 1d4 points of holy damage to a vampire, and a vampire reduced to 0 hit points in this fashion is destroyed utterly. This holy damage can be healed only by inflict spells.
  • Inviolate Sanctuary: A vampire cannot enter a privately owned residence unless invited in by the rightful owner or tenant.
    Mirror: A vampire in view of a mirror cannot use its domination special quality (see above).
  • Running Water: A vampire cannot cross running water (but may be carried across). A vampire immersed in running water loses one-third of its remaining hit points each round until it is destroyed at the end of the third round.
  • Wooden Stake: Wooden weapons that deal piercing damage (such as wooden stakes, arrows, pool cues, spear shafts, and table legs) threaten a critical hit against a vampire on a natural 20 (unless noted otherwise), even though vampires are normally immune to critical hits. A successful critical hit destroys a vampire instantly, turning it to dust.
AL: Previous allegiances are lost, replaced by allegiances to chaos, evil, and master (or simply chaos and evil if the master vampire has been destroyed). Changed allegiances might cause the loss of particular class abilities.
Ability Scores: Vampires gain the following ability score increases: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As undead creatures, vampires have no Constitution score.
Skills: Same as the base creature (human vampires retain the extra skill points afforded to all humans). Vampires receive a +8 species bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
Feats: Vampires gain the bonus feats Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats. Human vampires keep the extra feat they gained as a 1st-level human character.
Advancement: By character class.

[h=6]Vampire (Human Fast Hero 2/Charismatic Hero 3)[/h] Medium-size undead

CR: 7
HD: 5d12;hp: 32
Mas: -
Init: +8
Spd: 30 ft.
Defense: 25,touch: 19, flat-footed: 21 (+4 Dex, +5 class, +6 natural)
BAB: +2;Grap: +6
Atk: +6 melee (1d6+4, slam);Full Atk: +6 melee (1d6+4, slam) +7 melee (2d6/19–20, mastercraft katana), or +6 ranged)
FS: 5ft. by 5 ft.;Reach: 5 ft.
SQ: Blood drain, create spawn, domination (DC 17), energy drain, alternate form, children of the night, damage reduction 15/+1, fast healing 5, gaseous form, cold and electricity resistance 20, spider climb, +4 turn resistance, darkvision 60 ft., weaknesses
AL: Evil, chaos, master
SV: Fort: +2, Ref: +10, Will: +3
AP 2;Rep +5
Str: 19, Dex: 18, Con: -, Int: 14, Wis: 10, Cha: 20
Skills: Bluff +17*, Diplomacy +9*, Disguise +9, Drive +8, Gather Information +9*, Hide +18, Intimidate +9*, Knowledge (art) +6, Knowledge (current events) +7, Knowledge (popular culture) +7, Perform (stringed instruments) +9*, Listen +10, Move Silently +18, Read/Write Language (any two), Search +10, Sense Motive +8, Speak Language (any two), Spot +10.
*The vampire gains a +3 bonus on these Charisma-based skill checks when influencing members of its chosen gender (see Charm).
Feats: Alertness, Combat Reflexes, Dodge, Exotic Melee Weapon (katana), Improved Initiative, Iron Will, Lightning Reflexes, Renown, Simple Weapons Proficiency, Stealthy, Windfall
Talents: (Fast Hero): Evasion
(Charismatic Hero): Charm, favor
Possessions: Aston-Martin Vanquish sports coupe, eight-bedroom mansion, designer formal wear, mastercraft katana (+1), cell phone, desktop computer (with cellular modem, printer, and scanner), mastercraft violin (+1).

[h=4]Werewolf (Template)[/h]

Natural werewolves are humanoids born with the ability to assume wolf and hybrid forms. A humanoid who contracts lycanthropy after being wounded by a werewolf becomes an afflicted werewolf.

TEMPLATE TRAITS
“Werewolf” is a template (inherited for natural werewolves, acquired for afflicted werewolves) that can be added to any humanoid creature (referred to hereafter as the character).
A werewolf uses either the character’s or the wolf’s statistics and special abilities in addition to those described below.
CR: Same as the character +2
HD: Same as the character plus the wolf’s Hit Dice (2d8)
Spd: Same as the character, or 50 feet for hybrid and wolf form
Defense: Same as the character while in humanoid form. In hybrid and animal form, the creature gains a +2 natural armor bonus. This bonus does not stack with other natural armor bonuses.
BAB: Same as the character +1
Grapple Bonus: Apply modifiers for Strength depending on the lycanthrope’s form
Atk: Same as the character while in humanoid form. In hybrid and animal form, a werewolf attacks with its powerful bite, dealing 1d6 points of damage plus its Strength modifier.
SQ: A werewolf retains all the special qualities of the character and gains the additional special qualities listed below.
Alternate Form (Su): A werewolf can assume wolf or hybrid form, but its gear is not absorbed into the new form. The bipedal hybrid form is about 6 feet tall, with a short tail and thick fur. The legs are like those of a wolf, and the head combines humanoid and lupine features in degrees that vary from one werewolf to the next. The animal form is that of a fully-grown wolf without any trace of human features.
Changing to or from wolf or hybrid form is a move action. Upon assuming either form, the werewolf regains hit points as if having rested for a day. A slain werewolf reverts to its humanoid form, although it remains dead. Afflicted werewolves find this ability difficult to control (see Lycanthropy as an Affliction, below), but natural lycanthropes have full control over this power.
Curse of Lycanthropy (Su): Any humanoid hit by a werewolf’s bite attack (in wolf or hybrid form) must succeed on a Fortitude save (DC 15) or contract lycanthropy.
Trip (Ex): A werewolf in wolf form that hits with a bite attack can attempt to trip its opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf.
Scent (Ex): This ability allows a werewolf in wolf or hybrid form to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Damage Reduction 15/Silver (Su): A werewolf in wolf or hybrid form ignores the first 15 points of damage dealt by a nonsilver or nonmagical weapon but takes full damage from silvered weapons or weapons with a +1 or better magic bonus.
Wolf Empathy (Ex): A werewolf can communicate with wolves in any form and gains a +4 species bonus on Diplomacy checks when influencing a wolf’s attitude. A friendly wolf understands and heeds simple commands, such as “wait,” “chase,” “flee,” and “attack.”
Darkvision (Ex): In their wolf and hybrid forms, werewolves have darkvision with a range of 60 feet.
SV: Same as the character, with a +3 bonus on Fortitude and Reflex saves
Ability Scores: Werewolves gain the following ability score increases: Con +4, Wis +2. Additionally, a werewolf that assumes wolf and hybrid form gains the following additional benefits for as long as it remains in either form: Str +2, Dex +4.
Allegiances: A natural werewolf typically has allegiance to chaos and evil. An afflicted werewolf gains the chaos and evil allegiances (displacing other allegiances, if need be). These allegiances can be removed only when the werewolf has the ability to control the curse of lycanthropy by taking 10 on a Control Shape check.
Skills: Same as the character, with a +1 species bonus on Hide checks, a +2 species bonus on Move Silently checks, a +3 species bonus on Spot checks, and a +5 species bonus on Listen checks. A werewolf in wolf or hybrid form also gains a +4 species bonus on Survival checks when tracking by scent.
Feats: Same as the character. A werewolf gains the bonus feats Iron Will and Weapon Finesse (bite).
Talents: Same as the character

[h=6]Werewolf, Human Strong Hero 5[/h]


Werewolf in Humanoid Form (Human Strong Hero 5)
Werewolf in Hybrid or Wolf Form (Human Strong Hero 5)

Medium-size humanoid
Medium-size humanoid
CR: 7
7
HD: 5d8+15 plus 2d8+6; hp 52
5d8+15 plus 2d8+6; hp 52
Mas: 17
17
Init: +2
+4
Spd: 30 ft.
50 ft.
Defense: 15, touch 15, flat-footed 13 (+2 Dex, +3 class)
17, touch 15, flat-footed 15 (+2 Dex, +3 class, +2 natural)
BAB/Grap: +5/+8
+5/+9
Atk: +8 melee (1d6+6/19–20, cleaver)
+9 melee (1d6+7, bite)
Full Atk: +8 melee (1d6+6/19–20, cleaver), or +7 ranged (2d8, Mossberg)
+9 melee (1d6+7, bite), or +9 ranged
FS/Reach: 5 ft. by 5 ft./5 ft.
5 ft. by 5 ft./5 ft.
SQ: Alternate form, trip, scent, wolf empathy
Alternate form, curse of lycanthropy, trip, scent, damage reduction 15/silver, wolf empathy, darkvision 60 ft
AL: Evil, chaos
Evil, chaos
SV: Fort: +9, Ref: +6, Will: +2
Fort: +9, Ref: +8, Will: +2
AP/Rep: 2/+1
2/+1
Ability Scores: Str: 16, Dex: 14, Con: 17, Int: 12, Wis: 12, Cha: 8
Str: 18, Dex: 18, Con: 17, Int: 12, Wis: 12, Cha: 8
Skills: Climb +9, Handle Animal +3, Hide +3, Jump +7, Knowledge (current events) +5, Knowledge (popular culture) +5, Knowledge (streetwise) +5, Listen +6, Move Silently +4, Profession +5, Read/Write Language (any two), Speak Language (any two), Spot +4, Swim +9
Adjusted skills: Climb +10, Hide +5, Jump +8, Move Silently +6, Swim +10, Survival +5 (when tracking by scent)
Feats: Athletic, Heroic Surge, Iron Will, Personal Firearms Proficiency, Power Attack, Simple Weapons Proficiency, Weapon Finesse (bite)
Athletic, Heroic Surge, Iron Will, Personal Firearms Proficiency, Power Attack, Simple Weapons Proficiency, Weapon Finesse (bite)
Talents: (Strong Hero): Melee smash, improved melee smash, advanced melee smash
(Strong Hero): Melee smash, improved melee smash, advanced melee smash
Possessions: Mossberg (12-gauge shotgun), 12 rounds of 12-gauge ammunition, cleaver, casual clothes
N/A
Lycanthropy as an Affliction
When a character contracts lycanthropy through a werewolf’s attack, no symptoms appear until the first night of the next full moon. On that night, the afflicted character involuntarily assumes animal form and becomes a ravenous beast, forgetting his or her own identity. The character remains in animal form until dawn and remembers nothing about the incident.
Thereafter, the character is subject to involuntary transformation under the full moon and whenever damaged in combat. He or she feels an overwhelming rage building up and must succeed on a Control Shape check to resist changing into animal form.
Curing Lycanthropy
An afflicted character who eats a sprig of belladonna (also called wolfsbane) within an hour of a lycanthrope’s attack can attempt a Fortitude save (DC 20) to shake off the affliction. If someone with ranks in the Treat Injury skill administers the herb, use the character’s saving throw or the healer’s Treat Injury check, whichever is higher. The character gets only one chance, no matter how much belladonna is consumed. The belladonna must be reasonably fresh (picked within the last week).
Fresh or not, belladonna is toxic. A character consuming the herb must succeed on a Fortitude save (DC 13) or take initial damage of 1d6 points of temporary Strength. One minute later, the character must succeed on a second save (same DC) or take an additional 2d6 points of temporary Strength damage.
The only other way to remove the curse of lycanthropy is to cast remove curse or break enchantment on the character during one of the three days of the full moon. After receiving the spell, the character must succeed on a Will save (DC 20) to break the curse (the caster knows whether the spell works). Otherwise, the process must be repeated. Characters undergoing this cure are often kept bound or confined in cages until the cure takes effect.
Only afflicted lycanthropes can be cured of lycanthropy. Natural lycanthropy cannot be cured.
New Skill: Control Shape (Wis) Trained Only
Any character who has contracted lycanthropy and is aware of his or her condition can learn Control Shape as a class skill. This determines whether the afflicted werewolf can voluntarily control his shape. Natural lycanthropes have control over their shapeshifting abilities.
Check: The afflicted character must make a check at moonrise each night of the full moon to resist involuntarily assuming animal form. An injured character must also check for an involuntary change after accumulating enough damage to reduce his or her hit point total to three-quarters of its full normal value and again after each additional one-quarter lost (save DC same as for full moon).
TaskDC
Resist involuntary change25
Return to humanoid form (full moon1)25
Return to humanoid form (not full moon)20
Voluntary change (full moon)10
Voluntary change (not full moon)15
1 For game purposes, the full moon lasts three days every month.
Try Again?: Check for an involuntary change once each time a triggering event occurs. On a failed check to return to humanoid form (see below), the character must remain in animal or hybrid form until the next dawn, when he or she automatically returns to humanoid form.
Special: A character can take 10, but cannot take 20.
When returning to normal form after an involuntary change, the character attempts a Wisdom check (DC 15) to realize what has happened. If the check succeeds, the character becomes aware of the affliction and can now voluntarily attempt to change to animal or hybrid form, using the appropriate DC. An attempt is a standard action and can be made each round. Any voluntary change to animal or hybrid form immediately and permanently changes the character’s two strongest allegiances to chaos and evil.
An afflicted character who is aware of his or her condition can also try to return to humanoid from after assuming animal or hybrid form, using the appropriate DC. Only one attempt is allowed, however, as described above.
Time: Attempting to control one’s shape is a full-round action.

[h=4]Wyrm[/h]


Wyrm (Hatchling)
Wyrm (Adult)

Medium-size dragon
Huge dragon
CR: 6
17
HD: 7d12+14; hp 59
19d12+114; hp 237
Mas: 15
23
Init: +0
-2
Spd: 20 ft., fly 60 ft. (poor), burrow 20 ft.
20 ft., fly 60 ft. (poor), burrow 20 ft.
Defense: 18, touch 10, flat-footed 18 (+8 natural)
21, touch 6, flat-footed 21 (–2 size, –2 Dex, +15 natural)
BAB/Grap: +7/+9
+19/+37
Atk: +10 melee (1d4+2 plus poison, sting)
+28 melee (1d8+10 plus poison, sting)
Full Atk: +10 melee (1d4+2 plus poison, sting), +4 melee (1d8+1, bite), +4 melee (1d6+1, 2 claws)
+28 melee (1d8+10 plus poison, sting), +26 melee (2d8+5, bite), +26 melee (2d6+5, 2 claws)
FS/Reach: 5 ft. by 5 ft./5 ft.
15 ft. by 15 ft./10 ft.
SQ: Breath weapon (DC 15; 3d10 points of fire damage), improved grab, poison (save DC 15; initial and secondary 2d6 Con), scent, immunities, darkvision 60 ft.
Breath weapon, improved grab, fling, poison, scent, immunities, darkvision 60 ft.
AL: Evil
Evil
SV: Fort: +7, Ref: +5, Will: +6
Fort: +17, Ref: +9, Will: +12
AP/Rep: 0/+0
0/+0
Ability Scores: Str: 15, Dex: 10, Con: 15, Int: 6, Wis: 12, Cha: 10
Str: 31, Dex: 7, Con: 23, Int: 6, Wis: 12, Cha: 10
Skills: Listen +10, Move Silently +7, Search +5, Spot +10 (+13 during daylight)
Listen +22, Move Silently +17, Search +17, Spot +22 (+25 during daylight)
Feats: Alertness, Weapon Focus (sting)
Alertness, Cleave (bite), Multiattack, Power Attack, Weapon Focus (sting)
Advancement: -
20–26 HD (Huge); 27–38 HD (Gargantuan); 39–45 HD (Colossal
SPECIES TRAITS
Breath Weapon (Su): A wyrm can breathe a 60-foot-long, 5-foot-wide line of fire every 1d4 rounds as an attack action. Any creature in the line of fire takes 10d10 points of damage, or half damage if a Reflex save (DC 25) succeeds.
Improved Grab (Ex): To use this ability, a wyrm must hit with both claw attacks. If it gets a hold, it hangs on and stings. If a wyrm grabs a creature two or more size categories smaller, it automatically deals damage with both claws and its sting each round the hold is maintained. See Improved Grab.
Fling (Ex): A wyrm can drop a creature it has grabbed or use an attack action to fling it aside. A flung creature travels 30 feet and takes 3d6 points of damage. If the wyrm flings it while flying, the creature takes this amount or falling damage, whichever is greater.
Poison (Ex): A creature stung by a wyrm must succeed on a Fortitude save (DC 25) or take 2d6 points of temporary Constitution damage. After 1 minute has elapsed, the creature must succeed on a second save (DC 25) or take another 2d6 points of temporary Constitution damage.
Scent (Ex): This ability allows a wyrm to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information.
Immunities (Ex): Wyrms are immune to sleep, hold, and paralysis effects.
Skill Bonus: Wyrms receive a +3 species bonus on Spot checks during daylight hours.

[h=4]Zombie (template)[/h]

Zombies do not speak, but they understand the orders of their creators.
TEMPLATE TRAITS
“Zombie” is a template that can be added to any corporeal creature other than an undead (referred to hereafter as the base creature. It uses all the base creature’s statistics and special abilities except as noted here.

CR: A zombie’s challenge rating depends on its size: Tiny or smaller 1/8, Small 1/4, Medium-size 1/2, Large 3, Huge 6, Gargantuan 10, Colossal 13
Type: The creature’s type changes to undead.
HD: Drop any Hit Dice gained from experience, double the number of Hit Dice left, and raise them to d12.
Spd: If the base creature could fly, its maneuverability rating as a zombie drops to clumsy.
Defense: A zombie’s natural armor bonus to Defense increases to a value based on the zombie’s size (but use the base creature’s natural armor bonus, if it’s higher): Tiny or smaller +0, Small +1, Medium-size +2, Large +3, Huge +4, Gargantuan +7, Colossal +11
Atk: The zombie retains all the natural attacks and manufactured weapons of the base creature, but loses any weapon proficiency feats. A zombie also gains a slam attack.
Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombie’s size (but use the base creature’s slam damage if it’s greater): Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium-size 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6
For purposes of Strength bonuses to damage, a slam attack is considered a two-handed attack.
SQ: A zombie loses all of the base creature’s supernatural and spell-like qualities except for immunity or resistance to specific energy types. A zombie may retain any or all of the base creature’s extraordinary abilities, at the GM’s discretion. In addition to gaining the undead type, a zombie has the following special quality:
Move or Attack Action Only (Ex): A zombie has poor reflexes and can perform only a single move action or attack action on its turn. It can only move and attack if it charges.
AL: A zombie loses any previous allegiances and adopts a new allegiance to its creator. This allegiance cannot be broken.
SV: A zombie’s saving throw modifiers are based on Hit Dice and given in Table 8–2: Creature Saves and Base Attack Bonuses.
AP A zombie does not acquire or amass action points. It loses any action points gained by the base creature. Rep: A zombie has a +0 Reputation bonus.
Ability Scores: A zombie’s ability scores change as follows: Str +2, Dex –2. Additionally, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma decreases to 1.
Skills: The zombie loses all skills.
Feats: The zombie loses all of the base creature’s feats and gains the Toughness feat.

[h=6]Zombie[/h]


Human Zombie
Huge Crocodile Zombie

Medium-size undead
Huge undead
CR: 1/2
6
HD: 2d12 plus 3 (Toughness feat); hp 16
14d12 plus 3 (Toughness feat); hp 94
Mas: -
-
Init: -1
+0
Spd: 30 ft.
20 ft., swim 30 ft.
Defense: 11, touch 9, flat-footed 11 (–1 Dex, +2 natural)
15, touch 8, flat-footed 15 (–2 size, +7 natural)
BAB/Grap: +0/+1
+5/+22
Atk: +1 melee (1d6+1, slam)
+12 melee (2d8+13, bite), or +12 melee (1d6+13, tail slap)
Full Atk: +1 melee (1d6+1, slam)
+12 melee (2d8+13, bite), or +12 melee (1d6+13, tail slap)
FS/Reach: 5 ft. by 5 ft./5 ft.
15 ft. by 15 ft./10 ft.
SQ: Undead, move or attack action only
Undead, move or attack action only, aquatic, improved grab, low-light vision
AL: none or creator
none or creator
SV: Fort: +0, Ref: -1, Will: +3
Fort: +9, Ref: +6, Will: +3
AP/Rep: 0/+0
0/+0
Ability Scores: Str: 13, Dex: 8, Con: -, Int: -, Wis: 10, Cha: 1
Str: 29, Dex: 10, Con: -, Int: -, Wis: 10, Cha: 1
Skills: None
None
Feats: Toughness
Toughness
Possessions: Burial clothes
N/A
 

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