Made several alternate zombies for my campaign setting, giving some diversity to the necromancers in a part of the world called the Black Kingdoms. These zombies are not greatly different from common zombies stat-wise, their powers lie in the special attacks and special qualities they have.
New Zombie Variants
The following are alternate types of zombies that can be created if the creator has the prerequisite feat. Some of the zombies templates listed below are harder to create and control than regular zombies, having one or several virtual Hit Dice. A virtual Hit Dice does not affect the zombie in any way, the virtual Hit Dice only affects the amount of undead that the creator can command. For example, a zombie with 2 HD and a virtual Hit Dice would count as a 3 HD creature for the purpose of commanding it, but it would still be a 2 HD creature in all other aspects, including its ability to resist Turn Undead.
Stalwart Necromancy
Your necromancy magic is more durable and you can create mook zombies with your Animate Dead spell.
Prerequisites: Caster level 5th, ability to cast at least five Necromancy spells.
Benefit: When a necromancy spell with a duration of one round or more cast by you ends for any reason, by being dispelled or having its duration end for example, you may choose to immediately renew the spell by using a spell slot of the same spell level as the ended spell. Renewing a spell counts as a free action and the renewed spell will have the exact same specifications as the spell it replaces, it will affect the exact same target or area. In addition to your ability to renew spells, you can also create mook zombies with the Animate Dead spell.
Mook Zombie
Mook zombies are a variant of the common zombie used by some of the northern tribes of the Black Kingdoms. Mook zombies are extremely durable combatants, capable of withstanding significantly greater amounts of damage than regular zombies. It is virtually impossible to notice any difference between a regular zombie and a mook zombie.
Creating a Mook Zombie
“Mook Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
Size and Type: The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.
Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can’t be made into a mook zombie with the animate dead spell.
Speed: If the base creature can fly, its maneuverability rating drops to clumsy.
Armor Class: Natural armor bonus increases by a number based on the mook zombie’s size:
Size AC Bonus
Tiny or smaller +1
Small +3
Medium +4
Large +5
Huge +6
Gargantuan +9
Colossal +13
Base Attack: A mook zombie has a base attack bonus equal to 1/2 its Hit Dice.
Attacks: A mook zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A mook zombie also gains a slam attack.
Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the mook zombie’s size. (Use the base creature’s slam damage if it’s better.)
Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: A mook zombie retains none of the base creature’s special attacks.
Special Qualities: A mook zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A mook zombie gains the following special qualities.
Damage Reduction 5/Slashing: Mook zombies are lumbering masses of flesh.
Great Toughness (Ex): A mook zombie has an additional Hit Point per Hit Die.
Relentless Dead (Su): Mook zombies are very hard to permanently kill. When a mook zombie is killed, it will rise again in 1d4 rounds after it was slain. When a mook zombie rises again, it will have an amount of Hit Points equal to half its normal maximum. If the mook zombie is killed after it has already risen once, it will not rise again. A mook zombie that is killed by any spell or effect that completely destroys it, such as the Disintegrate spell, it will not rise again.
Single Actions Only (Ex): Mook zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.
Virtual Hit Dice (Su): Mook zombies have one virtual Hit Dice.
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.
Abilities: A mook zombie’s Strength increases by +4, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.
Skills: A mook zombie has no skills.
Feats: A mook zombie loses all feats of the base creature and gains Great Fortitude and Toughness.
Environment: Any land and underground.
Organization: Any.
Challenge Rating: Depends on Hit Dice, as follows:
Hit Dice Challenge Rating
1/2 1/8
1 1/4
2 1/2
4 1
6 2
8–10 3
12–14 4
15–16 5
18–20 6
Treasure: None.
Alignment: Always neutral evil.
Advancement: As base creature, but double Hit Dice (maximum 20), or — if the base creature advances by character class.
Level Adjustment: —.
Sample Mook Zombie
Human Warrior Mook Zombie
Hit Dice: 2d12+5 (18 hp)
Initiative: -1
Speed: 30 ft. (6 squares; can't run)
Armor Class: 13 (–1 Dex, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +1/+4
Attack: Slam +4 melee (1d6+3) or longsword +2 melee (1d8+3)
Full Attack: Slam +4 melee (1d6+3) or longsword +2 melee (1d8+3)
Space/Reach: 5 ft./5 ft
Special Attacks: -
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., great toughness, relentless dead, single actions only, virtual hit dice, undead traits
Saves: Fort +2, Ref –1, Will +3
Abilities: Str 16, Dex 8, Con —, Int —, Wis 10, Cha 1
Skills: -
Feats: Great Fortitude, Toughness
Environment: Any
Organization: Any
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral evil
Advancement: None
Level Adjustment: -
New Zombie Variants
The following are alternate types of zombies that can be created if the creator has the prerequisite feat. Some of the zombies templates listed below are harder to create and control than regular zombies, having one or several virtual Hit Dice. A virtual Hit Dice does not affect the zombie in any way, the virtual Hit Dice only affects the amount of undead that the creator can command. For example, a zombie with 2 HD and a virtual Hit Dice would count as a 3 HD creature for the purpose of commanding it, but it would still be a 2 HD creature in all other aspects, including its ability to resist Turn Undead.
Stalwart Necromancy
Your necromancy magic is more durable and you can create mook zombies with your Animate Dead spell.
Prerequisites: Caster level 5th, ability to cast at least five Necromancy spells.
Benefit: When a necromancy spell with a duration of one round or more cast by you ends for any reason, by being dispelled or having its duration end for example, you may choose to immediately renew the spell by using a spell slot of the same spell level as the ended spell. Renewing a spell counts as a free action and the renewed spell will have the exact same specifications as the spell it replaces, it will affect the exact same target or area. In addition to your ability to renew spells, you can also create mook zombies with the Animate Dead spell.
Mook Zombie
Mook zombies are a variant of the common zombie used by some of the northern tribes of the Black Kingdoms. Mook zombies are extremely durable combatants, capable of withstanding significantly greater amounts of damage than regular zombies. It is virtually impossible to notice any difference between a regular zombie and a mook zombie.
Creating a Mook Zombie
“Mook Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
Size and Type: The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.
Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can’t be made into a mook zombie with the animate dead spell.
Speed: If the base creature can fly, its maneuverability rating drops to clumsy.
Armor Class: Natural armor bonus increases by a number based on the mook zombie’s size:
Size AC Bonus
Tiny or smaller +1
Small +3
Medium +4
Large +5
Huge +6
Gargantuan +9
Colossal +13
Base Attack: A mook zombie has a base attack bonus equal to 1/2 its Hit Dice.
Attacks: A mook zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A mook zombie also gains a slam attack.
Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the mook zombie’s size. (Use the base creature’s slam damage if it’s better.)
Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: A mook zombie retains none of the base creature’s special attacks.
Special Qualities: A mook zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A mook zombie gains the following special qualities.
Damage Reduction 5/Slashing: Mook zombies are lumbering masses of flesh.
Great Toughness (Ex): A mook zombie has an additional Hit Point per Hit Die.
Relentless Dead (Su): Mook zombies are very hard to permanently kill. When a mook zombie is killed, it will rise again in 1d4 rounds after it was slain. When a mook zombie rises again, it will have an amount of Hit Points equal to half its normal maximum. If the mook zombie is killed after it has already risen once, it will not rise again. A mook zombie that is killed by any spell or effect that completely destroys it, such as the Disintegrate spell, it will not rise again.
Single Actions Only (Ex): Mook zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.
Virtual Hit Dice (Su): Mook zombies have one virtual Hit Dice.
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.
Abilities: A mook zombie’s Strength increases by +4, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.
Skills: A mook zombie has no skills.
Feats: A mook zombie loses all feats of the base creature and gains Great Fortitude and Toughness.
Environment: Any land and underground.
Organization: Any.
Challenge Rating: Depends on Hit Dice, as follows:
Hit Dice Challenge Rating
1/2 1/8
1 1/4
2 1/2
4 1
6 2
8–10 3
12–14 4
15–16 5
18–20 6
Treasure: None.
Alignment: Always neutral evil.
Advancement: As base creature, but double Hit Dice (maximum 20), or — if the base creature advances by character class.
Level Adjustment: —.
Sample Mook Zombie
Human Warrior Mook Zombie
Hit Dice: 2d12+5 (18 hp)
Initiative: -1
Speed: 30 ft. (6 squares; can't run)
Armor Class: 13 (–1 Dex, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +1/+4
Attack: Slam +4 melee (1d6+3) or longsword +2 melee (1d8+3)
Full Attack: Slam +4 melee (1d6+3) or longsword +2 melee (1d8+3)
Space/Reach: 5 ft./5 ft
Special Attacks: -
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., great toughness, relentless dead, single actions only, virtual hit dice, undead traits
Saves: Fort +2, Ref –1, Will +3
Abilities: Str 16, Dex 8, Con —, Int —, Wis 10, Cha 1
Skills: -
Feats: Great Fortitude, Toughness
Environment: Any
Organization: Any
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral evil
Advancement: None
Level Adjustment: -