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<blockquote data-quote="ElectricDragon" data-source="post: 7884769" data-attributes="member: 10778"><p><strong><span style="font-size: 26px">Zombie, Ritual </span></strong></p><p><span style="font-size: 15px"><em>Medium Undead</em> (Evil)</span></p><p><span style="font-size: 15px"><strong>Hit Dice:</strong> 6d12 (39 hp)</span></p><p><span style="font-size: 15px"><strong>Initiative:</strong> +6</span></p><p><span style="font-size: 15px"><strong>Speed:</strong> 40 ft. (8 squares)</span></p><p><span style="font-size: 15px"><strong>Armor Class:</strong> 20 (+2 Dex, +6 natural, +2 armor) Touch 12 Flatfooted 18</span></p><p><span style="font-size: 15px"><strong>Base Attack/Grapple:</strong> +3/+5</span></p><p><span style="font-size: 15px"><strong>Attack:</strong> Claw +5 melee 1d4+2 (20/x2) or light crossbow +5 ranged 1d8 (19-20/x2)</span></p><p><span style="font-size: 15px"><strong>Full Attack:</strong> 2 Claws +5 melee 1d4+2 (20/x2) and bite +3 melee 1d6+1 plus disease (20/x2) or light crossbow +5 ranged 1d8 (19-20/x2)</span></p><p><span style="font-size: 15px"><strong>Space/Reach:</strong> 5 ft/5 ft.</span></p><p><span style="font-size: 15px"><strong>Special Attacks:</strong> Disease, Grab</span></p><p><span style="font-size: 15px"><strong>Special Qualities:</strong> Darkvision 120 feet, <em>destruction immunity</em>, DR 5/good, SR 11, turn resistance +4, undead traits</span></p><p><span style="font-size: 15px"><strong>Saves:</strong> Fort +2, Ref +4, Will +5</span></p><p><span style="font-size: 15px"><strong>Abilities:</strong> Str 15, Dex 14, Con —, Int 3, Wis 10, Cha 1</span></p><p><span style="font-size: 15px"><strong>Skills:</strong> Climb +5, Jump +9, Swim +5</span></p><p><span style="font-size: 15px"><strong>Feats:</strong> Improved Initiative, Multiattack, Run</span></p><p><span style="font-size: 15px"><strong>Environment:</strong> Any</span></p><p><span style="font-size: 15px"><strong>Organization:</strong> Company (1-5 ritual zombies and 1 soulless knight)</span></p><p><span style="font-size: 15px"><strong>Challenge Rating:</strong></span></p><p><span style="font-size: 15px"><strong>Equipment:</strong> Leather armor, crossbow, bolt case w/20 bolts</span></p><p><span style="font-size: 15px"><strong>Alignment: </strong>Neutral evil</span></p><p><span style="font-size: 15px"><strong>Advancement: </strong>None</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Ritual zombies are completely loyal to their creator unto destruction. Ritual zombies are faster than normal zombies, scarily so, and attack all living things within charging distance or use the run action to close if the nearest living creature is further away. If ordered to, they will use their crossbows at range.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Ritual zombies retain the ability to use crossbows and wear leather armor, but lose all other previous feats, skills, and abilities. Ritual zombies are powered by a strong necromantic force that protects them from destruction from turning.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Ritual zombies cannot speak but understand Common and Draconic.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 22px"><strong>COMBAT</strong></span></p><p><span style="font-size: 15px">Ritual zombies either run to attack or charge to attack the closest living creature within sight. If ordered to, a ritual zombie will use its crossbow instead.</span></p><p><span style="font-size: 15px"><strong> </strong></span></p><p><span style="font-size: 15px"><strong>Disease (Ex): </strong>If a ritual zombie successfully bites a creature; that creature must make a Fortitude save DC 10 + 1/2 HD + Dexterity Modifier or become diseased with <em>red ache</em>. [incubation period 3 days, then Fort DC 15 or take 1d6 Str damage each day. Two successful saves in a row fights off the disease.]</span></p><p><span style="font-size: 15px"><strong><em> </em></strong></span></p><p><span style="font-size: 15px"><strong><em>Destruction Immunity (Su):</em></strong> A ritual zombie is immune to the destruction effect of the turn undead ability, successful destruction rolls are treated as if only turned. Turning, bolstering, rebuking, and commanding otherwise work normally.</span></p><p><span style="font-size: 15px"><strong> </strong></span></p><p><span style="font-size: 15px"><strong>Grab (Ex): </strong>If a ritual zombie hits with both claws, it gains a +4 circumstance bonus to its bite attack roll.</span></p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 7884769, member: 10778"] [B][SIZE=7]Zombie, Ritual [/SIZE][/B] [SIZE=4][I]Medium Undead[/I] (Evil) [B]Hit Dice:[/B] 6d12 (39 hp) [B]Initiative:[/B] +6 [B]Speed:[/B] 40 ft. (8 squares) [B]Armor Class:[/B] 20 (+2 Dex, +6 natural, +2 armor) Touch 12 Flatfooted 18 [B]Base Attack/Grapple:[/B] +3/+5 [B]Attack:[/B] Claw +5 melee 1d4+2 (20/x2) or light crossbow +5 ranged 1d8 (19-20/x2) [B]Full Attack:[/B] 2 Claws +5 melee 1d4+2 (20/x2) and bite +3 melee 1d6+1 plus disease (20/x2) or light crossbow +5 ranged 1d8 (19-20/x2) [B]Space/Reach:[/B] 5 ft/5 ft. [B]Special Attacks:[/B] Disease, Grab [B]Special Qualities:[/B] Darkvision 120 feet, [I]destruction immunity[/I], DR 5/good, SR 11, turn resistance +4, undead traits [B]Saves:[/B] Fort +2, Ref +4, Will +5 [B]Abilities:[/B] Str 15, Dex 14, Con —, Int 3, Wis 10, Cha 1 [B]Skills:[/B] Climb +5, Jump +9, Swim +5 [B]Feats:[/B] Improved Initiative, Multiattack, Run [B]Environment:[/B] Any [B]Organization:[/B] Company (1-5 ritual zombies and 1 soulless knight) [B]Challenge Rating: Equipment:[/B] Leather armor, crossbow, bolt case w/20 bolts [B]Alignment: [/B]Neutral evil [B]Advancement: [/B]None Ritual zombies are completely loyal to their creator unto destruction. Ritual zombies are faster than normal zombies, scarily so, and attack all living things within charging distance or use the run action to close if the nearest living creature is further away. If ordered to, they will use their crossbows at range. Ritual zombies retain the ability to use crossbows and wear leather armor, but lose all other previous feats, skills, and abilities. Ritual zombies are powered by a strong necromantic force that protects them from destruction from turning. Ritual zombies cannot speak but understand Common and Draconic. [/SIZE] [SIZE=6][B]COMBAT[/B][/SIZE] [SIZE=4]Ritual zombies either run to attack or charge to attack the closest living creature within sight. If ordered to, a ritual zombie will use its crossbow instead. [B] Disease (Ex): [/B]If a ritual zombie successfully bites a creature; that creature must make a Fortitude save DC 10 + 1/2 HD + Dexterity Modifier or become diseased with [I]red ache[/I]. [incubation period 3 days, then Fort DC 15 or take 1d6 Str damage each day. Two successful saves in a row fights off the disease.] [B][I] Destruction Immunity (Su):[/I][/B] A ritual zombie is immune to the destruction effect of the turn undead ability, successful destruction rolls are treated as if only turned. Turning, bolstering, rebuking, and commanding otherwise work normally. [B] Grab (Ex): [/B]If a ritual zombie hits with both claws, it gains a +4 circumstance bonus to its bite attack roll.[/SIZE] [/QUOTE]
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