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<blockquote data-quote="BOZ" data-source="post: 994282" data-attributes="member: 1241"><p><strong>SEA ZOMBIE</strong></p><p></p><p><strong>ZOMBIE, SEA</strong></p><p>Medium-Size Undead (Aquatic)</p><p>Hit Dice: 5d12+3 (35 hp)</p><p>Initiative: +0 (Dex)</p><p>Speed: 20 ft, swim 30 ft</p><p>AC: 13 (+3 natural), touch 10, flat-footed 13</p><p>Attacks: Short sword +6 melee (BAB +2)</p><p>Damage: Short sword 1d6+4 and disease</p><p>Face/Reach: 5 ft/5 ft</p><p>Special Attacks: Stench, disease, spells</p><p>Special Qualities: Waterlogged, turn immunity, vulnerabilities, telepathy, undead qualities</p><p>Saves: Fort +1, Ref +1, Will +5</p><p>Abilities: Str 19, Dex 10, Con ---, Int 6, Wis 14, Cha 10</p><p>Skills: Intuit Direction +5, Listen +4, Spot +4, Swim +13</p><p>Feats: Power Attack, Toughness</p><p></p><p>Climate/Terrain: Any aquatic</p><p>Organization: Pack (2-24)</p><p>Challenge Rating: 5</p><p>Treasure: 50% standard</p><p>Alignment: Usually chaotic evil</p><p>Advancement: 6-15 HD (Medium-Size)</p><p></p><p>Sea zombies, or drowned ones, are the animated corpses of humanoids who died at sea. Though similar to normal zombies in many ways, these zombies are somewhat intelligent and many believe them to be animated by the will of the god Nerull.</p><p> Sea zombies appear as corpses that have been underwater for some time. Their bloated, waterlogged and discolored flesh drips with foul water, their eye sockets are empty, and their tongues often protrude from a set of blackened lips. They move rather slowly on land like normal zombies, but in water they swim with a frightening speed. As undead, they do not need to eat, but they sometimes rend and chew the flesh of their prey to strike terror in other victims.</p><p> Drowned ones are active around the clock, making plans from the sunken wrecks that they drowned in, and attacking the surface at night. Drowned ones do not usually stray more than 300 feet from a large body of water, but they can roam any distance within fog. Those who dwell on coastlines tend to fear the fog, and some cultures throw living sacrifices into the fog as offerings to keep the zombies at bay.</p><p></p><p>COMBAT</p><p>Sea zombies travel in packs, their mutual hatred for the living being their main motivating force. Sea zombies attack with whatever weapons they had at hand when they died; as most were sailors or pirates, they will be armed with short swords, daggers, hooks, clubs, and the like. They are amazingly cunning, and take advantage of the unwary. They like to lure ships into smashing on rocks, then kill the sailors while they are trying to escape the wreck. Another tactic is to attack ships at anchor by climbing aboard and driving the sailors into the water where the zombies have the distinct advantage with their speed.</p><p> Stench (Ex): The visage and stench of decay surrounding a sea zombie are so disgusting that anyone seeing a drowned one or coming within twenty feet must make a Fortitude save (DC 14) or become nauseated for 2d4 rounds.</p><p> Disease (Ex): Sea zombies drip with strongly tainted putrid water, and any creature hit by one with a melee attack must succeed at a Fortitude save (DC 14) or suffer one of various diseases (DM's discretion).</p><p> Spells: Drowned ones who clerics while alive retain their spellcasting powers. These creatures are granted spells directly from Nerull and sea zombie priests cast only harmful spells. They speak the verbal components for spells in unintelligible whispers.</p><p> Waterlogged (Ex): Sea zombies are immune to normal fire and have a resistance of 10 to magical fire.</p><p> Vulnerabilities (Ex): Sea zombies suffer double damage from all electrical and cold-based attacks.</p><p> Telepathy (Su): A sea zombie can communicate telepathically with any other sea zombie within 100 feet.</p><p> Undead Traits: A sea zombie is immune to all mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is also immune to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A sea zombie cannot be raised, and resurrection works only if it is willing. The creature has darkvision (60-foot range).</p><p></p><p>The sea zombie first appeared in Greyhawk Adventures (1988), then in Monstrous Compendium Greyhawk Appendix, MC5 (1990), and in the Monstrous Manual (1993).</p></blockquote><p></p>
[QUOTE="BOZ, post: 994282, member: 1241"] [b]SEA ZOMBIE[/b] [b]ZOMBIE, SEA[/b] Medium-Size Undead (Aquatic) Hit Dice: 5d12+3 (35 hp) Initiative: +0 (Dex) Speed: 20 ft, swim 30 ft AC: 13 (+3 natural), touch 10, flat-footed 13 Attacks: Short sword +6 melee (BAB +2) Damage: Short sword 1d6+4 and disease Face/Reach: 5 ft/5 ft Special Attacks: Stench, disease, spells Special Qualities: Waterlogged, turn immunity, vulnerabilities, telepathy, undead qualities Saves: Fort +1, Ref +1, Will +5 Abilities: Str 19, Dex 10, Con ---, Int 6, Wis 14, Cha 10 Skills: Intuit Direction +5, Listen +4, Spot +4, Swim +13 Feats: Power Attack, Toughness Climate/Terrain: Any aquatic Organization: Pack (2-24) Challenge Rating: 5 Treasure: 50% standard Alignment: Usually chaotic evil Advancement: 6-15 HD (Medium-Size) Sea zombies, or drowned ones, are the animated corpses of humanoids who died at sea. Though similar to normal zombies in many ways, these zombies are somewhat intelligent and many believe them to be animated by the will of the god Nerull. Sea zombies appear as corpses that have been underwater for some time. Their bloated, waterlogged and discolored flesh drips with foul water, their eye sockets are empty, and their tongues often protrude from a set of blackened lips. They move rather slowly on land like normal zombies, but in water they swim with a frightening speed. As undead, they do not need to eat, but they sometimes rend and chew the flesh of their prey to strike terror in other victims. Drowned ones are active around the clock, making plans from the sunken wrecks that they drowned in, and attacking the surface at night. Drowned ones do not usually stray more than 300 feet from a large body of water, but they can roam any distance within fog. Those who dwell on coastlines tend to fear the fog, and some cultures throw living sacrifices into the fog as offerings to keep the zombies at bay. COMBAT Sea zombies travel in packs, their mutual hatred for the living being their main motivating force. Sea zombies attack with whatever weapons they had at hand when they died; as most were sailors or pirates, they will be armed with short swords, daggers, hooks, clubs, and the like. They are amazingly cunning, and take advantage of the unwary. They like to lure ships into smashing on rocks, then kill the sailors while they are trying to escape the wreck. Another tactic is to attack ships at anchor by climbing aboard and driving the sailors into the water where the zombies have the distinct advantage with their speed. Stench (Ex): The visage and stench of decay surrounding a sea zombie are so disgusting that anyone seeing a drowned one or coming within twenty feet must make a Fortitude save (DC 14) or become nauseated for 2d4 rounds. Disease (Ex): Sea zombies drip with strongly tainted putrid water, and any creature hit by one with a melee attack must succeed at a Fortitude save (DC 14) or suffer one of various diseases (DM's discretion). Spells: Drowned ones who clerics while alive retain their spellcasting powers. These creatures are granted spells directly from Nerull and sea zombie priests cast only harmful spells. They speak the verbal components for spells in unintelligible whispers. Waterlogged (Ex): Sea zombies are immune to normal fire and have a resistance of 10 to magical fire. Vulnerabilities (Ex): Sea zombies suffer double damage from all electrical and cold-based attacks. Telepathy (Su): A sea zombie can communicate telepathically with any other sea zombie within 100 feet. Undead Traits: A sea zombie is immune to all mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is also immune to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A sea zombie cannot be raised, and resurrection works only if it is willing. The creature has darkvision (60-foot range). The sea zombie first appeared in Greyhawk Adventures (1988), then in Monstrous Compendium Greyhawk Appendix, MC5 (1990), and in the Monstrous Manual (1993). [/QUOTE]
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