ChimericDream
First Post
Since I've made a couple changes to the original, I'm making a new thread with this template. At this point, I just need help figuring out what CR the resulting zombies should be.
[sblock= Horror Zombie Template]
Horror Zombie
Creating A Horror Zombie
"Horror Zombie" is an acquired Horror Zombie 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 subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype but does gain the cold 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.
Speed: The base creature's speed for its primary mode of movement increases by 10 feet. If the base creature can fly, its maneuverability rating drops to clumsy.
Armor Class: A Horror Zombie is considered to be proficient with whatever armor the base creature is wearing, but does not use shields, even if the base creature is described as using a shield. Natural armor bonus increases by a number based on the Horror Zombie's size.
Base Attack: A Horror Zombie has a base attack bonus equal to 1/2 its Hit Dice (maximum +10) or its original base attack bonus, whichever is better.
Attacks: A Horror Zombie retains all the natural weapons of the base creature, but loses all manufactured weapon attacks and weapon proficiencies. A Horror Zombie also gains a slam attack, a bite attack, and one claw attack per hand.
Damage: Natural deal damage normally. A slam or bite attack deals damage depending on the Horror Zombie's size. (Use the base creature's slam or bite damage if it's better.)
Special Attacks: A Horror Zombie retains none of the base creature's special attacks.
Special Qualities
A Horror Zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its natural attacks, but loses all class features it had from class levels. A Horror Zombie gains the following special qualities.
Cold Resistance (Ex): Horror Zombies have cold resistance 10.
Fire Vulnerability (Ex): Horror Zombies take half again as much (+50%) damage from Fire.
Damage Reduction (Ex): A Horror Zombie has damage reduction 10/-. Horror Zombies are lumbering masses of flesh, but damage to their head and neck usually serve to incapacitate them quickly. Critical hits are considered headshots and deal normal damage (not multiplied critical damage) to a Horror Zombie, bypassing its damage reduction.
Frenzy (Ex): Any time a Horror Zombie senses a living creature nearby (whether by seeing, hearing, or smelling the creature), it flies into a frenzy and attacks the creature. If the Horror Zombie cannot get to the creature, it will pursue any means necessary to get around whatever obstacles are in the way. The Horror Zombie does not relent in its attack until it is destroyed, or its victim is killed. While in this frenzy, a Horror Zombie gains a +4 bonus to Strength, +2 hit points per Hit Die, and takes a -2 penalty to Armor Class. Note that this increase in Strength adds +2 to the DC of the Horror Zombie's Curse. The frenzy ability can be used once per day per 3 HD of the Horror Zombie. When used, it lasts for a number of rounds equal to 3 + the creature's (newly improved) Strength modifier. The ability is usable only once per encounter.
Horror Zombie's Curse (Su): Any creature bitten by a Horror Zombie must succeed a Fortitude save vs. a DC of 10 + 1/2 the Horror Zombie's total HD + the Horror Zombie's Str mod. Failure on this save means the creature has contracted the Horror Zombie's Curse, and will take 1d3 Constitution damage each day. Some creatures can live for several weeks with this curse before finally dying. When a cursed creature dies (whether from the Horror Zombie's Curse or for other reasons) rises 1d4 minutes later as another Horror Zombie. Only remove curse, limited wish, wish, or miracle spell will rid a creature of the Horror Zombie's Curse. Horror Zombie's Curse is a powerful supernatural affliction, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with the curse must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.
Turn Resistance (Su): Horror Zombies have +3 turn resistance.
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/2 HD +2, and Will +1/2 HD + 2.
Abilities: A Horror Zombie's Strength increases by +4, its Dexterity increases by +4, it has no Constitution score, its Wisdom changes to 10, and its Intelligence and Charisma change to 1.
Skills: A Horror Zombie has a +6 racial bonus on climb, jump, listen, and spot. Horror Zombies are not able to use any other skills. They receive a total number of skill points equal to their Hit Dice +3 to be allocated equally among these skills. If the Horror Zombie does not have a number of Hit Dice evenly divisible by 4, the remaining skill points will be assigned in the following order: spot, listen, and climb.
Feats: A Horror Zombie loses all feats of the base creature and gains Alertness, Combat Reflexes, Improved Initiative, Lightning Reflexes, Multiattack, Run and Toughness.
Environment: Any land and underground.
Organization: Any.
Challenge Rating: Depends on Hit Dice, as below.
Treasure: None.
Alignment: Always chaotic evil.
Advancement: None.
Level Adjustment: -.
[/sblock]
[sblock= Horror Zombie Goblin]
Horror Zombie Goblin CR XX
CE Small Undead (Goblinoid)
Init +7 (+3 Dex, +4 Improved Initiative); Senses darkvision 60 ft, scent; listen +13, spot +13
AC 19 [17], touch 14 [12], flat-footed 16 [14] (+2 armor, +3 Dex, +1 size, +1 natural, [-2 frenzy])
HP 25 (2 HD); fast healing 10; DR 10/-
Resist cold 10, turn resist 3
Fort +0, Ref +5, Will +2
Weakness fire
Speed 40 ft
Melee slam +3 [+5] (1d4+2 [1d4+4]), bite +1 [+3] (1d4+1 [1d4+2]), 2 claws +1 [+3] (1d3+1 [1d3+2])
Space 5 ft; Reach 5 ft
Base Atk +1; Grp -1 [+1]
Abilities Str 15 [19], Dex 17, Con -, Int 1, Wis 10, Cha 1
SQ darkvision 60 ft, cold resistance 10, fire vulnerability, DR 10/-, frenzy, horror zombie's curse, turn resistance 3
Feats Alertness, Combat Reflexes, Improved Initiative, Lightning Reflexes, Multiattack, Run, Toughness
Skills climb +13 [+15], jump +13 [+15], listen +13, spot +13
Cold Resistance (Ex): Horror Zombies have cold resistance 10.
Fire Vulnerability (Ex): Horror Zombies take half again as much (+50%) damage from Fire.
Damage Reduction (Ex): A Horror Zombie has damage reduction 10/-. Horror Zombies are lumbering masses of flesh, but damage to their head and neck usually serve to incapacitate them quickly. Critical hits are considered headshots and deal normal damage (not multiplied critical damage) to a Horror Zombie, bypassing its damage reduction.
Frenzy (Ex): Any time a Horror Zombie senses a living creature nearby (whether by seeing, hearing, or smelling the creature), it flies into a frenzy and attacks the creature. If the Horror Zombie cannot get to the creature, it will pursue any means necessary to get around whatever obstacles are in the way. The Horror Zombie does not relent in its attack until it is destroyed, or its victim is killed. While in this frenzy, a Horror Zombie gains a +4 bonus to Strength, +2 hit points per Hit Die, and a +2 morale bonus on Will saves, but it takes a -2 penalty to Armor Class. These extra hit points are not lost first the way temporary hit points are and go away at the end of the frenzy. However, if this loss of hit points would cause the Horror Zombie to drop to or below 0 hit points, it is instead left at 1 hit point at the end of the frenzy.
The numbers in brackets ("[" and "]") above signify changes to the horror zombie goblin when in this frenzy.
Horror Zombie's Curse (Su): Any creature bitten by a Horror Zombie must succeed a Fortitude save vs. a DC of 13. Failure on this save means the creature has contracted the Horror Zombie's Curse, and will take 1d3 Constitution damage each day. Some creatures can live for several weeks with this curse before finally dying. When a cursed creature dies (whether from the Horror Zombie's Curse or for other reasons), it rises 1d4 minutes later as another Horror Zombie. Only remove curse, limited wish, wish, or miracle spell will rid a creature of the Horror Zombie's Curse. Horror Zombie's Curse is a powerful supernatural affliction, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with the curse must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. Horror Zombie's Curse is a powerful supernatural affliction, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with the curse must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.
Turn Resistance (Su): Horror Zombies have +3 turn resistance.
Environment: Temperate plains
Organization: Gang (4-9), band (20-200), warband (10-24 with 10-24 horror zombie worgs), or tribe (80-800, 10-24 horror zombie worgs, and 2-4 horror zombie dire wolves)
[/sblock]
[sblock= Horror Zombie Human]
Horror Zombie Human CR XX
CE Medium Undead
Init +7 (+3 Dex, +4 Improved Initiative); Senses scent; listen +13, spot +13
AC 15 [13], touch 13 [11], flat-footed 14 [12] (+3 Dex, +2 natural, [-2 frenzy])
HP 25 [29] (2 HD); fast healing 10; DR 10/-
Resist cold 10, turn resist 3
Fort +0, Ref +2, Will +2
Weakness fire
Speed 40 ft
Melee slam +4 [+6] (1d6+3 [1d6+5]) and bite +2 [+4] (1d6+1 [1d6+2]) and 2 claws +2 [+4] (1d4+1 [1d4+2])
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +4
Abilities Str 16 [20], Dex 17, Con -, Int 1, Wis 10, Cha 1
SQ cold resistance 10, fire vulnerability, DR 10/-, frenzy, horror zombie's curse, turn resistance 3
Feats Alertness, Combat Reflexes, Improved Initiative, Lightning Reflexes, Multiattack, Run, Toughness
Skills climb +14 [+16], jump +14 [+16], listen +13, spot +13
Cold Resistance (Ex): Horror Zombies have cold resistance 10.
Fire Vulnerability (Ex): Horror Zombies take half again as much (+50%) damage from Fire.
Damage Reduction (Ex): A Horror Zombie has damage reduction 10/-. Horror Zombies are lumbering masses of flesh, but damage to their head and neck usually serve to incapacitate them quickly. Critical hits are considered headshots and deal normal damage (not multiplied critical damage) to a Horror Zombie, bypassing its damage reduction.
Frenzy (Ex): Any time a Horror Zombie senses a living creature nearby (whether by seeing, hearing, or smelling the creature), it flies into a frenzy and attacks the creature. If the Horror Zombie cannot get to the creature, it will pursue any means necessary to get around whatever obstacles are in the way. The Horror Zombie does not relent in its attack until it is destroyed, or its victim is killed. While in this frenzy, a Horror Zombie gains a +4 bonus to Strength, +2 hit points per Hit Die, and a +2 morale bonus on Will saves, but it takes a -2 penalty to Armor Class. These extra hit points are not lost first the way temporary hit points are and go away at the end of the frenzy. However, if this loss of hit points would cause the Horror Zombie to drop to or below 0 hit points, it is instead left at 1 hit point at the end of the frenzy.
The numbers in brackets ("[" and "]") above signify changes to the horror zombie human when in this frenzy.
Horror Zombie's Curse (Su): Any creature bitten by a Horror Zombie must succeed a Fortitude save vs. a DC of 14. Failure on this save means the creature has contracted the Horror Zombie's Curse, and will take 1d3 Constitution damage each day. Some creatures can live for several weeks with this curse before finally dying. When a cursed creature dies (whether from the Horror Zombie's Curse or for other reasons), it rises 1d4 minutes later as another Horror Zombie. Only remove curse, limited wish, wish, or miracle spell will rid a creature of the Horror Zombie's Curse. Horror Zombie's Curse is a powerful supernatural affliction, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with the curse must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.
Turn Resistance (Su): Horror Zombies have +3 turn resistance.
Environment: Any
Organization: Any
[/sblock]
[sblock= Horror Zombie Kobold]
Horror Zombie Kobold CR XX
CE Small Undead (Reptillian)
Init +7 (+3 Dex, +4 Improved Initiative); Senses darkvision 60 ft, scent; listen +13, spot +13
AC 18 [16], touch 14 [12], flat-footed 15 [13] (+2 armor, +3 Dex, +1 size, +2 natural, [-2 frenzy])
HP 25 [29] (2 HD); fast healing 10; DR 10/-
Resist cold 10, turn resist 3
Fort +0, Ref +5, Will +2
Weakness fire
Speed 40 ft
Melee slam +2 [+4] (1d4+1 [1d4+3]), bite +0 [+2] (1d4 [1d4+1]), 2 claws +0 [+2] (1d3 [1d3+1])
Space 5 ft; Reach 5 ft
Base Atk +1; Grp -2 [+0]
Abilities Str 13, Dex 17, Con -, Int 1, Wis 10, Cha 1
SQ darkvision 60 ft, light sensitivity, cold resistance 10, fire vulnerability, DR 10/-, frenzy, horror zombie's curse, turn resistance 3
Feats Alertness, Combat Reflexes, Improved Initiative, Lightning Reflexes, Multiattack, Run, Toughness
Skills climb +12 [+14], jump +12 [+14], listen +13, spot +13
Possessions leather armor
Cold Resistance (Ex): Horror Zombies have cold resistance 10.
Fire Vulnerability (Ex): Horror Zombies take half again as much (+50%) damage from Fire.
Damage Reduction (Ex): A Horror Zombie has damage reduction 10/-. Horror Zombies are lumbering masses of flesh, but damage to their head and neck usually serve to incapacitate them quickly. Critical hits are considered headshots and deal normal damage (not multiplied critical damage) to a Horror Zombie, bypassing its damage reduction.
Frenzy (Ex): Any time a Horror Zombie senses a living creature nearby (whether by seeing, hearing, or smelling the creature), it flies into a frenzy and attacks the creature. If the Horror Zombie cannot get to the creature, it will pursue any means necessary to get around whatever obstacles are in the way. The Horror Zombie does not relent in its attack until it is destroyed, or its victim is killed. While in this frenzy, a Horror Zombie gains a +4 bonus to Strength, +2 hit points per Hit Die, and a +2 morale bonus on Will saves, but it takes a -2 penalty to Armor Class. These extra hit points are not lost first the way temporary hit points are and go away at the end of the frenzy. However, if this loss of hit points would cause the Horror Zombie to drop to or below 0 hit points, it is instead left at 1 hit point at the end of the frenzy.
The numbers in brackets ("[" and "]") above signify changes to the horror zombie kobold when in this frenzy.
Horror Zombie's Curse (Su): Any creature bitten by a Horror Zombie must succeed a Fortitude save vs. a DC of 12. Failure on this save means the creature has contracted the Horror Zombie's Curse, and will take 1d3 Constitution damage each day. Some creatures can live for several weeks with this curse before finally dying. When a cursed creature dies (whether from the Horror Zombie's Curse or for other reasons), it rises 1d4 minutes later as another Horror Zombie. Only remove curse, limited wish, wish, or miracle spell will rid a creature of the Horror Zombie's Curse. Horror Zombie's Curse is a powerful supernatural affliction, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with the curse must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.
Turn Resistance (Su): Horror Zombies have +3 turn resistance.
Environment: Temperate forests
Organization: Gang (4-9), band (10-100), warband (10-24 plus 2-4 horror zombie dire weasels), tribe (40-400 plus 5-8 horror zombie dire weasels)
[/sblock]
[sblock= Horror Zombie Ogre]
Horror Zombie Ogre CR XX
CE Large Undead
Init +5 (+1 Dex, +4 Improved Initiative); Senses darkvision 60 ft, scent; listen +19, spot +19
AC 21 [19], touch 10 [8], flat-footed 20 [18] (+3 armor, +1 Dex, -1 size, +8 natural, [-2 frenzy])
HP 73 (8 HD) [89 frenzy]; fast healing 10; DR 10/-
Resist cold 10, turn resist 3
Fort +2, Ref +6, Will +5
Weakness fire
Speed 40 ft in hide armor; base speed 50 ft
Melee slam +11 [+13] (1d8+7 [1d8+9]) and bite +9 [+11] (1d8+3 [1d8+4]) and 2 claws +9 [+11] (1d6+3 [1d6+4])
Space 10 ft; Reach 10 ft
Base Atk +4; Grp +15 [+17]
Abilities Str 25 [29], Dex 12, Con -, Int 1, Wis 10, Cha 1
SQ Darkvision 60 ft, low-light vision, DR 10/-, frenzy, horror zombie's curse, cold resistance 10, fire vulnerability
Feats Alertness, Combat Reflexes, Improved Initiative, Lightning Reflexes, Multiattack, Run, Toughness
Skills climb +24 [+26], jump +24 [+26], listen +19, spot +19
Possessions hide armor
Cold Resistance (Ex): Horror Zombies have cold resistance 10.
Fire Vulnerability (Ex): Horror Zombies take half again as much (+50%) damage from Fire.
Damage Reduction (Ex): A Horror Zombie has damage reduction 10/-. Horror Zombies are lumbering masses of flesh, but damage to their head and neck usually serve to incapacitate them quickly. Critical hits are considered headshots and deal normal damage (not multiplied critical damage) to a Horror Zombie, bypassing its damage reduction.
Frenzy (Ex): Any time a Horror Zombie senses a living creature nearby (whether by seeing, hearing, or smelling the creature), it flies into a frenzy and attacks the creature. If the Horror Zombie cannot get to the creature, it will pursue any means necessary to get around whatever obstacles are in the way. The Horror Zombie does not relent in its attack until it is destroyed, or its victim is killed. While in this frenzy, a Horror Zombie gains a +4 bonus to Strength, +2 hit points per Hit Die, and a +2 morale bonus on Will saves, but it takes a -2 penalty to Armor Class. These extra hit points are not lost first the way temporary hit points are and go away at the end of the frenzy. However, if this loss of hit points would cause the Horror Zombie to drop to or below 0 hit points, it is instead left at 1 hit point at the end of the frenzy.
The numbers in brackets ("[" and "]") above signify changes to the horror zombie ogre when in this frenzy.
Horror Zombie's Curse (Su): Any creature bitten by a Horror Zombie must succeed a Fortitude save vs. a DC of 21. Failure on this save means the creature has contracted the Horror Zombie's Curse, and will take 1d3 Constitution damage each day. Some creatures can live for several weeks with this curse before finally dying. When a cursed creature dies (whether from the Horror Zombie's Curse or for other reasons), it rises 1d4 minutes later as another Horror Zombie. Only remove curse, limited wish, wish, or miracle spell will rid a creature of the Horror Zombie's Curse. Horror Zombie's Curse is a powerful supernatural affliction, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with the curse must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.
Turn Resistance (Su): Horror Zombies have +3 turn resistance.
Environment: Temperate hills
Organization: Solitary, pair, gang (3-4), or band (5-8)
[/sblock]
[sblock= Horror Zombie Template]
Horror Zombie
Creating A Horror Zombie
"Horror Zombie" is an acquired Horror Zombie 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 subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype but does gain the cold 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.
Speed: The base creature's speed for its primary mode of movement increases by 10 feet. If the base creature can fly, its maneuverability rating drops to clumsy.
Armor Class: A Horror Zombie is considered to be proficient with whatever armor the base creature is wearing, but does not use shields, even if the base creature is described as using a shield. Natural armor bonus increases by a number based on the Horror Zombie's size.
Code:
Horror Zombie Size Natural Armor Bonus
Tiny or smaller +0
Small +1
Medium +2
Large +3
Huge +4
Gargantuan +7
Colossal +11
Base Attack: A Horror Zombie has a base attack bonus equal to 1/2 its Hit Dice (maximum +10) or its original base attack bonus, whichever is better.
Attacks: A Horror Zombie retains all the natural weapons of the base creature, but loses all manufactured weapon attacks and weapon proficiencies. A Horror Zombie also gains a slam attack, a bite attack, and one claw attack per hand.
Damage: Natural deal damage normally. A slam or bite attack deals damage depending on the Horror Zombie's size. (Use the base creature's slam or bite damage if it's better.)
Code:
Horror Zombie Size Bite or Slam Damage Claw Damage
Fine 1 1
Diminutive 1d2 1
Tiny 1d3 1d2
Small 1d4 1d3
Medium 1d6 1d4
Large 1d8 1d6
Huge 2d6 1d8
Gargantuan 2d8 2d6
Colossal 4d6 2d8
Special Attacks: A Horror Zombie retains none of the base creature's special attacks.
Special Qualities
A Horror Zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its natural attacks, but loses all class features it had from class levels. A Horror Zombie gains the following special qualities.
Cold Resistance (Ex): Horror Zombies have cold resistance 10.
Fire Vulnerability (Ex): Horror Zombies take half again as much (+50%) damage from Fire.
Damage Reduction (Ex): A Horror Zombie has damage reduction 10/-. Horror Zombies are lumbering masses of flesh, but damage to their head and neck usually serve to incapacitate them quickly. Critical hits are considered headshots and deal normal damage (not multiplied critical damage) to a Horror Zombie, bypassing its damage reduction.
Frenzy (Ex): Any time a Horror Zombie senses a living creature nearby (whether by seeing, hearing, or smelling the creature), it flies into a frenzy and attacks the creature. If the Horror Zombie cannot get to the creature, it will pursue any means necessary to get around whatever obstacles are in the way. The Horror Zombie does not relent in its attack until it is destroyed, or its victim is killed. While in this frenzy, a Horror Zombie gains a +4 bonus to Strength, +2 hit points per Hit Die, and takes a -2 penalty to Armor Class. Note that this increase in Strength adds +2 to the DC of the Horror Zombie's Curse. The frenzy ability can be used once per day per 3 HD of the Horror Zombie. When used, it lasts for a number of rounds equal to 3 + the creature's (newly improved) Strength modifier. The ability is usable only once per encounter.
Horror Zombie's Curse (Su): Any creature bitten by a Horror Zombie must succeed a Fortitude save vs. a DC of 10 + 1/2 the Horror Zombie's total HD + the Horror Zombie's Str mod. Failure on this save means the creature has contracted the Horror Zombie's Curse, and will take 1d3 Constitution damage each day. Some creatures can live for several weeks with this curse before finally dying. When a cursed creature dies (whether from the Horror Zombie's Curse or for other reasons) rises 1d4 minutes later as another Horror Zombie. Only remove curse, limited wish, wish, or miracle spell will rid a creature of the Horror Zombie's Curse. Horror Zombie's Curse is a powerful supernatural affliction, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with the curse must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.
Turn Resistance (Su): Horror Zombies have +3 turn resistance.
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/2 HD +2, and Will +1/2 HD + 2.
Abilities: A Horror Zombie's Strength increases by +4, its Dexterity increases by +4, it has no Constitution score, its Wisdom changes to 10, and its Intelligence and Charisma change to 1.
Skills: A Horror Zombie has a +6 racial bonus on climb, jump, listen, and spot. Horror Zombies are not able to use any other skills. They receive a total number of skill points equal to their Hit Dice +3 to be allocated equally among these skills. If the Horror Zombie does not have a number of Hit Dice evenly divisible by 4, the remaining skill points will be assigned in the following order: spot, listen, and climb.
Feats: A Horror Zombie loses all feats of the base creature and gains Alertness, Combat Reflexes, Improved Initiative, Lightning Reflexes, Multiattack, Run and Toughness.
Environment: Any land and underground.
Organization: Any.
Challenge Rating: Depends on Hit Dice, as below.
Code:
Original Hit Dice Challenge Rating
1 ?
2 ?
4 ?
6 ?
8-10 ?
12-14 ?
15-16 ?
18-20 ?
20+ ?
Treasure: None.
Alignment: Always chaotic evil.
Advancement: None.
Level Adjustment: -.
[/sblock]
[sblock= Horror Zombie Goblin]
Horror Zombie Goblin CR XX
CE Small Undead (Goblinoid)
Init +7 (+3 Dex, +4 Improved Initiative); Senses darkvision 60 ft, scent; listen +13, spot +13
AC 19 [17], touch 14 [12], flat-footed 16 [14] (+2 armor, +3 Dex, +1 size, +1 natural, [-2 frenzy])
HP 25 (2 HD); fast healing 10; DR 10/-
Resist cold 10, turn resist 3
Fort +0, Ref +5, Will +2
Weakness fire
Speed 40 ft
Melee slam +3 [+5] (1d4+2 [1d4+4]), bite +1 [+3] (1d4+1 [1d4+2]), 2 claws +1 [+3] (1d3+1 [1d3+2])
Space 5 ft; Reach 5 ft
Base Atk +1; Grp -1 [+1]
Abilities Str 15 [19], Dex 17, Con -, Int 1, Wis 10, Cha 1
SQ darkvision 60 ft, cold resistance 10, fire vulnerability, DR 10/-, frenzy, horror zombie's curse, turn resistance 3
Feats Alertness, Combat Reflexes, Improved Initiative, Lightning Reflexes, Multiattack, Run, Toughness
Skills climb +13 [+15], jump +13 [+15], listen +13, spot +13
Cold Resistance (Ex): Horror Zombies have cold resistance 10.
Fire Vulnerability (Ex): Horror Zombies take half again as much (+50%) damage from Fire.
Damage Reduction (Ex): A Horror Zombie has damage reduction 10/-. Horror Zombies are lumbering masses of flesh, but damage to their head and neck usually serve to incapacitate them quickly. Critical hits are considered headshots and deal normal damage (not multiplied critical damage) to a Horror Zombie, bypassing its damage reduction.
Frenzy (Ex): Any time a Horror Zombie senses a living creature nearby (whether by seeing, hearing, or smelling the creature), it flies into a frenzy and attacks the creature. If the Horror Zombie cannot get to the creature, it will pursue any means necessary to get around whatever obstacles are in the way. The Horror Zombie does not relent in its attack until it is destroyed, or its victim is killed. While in this frenzy, a Horror Zombie gains a +4 bonus to Strength, +2 hit points per Hit Die, and a +2 morale bonus on Will saves, but it takes a -2 penalty to Armor Class. These extra hit points are not lost first the way temporary hit points are and go away at the end of the frenzy. However, if this loss of hit points would cause the Horror Zombie to drop to or below 0 hit points, it is instead left at 1 hit point at the end of the frenzy.
The numbers in brackets ("[" and "]") above signify changes to the horror zombie goblin when in this frenzy.
Horror Zombie's Curse (Su): Any creature bitten by a Horror Zombie must succeed a Fortitude save vs. a DC of 13. Failure on this save means the creature has contracted the Horror Zombie's Curse, and will take 1d3 Constitution damage each day. Some creatures can live for several weeks with this curse before finally dying. When a cursed creature dies (whether from the Horror Zombie's Curse or for other reasons), it rises 1d4 minutes later as another Horror Zombie. Only remove curse, limited wish, wish, or miracle spell will rid a creature of the Horror Zombie's Curse. Horror Zombie's Curse is a powerful supernatural affliction, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with the curse must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. Horror Zombie's Curse is a powerful supernatural affliction, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with the curse must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.
Turn Resistance (Su): Horror Zombies have +3 turn resistance.
Environment: Temperate plains
Organization: Gang (4-9), band (20-200), warband (10-24 with 10-24 horror zombie worgs), or tribe (80-800, 10-24 horror zombie worgs, and 2-4 horror zombie dire wolves)
[/sblock]
[sblock= Horror Zombie Human]
Horror Zombie Human CR XX
CE Medium Undead
Init +7 (+3 Dex, +4 Improved Initiative); Senses scent; listen +13, spot +13
AC 15 [13], touch 13 [11], flat-footed 14 [12] (+3 Dex, +2 natural, [-2 frenzy])
HP 25 [29] (2 HD); fast healing 10; DR 10/-
Resist cold 10, turn resist 3
Fort +0, Ref +2, Will +2
Weakness fire
Speed 40 ft
Melee slam +4 [+6] (1d6+3 [1d6+5]) and bite +2 [+4] (1d6+1 [1d6+2]) and 2 claws +2 [+4] (1d4+1 [1d4+2])
Space 5 ft; Reach 5 ft
Base Atk +1; Grp +4
Abilities Str 16 [20], Dex 17, Con -, Int 1, Wis 10, Cha 1
SQ cold resistance 10, fire vulnerability, DR 10/-, frenzy, horror zombie's curse, turn resistance 3
Feats Alertness, Combat Reflexes, Improved Initiative, Lightning Reflexes, Multiattack, Run, Toughness
Skills climb +14 [+16], jump +14 [+16], listen +13, spot +13
Cold Resistance (Ex): Horror Zombies have cold resistance 10.
Fire Vulnerability (Ex): Horror Zombies take half again as much (+50%) damage from Fire.
Damage Reduction (Ex): A Horror Zombie has damage reduction 10/-. Horror Zombies are lumbering masses of flesh, but damage to their head and neck usually serve to incapacitate them quickly. Critical hits are considered headshots and deal normal damage (not multiplied critical damage) to a Horror Zombie, bypassing its damage reduction.
Frenzy (Ex): Any time a Horror Zombie senses a living creature nearby (whether by seeing, hearing, or smelling the creature), it flies into a frenzy and attacks the creature. If the Horror Zombie cannot get to the creature, it will pursue any means necessary to get around whatever obstacles are in the way. The Horror Zombie does not relent in its attack until it is destroyed, or its victim is killed. While in this frenzy, a Horror Zombie gains a +4 bonus to Strength, +2 hit points per Hit Die, and a +2 morale bonus on Will saves, but it takes a -2 penalty to Armor Class. These extra hit points are not lost first the way temporary hit points are and go away at the end of the frenzy. However, if this loss of hit points would cause the Horror Zombie to drop to or below 0 hit points, it is instead left at 1 hit point at the end of the frenzy.
The numbers in brackets ("[" and "]") above signify changes to the horror zombie human when in this frenzy.
Horror Zombie's Curse (Su): Any creature bitten by a Horror Zombie must succeed a Fortitude save vs. a DC of 14. Failure on this save means the creature has contracted the Horror Zombie's Curse, and will take 1d3 Constitution damage each day. Some creatures can live for several weeks with this curse before finally dying. When a cursed creature dies (whether from the Horror Zombie's Curse or for other reasons), it rises 1d4 minutes later as another Horror Zombie. Only remove curse, limited wish, wish, or miracle spell will rid a creature of the Horror Zombie's Curse. Horror Zombie's Curse is a powerful supernatural affliction, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with the curse must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.
Turn Resistance (Su): Horror Zombies have +3 turn resistance.
Environment: Any
Organization: Any
[/sblock]
[sblock= Horror Zombie Kobold]
Horror Zombie Kobold CR XX
CE Small Undead (Reptillian)
Init +7 (+3 Dex, +4 Improved Initiative); Senses darkvision 60 ft, scent; listen +13, spot +13
AC 18 [16], touch 14 [12], flat-footed 15 [13] (+2 armor, +3 Dex, +1 size, +2 natural, [-2 frenzy])
HP 25 [29] (2 HD); fast healing 10; DR 10/-
Resist cold 10, turn resist 3
Fort +0, Ref +5, Will +2
Weakness fire
Speed 40 ft
Melee slam +2 [+4] (1d4+1 [1d4+3]), bite +0 [+2] (1d4 [1d4+1]), 2 claws +0 [+2] (1d3 [1d3+1])
Space 5 ft; Reach 5 ft
Base Atk +1; Grp -2 [+0]
Abilities Str 13, Dex 17, Con -, Int 1, Wis 10, Cha 1
SQ darkvision 60 ft, light sensitivity, cold resistance 10, fire vulnerability, DR 10/-, frenzy, horror zombie's curse, turn resistance 3
Feats Alertness, Combat Reflexes, Improved Initiative, Lightning Reflexes, Multiattack, Run, Toughness
Skills climb +12 [+14], jump +12 [+14], listen +13, spot +13
Possessions leather armor
Cold Resistance (Ex): Horror Zombies have cold resistance 10.
Fire Vulnerability (Ex): Horror Zombies take half again as much (+50%) damage from Fire.
Damage Reduction (Ex): A Horror Zombie has damage reduction 10/-. Horror Zombies are lumbering masses of flesh, but damage to their head and neck usually serve to incapacitate them quickly. Critical hits are considered headshots and deal normal damage (not multiplied critical damage) to a Horror Zombie, bypassing its damage reduction.
Frenzy (Ex): Any time a Horror Zombie senses a living creature nearby (whether by seeing, hearing, or smelling the creature), it flies into a frenzy and attacks the creature. If the Horror Zombie cannot get to the creature, it will pursue any means necessary to get around whatever obstacles are in the way. The Horror Zombie does not relent in its attack until it is destroyed, or its victim is killed. While in this frenzy, a Horror Zombie gains a +4 bonus to Strength, +2 hit points per Hit Die, and a +2 morale bonus on Will saves, but it takes a -2 penalty to Armor Class. These extra hit points are not lost first the way temporary hit points are and go away at the end of the frenzy. However, if this loss of hit points would cause the Horror Zombie to drop to or below 0 hit points, it is instead left at 1 hit point at the end of the frenzy.
The numbers in brackets ("[" and "]") above signify changes to the horror zombie kobold when in this frenzy.
Horror Zombie's Curse (Su): Any creature bitten by a Horror Zombie must succeed a Fortitude save vs. a DC of 12. Failure on this save means the creature has contracted the Horror Zombie's Curse, and will take 1d3 Constitution damage each day. Some creatures can live for several weeks with this curse before finally dying. When a cursed creature dies (whether from the Horror Zombie's Curse or for other reasons), it rises 1d4 minutes later as another Horror Zombie. Only remove curse, limited wish, wish, or miracle spell will rid a creature of the Horror Zombie's Curse. Horror Zombie's Curse is a powerful supernatural affliction, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with the curse must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.
Turn Resistance (Su): Horror Zombies have +3 turn resistance.
Environment: Temperate forests
Organization: Gang (4-9), band (10-100), warband (10-24 plus 2-4 horror zombie dire weasels), tribe (40-400 plus 5-8 horror zombie dire weasels)
[/sblock]
[sblock= Horror Zombie Ogre]
Horror Zombie Ogre CR XX
CE Large Undead
Init +5 (+1 Dex, +4 Improved Initiative); Senses darkvision 60 ft, scent; listen +19, spot +19
AC 21 [19], touch 10 [8], flat-footed 20 [18] (+3 armor, +1 Dex, -1 size, +8 natural, [-2 frenzy])
HP 73 (8 HD) [89 frenzy]; fast healing 10; DR 10/-
Resist cold 10, turn resist 3
Fort +2, Ref +6, Will +5
Weakness fire
Speed 40 ft in hide armor; base speed 50 ft
Melee slam +11 [+13] (1d8+7 [1d8+9]) and bite +9 [+11] (1d8+3 [1d8+4]) and 2 claws +9 [+11] (1d6+3 [1d6+4])
Space 10 ft; Reach 10 ft
Base Atk +4; Grp +15 [+17]
Abilities Str 25 [29], Dex 12, Con -, Int 1, Wis 10, Cha 1
SQ Darkvision 60 ft, low-light vision, DR 10/-, frenzy, horror zombie's curse, cold resistance 10, fire vulnerability
Feats Alertness, Combat Reflexes, Improved Initiative, Lightning Reflexes, Multiattack, Run, Toughness
Skills climb +24 [+26], jump +24 [+26], listen +19, spot +19
Possessions hide armor
Cold Resistance (Ex): Horror Zombies have cold resistance 10.
Fire Vulnerability (Ex): Horror Zombies take half again as much (+50%) damage from Fire.
Damage Reduction (Ex): A Horror Zombie has damage reduction 10/-. Horror Zombies are lumbering masses of flesh, but damage to their head and neck usually serve to incapacitate them quickly. Critical hits are considered headshots and deal normal damage (not multiplied critical damage) to a Horror Zombie, bypassing its damage reduction.
Frenzy (Ex): Any time a Horror Zombie senses a living creature nearby (whether by seeing, hearing, or smelling the creature), it flies into a frenzy and attacks the creature. If the Horror Zombie cannot get to the creature, it will pursue any means necessary to get around whatever obstacles are in the way. The Horror Zombie does not relent in its attack until it is destroyed, or its victim is killed. While in this frenzy, a Horror Zombie gains a +4 bonus to Strength, +2 hit points per Hit Die, and a +2 morale bonus on Will saves, but it takes a -2 penalty to Armor Class. These extra hit points are not lost first the way temporary hit points are and go away at the end of the frenzy. However, if this loss of hit points would cause the Horror Zombie to drop to or below 0 hit points, it is instead left at 1 hit point at the end of the frenzy.
The numbers in brackets ("[" and "]") above signify changes to the horror zombie ogre when in this frenzy.
Horror Zombie's Curse (Su): Any creature bitten by a Horror Zombie must succeed a Fortitude save vs. a DC of 21. Failure on this save means the creature has contracted the Horror Zombie's Curse, and will take 1d3 Constitution damage each day. Some creatures can live for several weeks with this curse before finally dying. When a cursed creature dies (whether from the Horror Zombie's Curse or for other reasons), it rises 1d4 minutes later as another Horror Zombie. Only remove curse, limited wish, wish, or miracle spell will rid a creature of the Horror Zombie's Curse. Horror Zombie's Curse is a powerful supernatural affliction, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with the curse must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.
Turn Resistance (Su): Horror Zombies have +3 turn resistance.
Environment: Temperate hills
Organization: Solitary, pair, gang (3-4), or band (5-8)
[/sblock]
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