Horror zombie template (reworked and with examples)

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.

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]
 
Last edited:

log in or register to remove this ad


The DR, fast healing, and electricity resistance seem a bit out of place.

The "frenzy" thing makes very little sense -- you know that an undead critter can't ever get to -9 hp, for example, right? And when exactly are the PCs going to see them NOT in a frenzy? Most parties contain at least one living creature...

Why do they have scent? They're rotting corpses; they might not even have noses! ("So how do they smell?" -- "Terrible!")

If a critter has no Int, it should also have no skills.

Er... and the curse. Kinda strong.

Cheers, -- N
 

Well, I guess I should have done a bit more explaining of the thought behind the template since it's been awhile since the last version of it.

Basically what I'm shooting for is a zombie-like creature that seems nigh impossible to stop and exists for the sole purpose of attacking and feeding on other creatures. I'm thinking 28 Days Later meets Resident Evil meets The Dawn of the Dead. These creatures soak up damage like it's going out of style, they move quickly, and they don't go down unless you *seriously* pump a lot into them.

Of course, that being said, you brought up a couple of things that didn't stand out to me before but do now.

The DR, fast healing, and electricity resistance seem a bit out of place.

The DR and fast healing are there to really show the kind of beating these guys can take. As for the electricity resistance, I can't remember why it was there, and you have a point. It's out.

The "frenzy" thing makes very little sense -- you know that an undead critter can't ever get to -9 hp, for example, right? And when exactly are the PCs going to see them NOT in a frenzy? Most parties contain at least one living creature...

Going back to the inspiration for the template, in all of the cases the zombies/infected/whatever didn't really do much but loll around until they noticed living beings around. So, this opens up a lot of potential for characters who know these critters are roaming around to make attempts to sneak up and take some out from range.

The negative hit points thing was an oversight. I used the Barbarian's rage as the basis for the frenzy ability, and it was a leftover. It's been changed.

Why do they have scent? They're rotting corpses; they might not even have noses! ("So how do they smell?" -- "Terrible!")

Scent seemed like a perfectly reasonable ability to add in, considering the predatory nature of these creatures. They (un)live to hunt and kill living creatures, so they need some method of tracking them down.

If a critter has no Int, it should also have no skills.

Good point. Fixed. They now have an Int of 1. The skill points were already at the minimum (1 per HD +3 for the extra at 1st), so they shouldn't need changing.

Edit: Crap. I just realized that I was still giving them 4 skill points per level. I'll have to change the skill points, but that may have to wait till tomorrow.

Er... and the curse. Kinda strong.

I was intentionally making it strong, but since you bring it up, a low level party will have problems against even a single kobold horror zombie. A fort save DC 22 isn't easy to make for low level PCs, and they won't have access to the spells necessary to remove the curse. I think I'll cut it down to 12 + HD. Still has a level of risk to it, but not in the realm of a TPK.


Overall, I really appreciate the comments. I'm slowly working on getting this template to a stable point. With the changes I'm mentioning here, what sort of CR would you peg this template for?
 
Last edited:

After thinking about it a bit more, I decided to cap the save DC for the curse at 30. It's still enough of a challenge that even high level characters will fail from time to time. Of course, by then, high level characters should have the means to get rid of the curse.

I did the math, and by the time a creature was in the realm of 10-20 original hit dice, the save DC was just ridiculous.
 

Another new update. The numbers here are somewhat arbitrary, but I looked around at different creatures with poison or gaze or other attacks requiring saves. With the cap of 30 on the DC, it makes the higher level versions of these creatures slightly less broken.

Code:
Original Hit Dice	Challenge Rating
1			3
2			4
4			6
6			9
8-10			12
12-14			13
15-16			14
18-20			15
20+			16

Thoughts?
 

Scent is wrong from a drama perspective. If you should be allowed to hide from them, they can't have scent.

Honestly, I think that the Horror Zombie demands a different damage mechanic. Something with an injury save and an injured parts table, and Horror Zombies are the only creatures that can lose a hand and not much care.

Cheers, -- N
 

This is a cool idea, and I'm working through some of the same things for zombies in another game system. My comments:

Cold subtype is inappropriate for these guys. That usually applies to extraplanar creatures affiliated with cold, winter, etc. or creatures like a white dragon. These zombies don't really have that sort of association.

I'd simply give them Cold Resistance (10) and Fire Vulnerability as an extraordinary ability, just like a mummy. Per the SRD:

Vulnerability to Energy: Some creatures have vulnerability to a certain kind of energy effect (typically either cold or fire). Such a creature takes half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.
I also agree with the Scent thing. The fairly high Racial bonus on Spot and Listen reflects their predatory nature enough, as they're more attuned to the way living beings move differently from themselves. Alertness as a bonus feat would be appropriate.

I think DR 10/- and Fast Healing 10 and bonus hit points for Frenzy and Toughness [x3] is way over the top. I'd at least lose the Fast healing (or scale it *way* down to only 2 or 3). Horror Zombies are dead. They don't regenerate. Damage resistance 10 that can't be bypassed is already pretty good at showing "Yeah, you hit him. He just doesn't care..." I'd also scale down Toughness to only 1 level.

Also remember, it's not neccessarily that any individual zombie is super tough; it's just that there's so *many* of them...

For the Curse, why not just use the standard formula of 10 + 1/2 HD and make it STR based? I dislike creatures which have "special" formulas for their abilities.

Also, you might want to add this nasty bit, based on Mummy Rot:

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.
In the fluff, I also don't know of too many creatures that "can live for several weeks with this curse before finally dying" when they're taking 1d3 CON damage a day, unless you're allowing a save to avoid damage each day (which isn't stated.)

Frenzy Keep it simple. Here's someplace where I think you don't need to try to emulate existing rules, in this case Rage. A barbarian loses his extra hit points from Rage because he's a living being who's exhausted. A zombie simply throttles down after frenzy, no worse for the wear, not tired at all.

Also, since undead are already immune to most effects which require a Will Save, giving them a +2 Will in this state is just adding insult to injury.

I'd redo the crunchy bits of Frenzy like so: While in this frenzy, a Horror Zombie gains a +4 bonus to Strength and +2 temporary hit points per Hit Die, but it takes a -2 penalty to Armor Class. Note that this increase in Strength adds +2 to the DC of the Horror Zombie's Curse.

I wonder though, if Frenzy should be an x times per day ability, say once per 3 HD, and have it last a number of rounds equal to 3 + the creature’s (newly improved) Strength modifier. The ability is usable only once per encounter.

Feats: These near mindless guys can't learn feats, but I'd go crazy on the bonus ones (following Sean K. Reynold's Fleshbound Vampire as an example): Alertness, Combat Reflexes, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, and Toughness

Also, FYI, on Ability Scores in the template, you still have INT as zero.
 

Wow. Thanks for all the advice. As with Nifft's first post, both of you are bringing up several ways of getting some of the same effect and flavor for what I want. I'll rework the template and post it later tonight.
 

Updated. I took out the fast healing and the scent and added in a couple feats. I also reworked the frenzy and curse DC. I think it's starting to gel a little bit. What do you guys think thus far?

Side note: The fluff text about creatures living for weeks with the curse is because the 1d3 is damage, not drain. Basically, in a best case scenario, a creature could take 1 point of con damage per day and heal that same point each morning. At that rate, it theoretically *could* take weeks for a creature to die.
 
Last edited:

Pets & Sidekicks

Remove ads

Top