Zombie (Template)
Zombies do not speak, but they understand the orders of their creators.
Template Traits
“Zombie” is a template that can be added to any corporeal creature other than an undead (referred to hereafter as the base creature. It uses all the base creature’s statistics and special abilities except as noted here.
Challenge Rating: A zombie’s challenge rating depends on its size: Tiny or smaller 1/8, Small 1/4, Medium-size 1/2, Large 3, Huge 6, Gargantuan 10, Colossal 13.
Type: The creature’s type changes to undead.
Hit Dice: Drop any Hit Dice gained from experience, double the number of Hit Dice left, and raise them to d12.
Speed: If the base creature could fly, its maneuverability rating as a zombie drops to clumsy.
Defense: A zombie’s natural armor bonus to Defense increases to a value based on the zombie’s size (but use the base creature’s natural armor bonus, if it’s higher): Tiny or smaller +0, Small +1, Medium-size +2, Large +3, Huge +4, Gargantuan +7, Colossal +11.
Attacks: The zombie retains all the natural attacks and manufactured weapons of the base creature, but loses any weapon proficiency feats. A zombie also gains a slam attack.
Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombie’s size (but use the base creature’s slam damage if it’s greater): Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium-size 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6.
For purposes of Strength bonuses to damage, a slam attack is considered a two-handed attack.
Special Qualities: A zombie loses all of the base creature’s supernatural and spell-like qualities except for immunity or resistance to specific energy types. A zombie may retain any or all of the base creature’s extraordinary abilities, at the GM’s discretion. In addition to gaining the undead type, a zombie has the following special quality:
Move or Attack Action Only (Ex): A zombie has poor reflexes and can perform only a single move action or attack action on its turn. It can only move and attack if it charges.
Allegiances: A zombie loses any previous allegiances and adopts a new allegiance to its creator. This allegiance cannot be broken.
Saves: A zombie’s saving throw modifiers are based on Hit Dice and given in Table 8–2: Creature Saves and Base Attack Bonuses.
Action Points: A zombie does not acquire or amass action points. It loses any action points gained by the base creature.
Reputation Bonus: A zombie has a +0 Reputation bonus.
Ability Scores: A zombie’s ability scores change as follows: Str +2, Dex –2. Additionally, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma decreases to 1.
Skills: The zombie loses all skills.
Feats: The zombie loses all of the base creature’s feats and gains the Toughness feat.
Human Zombie: CR 1/2; Medium-size undead; HD 2d12 plus 3 (Toughness feat); hp 16; Init –1; Spd 30 ft.; Defense 11, touch 9, flat-footed 11 (–1 Dex, +2 natural); BAB +0; Grap +1; Atk +1 melee (1d6+1, slam); Full Atk +1 melee (1d6+1, slam); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ undead, move or attack action only; AL none or creator; SV Fort +0, Ref –1, Will +3; AP 0; Rep +0; Str 13, Dex 8, Con —, Int —, Wis 10, Cha 1.
Skills: None.
Feats: Toughness.
Possessions: Burial clothes.
Huge Crocodile Zombie: CR 6; Huge undead; HD 14d12 plus 3 (Toughness feat); hp 94; Init +0; Spd 20 ft., swim 30 ft.; Defense 15, touch 8, flat-footed 15 (–2 size, +7 natural); BAB +5; Grap +22; Atk +12 melee (2d8+13, bite), or +12 melee (1d6+13, tail slap); Full Atk +12 melee (2d8+13, bite), or +12 melee (1d6+13, tail slap); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ undead, move or attack action only, aquatic, improved grab, low-light vision; AL none or creator; SV Fort +9, Ref +6, Will +3; AP 0; Rep +0; Str 29, Dex 10, Con —, Int —, Wis 10, Cha 1.
Skills: None.
Feats: Toughness.