Zombies are corpses reanimated through dark and sinister magic.
Because of their utter lack of intelligence, the instructions given to a newly created zombie must be very simple.
"Zombie" is an acquired
template 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 subtypes except
alignment subtypes and subtypes that indicate kind. It does not gain the augmented 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. If the base creature has more than 10
Hit Dice (not counting those gained with experience), it can't be made into a zombie with the
animate dead spell.
Speed: If the base creature can
fly, its maneuverability rating drops to clumsy.
Armor Class: Natural armor bonus increases by a number based on the zombie's size:
Tiny or smaller |
+0
|
Small |
+1
|
Medium |
+2
|
Large |
+3
|
Huge |
+4
|
Gargantuan |
+7
|
Colossal |
+11
|
Attacks: A zombie retains all the natural weapons, manufactured weapon
attacks, and weapon proficiencies of the base creature. 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. (Use the base creature's slam
damage if it's better.)
Fine |
1
|
Diminutive |
1d2
|
Tiny |
1d3
|
Small |
1d4
|
Medium |
1d6
|
Large |
1d8
|
Huge |
2d6
|
Gargantuan |
2d8
|
Colossal |
4d6
|
Special Attacks: A zombie retains none of the base creature's
special attacks.
Single Actions Only (Ex): Zombies have poor reflexes and can
perform only a single
move action or
attack action each round. A zombie can move up to its
speed and
attack in the same round, but only if it attempts a
charge.
Saves: Base
save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.
Abilities: A zombie's Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.
Skills: A zombie has no
skills.
Feats: A zombie loses all
feats of the base creature and gains
Toughness.
Environment: Any land and underground.
Challenge Rating: Depends on
Hit Dice, as follows:
Hit Dice
|
Challenge Rating
|
1/2 |
1/8
|
1 |
1/4
|
2 |
1/2
|
4 |
1
|
6 |
2
|
8-10 |
3
|
12-14 |
4
|
15-16 |
5
|
18-20 |
6
|
Alignment: Always neutral evil.
Advancement: As base creature, but double
Hit Dice (maximum 20), or - if the base creature advances by character class.
|
Kobold Zombie
|
Human Commoner Zombie
|
Troglodyte Zombie
|
|
Small Undead |
Medium Undead |
Medium Undead |
Hit Dice:
|
2d12+3 (16 hp) |
2d12+3 (16 hp) |
4d12+3 (29 hp) |
Initiative:
|
+0 |
-1 |
-2 |
Speed:
|
30 ft. (6 squares; can't run) |
30 ft. (6 squares; can't run) |
30 ft. (6 squares; can't run) |
Armor Class:
|
13 (+1 size, +2 natural), touch 11, flat-footed 13 |
11 (-1 Dex, +2 natural), touch 9, flat-footed 11 |
16 (-2 Dex, +8 natural), touch 8, flat-footed 16 |
Base Attack/Grapple:
|
+1/-4 |
+1/+2 |
+2/+3 |
Attack:
|
Spear+1 melee (1d6-1/x3) or slam +1 melee (1d4-1) or light crossbow +2 ranged (1d6/19-20) |
Slam+2 melee (1d6+1) or club +2 melee (1d6+1) |
Greatclub +3 melee (1d10+1) or bite +3 melee (1d4+1) or slam +3 melee (1d6+1) or javelin +0 ranged (1d6+1) |
Full Attack:
|
Spear +0 melee (1d6-1/x3) or slam +0 melee (1d4-1) or light crossbow +1 ranged (1d6/19-20) |
Slam+2 melee, (1d6+1) or club +2 melee (1d6+1) |
Greatclub +3 melee (1d10+1) or bite +3 melee (1d4+1) or slam +3 melee (1d6+1) or javelin +0 ranged (1d6+1) |
Space/Reach:
|
5 ft./5 ft. |
5 ft./5 ft |
5 ft./5 ft |
Special Attacks:
|
- |
- |
- |
Special Qualities:
|
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits |
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits |
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits |
Saves:
|
Fort +0, Ref +0, Will +3 |
Fort +0, Ref -1, Will +3 |
Fort +1, Ref -1, Will +4 |
Abilities:
|
Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1 |
Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1 |
Str 12, Dex 7, Con -, Int -, Wis 10, Cha 1 |
Skills:
|
- |
- |
- |
Feats:
|
Toughness
|
Toughness
|
Toughness
|
Environment:
|
Temperate forests |
Any |
Underground |
Organization:
|
Any |
Any |
Any |
Challenge Rating:
|
1/2 |
1/2 |
1 |
Treasure:
|
None |
None |
None |
Alignment:
|
Always neutral evil |
Always neutral evil |
Always neutral evil |
Advancement:
|
None |
None |
None |
Level Adjustment:
|
- |
- |
- |
|
Bugbear Zombie
|
Ogre Zombie
|
Minotaur Zombie
|
|
Medium Undead |
Large Undead |
Large Undead |
Hit Dice:
|
6d12+3 (42 hp) |
8d12+3 (55 hp) |
12d8+3 (81 hp) |
Initiative:
|
+0 |
-2 |
-1 |
Speed:
|
30 ft. (6 squares; can't run) |
40 ft. (8 squares; can't run) |
30 ft. (6 squares; can't run) |
Armor Class:
|
16 (+5 natural, +1 light wooden shield), touch 10, flat-footed 16 |
15 (-1 size, -2 Dex, +8 natural) touch 7, flat-footed 15 |
16 (-1 size, -1 Dex, +8 natural) touch 8, flat-footed 16 |
Base Attack/Grapple:
|
+3/+6 |
+4/+14 |
+6/+15 |
Attack:
|
Morningstar +6 melee (1d8+3) or slam +6 melee (1d6+3) or javelin +3 ranged (1d6+2) |
Greatclub +9 melee (2d8+9) or slam +9 melee (1d8+9) or javelin +1 ranged (1d8+6) |
Greataxe +10 melee (3d6+7/x3) or gore +10 melee (1d8+5) or slam +10 melee (1d8+5) |
Full Attack:
|
Morningstar +6 melee (1d8+3) or slam +6 melee (1d6+3) or javelin +3 ranged (1d6+2) |
Greatclub +9 melee (2d8+9) or slam +9 melee (1d8+9) or javelin +1 ranged (1d8+6) |
Greataxe +10 melee (3d6+7/x3) or gore +10 melee (1d8+5) or slam +10 melee (1d8+5) |
Space/Reach:
|
5 ft./5 ft. |
10 ft./10 ft. |
10 ft./10 ft. |
Special Attacks:
|
- |
- |
- |
Special Qualities:
|
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits |
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits |
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits |
Saves:
|
Fort +2, Ref +2, Will +5 |
Fort +2, Ref +0, Will +6 |
Fort +4, Ref +3, Will +8 |
Abilities:
|
Str 17, Dex 10, Con -, Int -, Wis 10, Cha 1 |
Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1 |
Str 21, Dex 8, Con -, Int -, Wis 10, Cha 1 |
Skills:
|
- |
- |
- |
Feats:
|
Toughness
|
Toughness
|
Toughness
|
Environment:
|
Temperate mountains |
Temperate hills |
Underground |
Organization:
|
Any |
Any |
Any |
Challenge Rating:
|
2 |
3 |
4 |
Treasure:
|
None |
None |
None |
Alignment:
|
Always neutral evil |
Always neutral evil |
Always neutral evil |
Advancement:
|
None |
None |
None |
Level Adjustment:
|
- |
- |
- |
|
Wyvern Zombie
|
Gray Render Zombie
|
|
Large Undead |
Large Undead |
Hit Dice:
|
14d12+3 (94 hp) |
20d8+3 (133 hp) |
Initiative:
|
+0 |
-1 |
Speed:
|
20 ft. (4 squares; can't run), fly 60 ft. (poor) |
30 ft. (6 squares; can't run) |
Armor Class:
|
20 (-2 size, +12 natural), touch 8, flat-footed 20 |
16 (-1 size, -1 Dex, +8 natural) touch 8, flat-footed 16 |
Base Attack/Grapple:
|
+7/+16 |
+10/+21 |
Attack:
|
Slam +11 melee (2d6+7) or talons +11 melee (2d6+5) |
Bite +16 melee (2d6+7) or slam +16 melee (1d8+10) |
Full Attack:
|
Slam +11 melee (2d6+7) or talons +11 melee (2d6+5) |
Bite +16 melee (2d6+7) or slam +16 melee (1d8+10) |
Special Attacks:
|
- |
- |
Special Qualities:
|
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits |
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits |
Saves:
|
Fort +4, Ref +4, Will +9 |
Fort +6, Ref +5, Will +12 |
Abilities:
|
Str 21, Dex 10, Con -, Int -, Wis 10, Cha 1 |
Str 25, Dex 8, Con -, Int -, Wis 10, Cha 1 |
Skills:
|
- |
- |
Feats:
|
Toughness
|
Toughness
|
Environment:
|
Warm hills |
Temperate marshes |
Organization:
|
Any |
Any |
Challenge Rating:
|
4 |
6 |
Treasure:
|
None |
None |
Alignment:
|
Always neutral evil |
Always neutral evil |
Advancement:
|
16-20 HD (Huge) |
None |
Level Adjustment:
|
- |
- |
Find topic in: Characters, Epic, Equipment, Magic, Monsters, Rules of the Game |
|
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