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Zombie




Zombie

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.

Creating A Zombie

“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.

Zombie Size Natural Armor Bonus
Tiny or smaller +0
Small +1
Medium +2
Large +3
Huge +4
Gargantuan +7
Colossal +11
Armor Class

Natural armor bonus increases by a number based on the zombie’s size:

Base Attack

A zombie has a base attack bonus equal to ½ its Hit Dice.

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.

Zombie Size Slam Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
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.)

Special Attacks

A zombie retains none of the base creature’s special attacks.

Special Qualities

A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality.

Damage Reduction (Ex)

A zombie has damage reduction 5/slashing. Zombies are lumbering masses of flesh.

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 +½ 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.

Organization

Any.

Hit Dice Challenge Rating
½ 1/8
1 ¼
2 ½
4 1
6 2
8-10 3
12-14 4
15-16 5
18-20 6
Challenge Rating

Depends on Hit Dice, as follows:

Treasure

None.

Alignment

Always neutral evil.

Advancement

As base creature, but double Hit Dice (maximum 20), or — if the base creature advances by character class.

Level Adjustment

—.

Kobold Zombie Human Commoner Zombie Troglodyte Zombie
Size/Type: 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/×3) 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+1 melee (1d6-1/×3) 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)
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 Ø, Int Ø, Wis 10, Cha 1 Str 12, Dex 8, Con Ø, Int Ø, Wis 10, Cha 1 Str 12, Dex 7, Con Ø, Int Ø, Wis 10, Cha 1
Skills:
Feats: Toughness Toughness Toughness
Environment: Temperate forests Any Underground
Organization: Any Any Any
Challenge Rating: ½ ½ 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
Size/Type: Medium Undead Large Undead Large Undead
Hit Dice: 6d12+3 (42 hp) 8d12+3 (55 hp) 12d12+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/×3) 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/×3) 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 Ø, Int Ø, Wis 10, Cha 1 Str 23, Dex 6, Con Ø, Int Ø, Wis 10, Cha 1 Str 21, Dex 8, Con Ø, Int Ø, 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
Size/Type: Large Undead Large Undead
Hit Dice: 14d12+3 (94 hp) 20d12+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: 21 (-1 size, +12 natural), touch 9, flat-footed 21 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)
Space/Reach: 10 ft./5 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
Saves: Fort +4, Ref +4, Will +9 Fort +6, Ref +5, Will +12
Abilities: Str 21, Dex 10, Con Ø, Int Ø, Wis 10, Cha 1 Str 25, Dex 8, Con Ø, Int Ø, 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: