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ZOMBIE SHAMBLER

CREATURE -1

NE

MEDIUM

MINDLESS

UNDEAD

ZOMBIE

Recall Knowledge (undead) Religion DC 13

Perception +0; Darkvision

Skills Athletics +5

Str +3, Dex –2, Con +2, Int –5, Wis +0, Cha –2

Slow A zombie is permanently slowed 1 and can’t use reactions.

AC 12; Fort +6, Ref +0, Will +2

HP 20, negative healing; Immunities death effects, disease, mental, paralyzed, poison, unconscious; Weaknesses positive 5, slashing 5

Speed 25 feet

Melee fist +7 / +2 / -3, Damage 1d6+3 bludgeoning plus

jaws (attack); Requirement The zombie has a creature grabbed or restrained. Effect The zombie makes a jaws unarmed melee Strike against the grabbed or restrained creature with an attack modifier of +7 that deals 1d8+3 piercing damage.

Requirements The monster’s last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action. Effect The monster automatically Grabs the target until the end of the monster’s next turn. The creature is grabbed by whichever body part the monster attacked with, and that body part can’t be used to Strike creatures until the grab is ended.
Using Grab extends the duration of the monster’s Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.

Zombie Abilities You can modify zombies with the following zombie abilities. Most zombies have one of these abilities; If you give a zombie more, you might want to increase its level and adjust its statistics.

  • Ankle Biter This zombie fights just as well on the ground as it does standing. While prone, the zombie isn’t flat-footed, it ignores the status penalty to its attack rolls, and it gains a +2 circumstance bonus to Athletics checks to Trip. The zombie can also move up to half its Speed when it Crawls.
  • Disgusting Pustules (disease, necromancy) The zombie is covered in pustules that rupture when it takes any piercing damage or any critical hit. In either case, adjacent creatures are hit with vile fluid, causing them to become sickened 1 unless they succeed at a Fortitude save.
  • Feast (manipulate) If the zombie is adjacent to a helpless or unconscious creature, or a deceased creature that died in the past hour, the zombie can feast upon its flesh to heal itself. This restores 1 Hit Point. If the creature is alive, the zombie deals damage equal to its jaws, fist, or claw damage.
  • Infested The zombie’s flesh is infested with swarming vermin. When the zombie is hit with a critical hit or destroyed, the swarm is set free. Its initiative is immediately after the zombie’s. If the swarm is 4 or more levels lower than the zombie, it isn’t
  • Persistent Limbs The first time the zombie is critically hit with a melee or ranged Strike, a limb falls off its body and continues to attack. The limb acts on the zombie’s initiative; each round it can Stride up to half the zombie’s Speed and make a Strike. The limb uses and contributes to the zombie’s multiple attack penalty.
  • Putrid Stench (aura, olfactory) 15 feet. The zombie’s rotting flesh is particularly malodorous. A creature that enters the area must attempt a Fortitude save. On a failure, the creature is sickened 1, and on a critical failure, the creature also takes a –5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all zombies’ putrid stenches for 1 minute.
  • Rotting Aura (aura, disease, necromancy) The zombie emits an aura of rot and disease that causes wounds to fester and turn sour. Any living creature that starts its turn within 10 feet of the zombie and is not at full Hit Points takes 1d6 damage as its wounds fester. Creatures that take a critical hit from the zombie also take this damage immediately.
  • Spitting Zombie The zombie spits acid as a ranged Strike with a range of 30 feet. This uses the highest attack bonus among the zombie’s Strikes and deals 1d12 acid damage per 3 levels of the zombie (or 1d6 acid damage below level 3). On a critical hit, the target also takes 1d4 persistent acid damage per 3 levels of the zombie. Once used, the zombie must spend 1 action to cough up enough acid to use this ability again.
  • Tearing Grapple The zombies work in groups to rip foes to pieces. Whenever a zombie with this ability successfully Grapples a foe that’s already grabbed or restrained by another zombie with this ability, they violently struggle over the poor victim, dealing fist damage (or a similar Strike’s damage if the zombie doesn’t have a fist Strike). If the grapple is a critical success, the target takes double damage and ceases being grabbed or restrained by any other creatures. If the zombie has the Grab ability, using Grab deals half its fist Strike damage to the target.
  • Unholy Speed The zombie gains a +10 status bonus to all its Speeds.
  • Unkillable This zombie is nigh unkillable. The zombie loses its weakness to slashing and gains resistance 3 against all damage, and it gains weakness 6 to critical hits. Increase the zombie’s level by 1 if you give it this ability.

A zombie shambler is a slow-moving horror dangerous in larger groups.