Boneweapon Skeleton/Zombie
Medium Undead
HD 2d12+3 (16)6 squares); Can't Run
Init: -1
AC 11 (-1 Dex, +2 Natural) touch 9, flat-footed 11
BAB +1;
Grp +2
Attack Bonespike +4 melee (1d8+2 Piercing) or Slam +3 melee (1d6+2)
(damage, critical range/critical multiplier + additional damage)
Full-Attack Bonespike +4 melee (1d8+2 Piercing) or Slam +3 melee (1d6+2)
Space 5 ft.;
Reach 5 ft.
Special Attacks --
Special Qualities Single Actions Only, DR 5/Slashing, Darkvision 60ft, Undead Traits
Saves Fort +0 Ref -1 Will +3
Abilities Str 14, Dex 8, Con --, Int --, Wis 10, Cha 1
Skills --
Feats Toughness, Weapon Focus (Bonespike)
Environment Any
Organization Any
Challenge Rating 1?
Treasure None
Alignment Always NE or that of the controller
Advancement None
A gaunt, greyish, zombie stands before you with one of its arms whittled away in to a bony, bloody spike.
A Bone weapon zombie/skeleton is a zombie whose arms have been turned into leathal weapons. Commonly in the shape of a spear point, short sword, or club, these zombies hit harder than there normal counter parts and deal more damage. The bone weapon usually takes up the entire arm and the bone is whittled away into the weapon. The weapons are still crude versions but all the random nicks and spikes make them all the more deadly. These are some of the first mods a new necromancer adds to his undead.
Creating a Boneweapon Zombie/Skeleton
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Boneweapon Zombie/Skeleton is an acquired template that can be added to any zombie/skeleton. A Boneweapon Zombie/Skeleton has all the orginal traits and gains the following changes:
Attacks: A Boneweapon Zombie/Skeleton has one of its arms sculpted into a bone weapon. The bone weapon is a natural weapon which is either a Bonespike (Piercing), Bonesword (Slashing), or Boneclub (Bludgeoning). The bone weapon deals damage depending on the weapon zombie's size. The boneweapon can not hold anything.
{table=head]Size|Damage
Fine|1d2
Diminutive|1d3
Tiny|1d4
Small|1d6
Medium|1d8
Large|2d6
Huge|2d8
Gargantuan|4d6
Colossal|4d8
[/table]
Abilites: A boneweapon zombie/skeleton's strength increases by +2; all other scores remain the same.
Feats: A boneweapon zombie/skeleton gains Weapon Focus with its bone weapon as a bonus feat.
Claw Zombie
Medium Undead
HD 2HD12+3 (16 HP)
Speed 30ft. (6 squares; can't run)
Init: -1
AC 11 (-1 Dex, +2 Natural) touch 9, flat-footed 11
(AC DETAILS)
BAB +1;
Grp +2
Attack Claw +2 melee (1d4+1) or Slam +2 (1d6+1)
(damage, critical range/critical multiplier + additional damage)
Full-Attack Slam +2 (1d6+1) and 2 Claws -3 (1d4)
Space 5 ft.;
Reach 5 ft.
Special Attacks Full-Hit
Special Qualities Single-actions only, DR 5/Slashing, Darkvision 60ft, Undeat Traits
Saves Fort +0 Ref -1 Will +3
Abilities Str 12, Dex 8, Con --, Int --, Wis 10, Cha 1
Skills --
Feats Toughness
Environment Any
Organization Any
Challenge Rating 1/2
Treasure None
Alignment Always NE or that of controller
Advancement None
A zombified greyish figure stands before you with rotting flesh and two bony claws.
Full-Hit (Ex): A Claw zombie may attack with both its claws and slam with a full-round action where it can not move, not even a 5ft step. This over-rides the single actions only ability.
Another basic mod for a zombie, the claw zombie gains bony claws where its hands should be. The skin is cut away, the hand bones slightly enlarged, and then sharpened to add leathality. While still not all that dangerous, these zombies can latch on to you and claw and slam you at the same time, although usually missing the slam. What's dangerous about these zombies are the ones that are moded further and into much more deadly versions.
Creating a Claw Zombie
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Claw Zombie
Claw zombie is an acquired template that can be added to any zombie. A Claw zombie has all the normal zombie traits and gains the following changes:
Attacks: A Claw zombie has its hands exposed and sharpened into claws. These claws deal damage based on the zombie's size.
{table=head]
Size|
Damage
Fine| 1
Diminutive| 1
Tiny| 1d2
Small| 1d3
Medium| 1d4
Large| 1d6
Huge| 1d8
Gargantuan| 2d6
Colossal| 2d8
[/table]
Special Attacks: A Claw zombie gains the following ability:
Full-Hit (Ex): A Claw zombie may attack with both its claws and slam with a full-round action where it can not move, not even a 5ft step. This over-rides the single actions only ability.
Metal Claw Zombie
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The metal claw zombie is one of the first but weakest mods to a claw zombie. A metalclaw zombie has its bone claws replaced with metal, usually with Iron, Silver, or Cold Iron. The metal claws add to the strength of the zombie, allowing it to do a slight bit more damage with its claws. The metal can be enchanted like normal weapons and sometimes allows for a nasty surprise when the zombie's claws are flaming.
Creating a Metalclaw Zombie:
Metalclaw zombie is an acquired template that can be added to the claw zombie. A metalclaw zombie has all the normal claw zombie traits and gains the following changes:
Attacks: A Metalclaw zombie has its claws replaces with metal ones of the same size that are connected by fusing the claws to the bone stumps and arms. It deals normal claw damage but gains the traits of the metal it is made from. Treat as two manufactured light weapons that cost 25gp + price of metal to create.
Abilities: A Metalclaw zombie's strength increases by +2; all other abilities remain the same.
Razorclaw Zombie
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The razorclaw zombie is a deadly mod of the claw zombie. Much more nimble than a standard zombie, they can move and attack at the same time but still can't run. The bone claws have been sharpened and filed into vicious weapons and the zombie is capable of drawing more blood with a critical strike. These zombies have increased strength and dexterity which only makes them even more of a threat. Lastly, if a razor claw zombie hits with both of its claws, it can rip and rend the flesh for even more damage.
Creating a Razorclaw Zombie:
Razorclaw zombie is an acquired template that can be added to the claw zombie. A razorclaw zombie has all the normal claw zombie traits and gains the following changes:
Special Attacks: A razorclaw zombie gains the following special attack:
Rend (Ex): A razorclaw zombie that hits with both its claw attacks deals extra damage equal to its claw attack plus twice its strength modifier.
Special Qualities: A razorclaw zombie gains the following special qualities:
Mobile (Ex): A razorclaw zombie can move and attack in the same round but still can not run.
Abilities: A razorclaw zombie's strength increases by +2 and its dexterity increases by +2; all other abilities remain the same.
Feats: A razorclaw zombie gains Improved Critical (Claw) as a bonus feat.
Grenadier Zombie
Medium Undead
HD 2HD12+3 (16 Hp)
Speed 30ft. (6 squares; can't run)
Init: +1
AC 14 (+1 Dex, +2 Natural, +1 Armor) touch 11, flat-footed 13
BAB +1;
Grp +2
Attack Slam +2 melee (1d6+1) or Alchemist Fire (x4) +3 ranged
Full-Attack Slam +2 melee (1d6+1) or Alchemist Fire (x4) +3
Space 5 ft.;
Reach 5 ft.
Special Attacks --
Special Qualities Single Actions Only, DR 5/Slashing, Darkvision 60ft., Undead Traits, Explosive
Saves Fort +0 Ref +1 Will +3
Abilities Str 12, Dex 12, Con --, Int --, Wis 10, Cha 1
Skills --
Feats Toughness, Grenadier (+1 Att/Dmg with splash weapons)
Environment Any
Organization Any
Challenge Rating 1
Treasure Remaining Ammo
Alignment Always NE or that of the controller
Advancement None
A zombie wearing torn and battered leather armor strapped with various bottles hurls something at you.
Explosive: The bottles in the harness are easy to break, especially when the zombie attacks or is attacked. If the zombie is hit with any physical damage, there is a 50% chance of one of the bottles breaking dealing 1d6 fire damage to the zombie and the attacker if in melee. If the zombie makes a successful hit, there is another 50% chance of a bottle breaking.
Creating a Grenadie Zombie
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Grenadier Zombie is an acquired template that can be added to any zombie. A Grenadier Zombie has all the normal zombie traits and gains the following changes:
Armor Class: A Grenadier zombie wears a leather armor harness for its "grenades" which are usually Alchemist Fire, Frost, or Acid. The leather armor harness gives a +1 Armor bonus to AC.
Special Qualities: A Grenadier zombie has the following ability:
Explosive: The bottles in the harness are easy to break, especially when the zombie attacks or is attacked. If the zombie is hit with any physical damage, there is a 50% chance of one of the bottles breaking dealing the splash weapon damage to the zombie and the attacker if in melee. If the zombie makes a successful hit, there is another 50% chance of a bottle breaking.
Abilities: A Grenadier zombie's Dexterity increases by +4; all other abilities remain the same.
Feats: A Grenadier zombie gains the Grenadier feat (PHBII) as a bonus feat.
Creating an Improved Grenadier Zombie
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Improved Grenadier Zombie is an acquired template that can be added to any zombie. An Improved Grenadier Zombie has all the normal zombie traits and gains the following changes (does not stack with Grenadier template):
Armor Class: An Improved Grenadier zombie wears a leather armor harness for its "grenades" which are usually Alchemist Fire, Frost, or Acid. The leather armor harness gives a +2 Armor bonus to AC.
Special Qualities: An Improved Grenadier zombie has the following qualities:
Explosive: The bottles in the harness are easy to break, especially when the zombie attacks or is attacked. If the zombie is hit with any physical damage, there is a 50% chance of one of the bottles breaking dealing the splash weapon damage to the attacker. If the zombie makes a successful hit, there is a 75% chance of a bottle breaking.
Hurl (Ex): An Improved Grenadier zombie's arms are enhanced to throw the splash weapons further than normal with better accuracy. The range increment for all splash weapons increase by 5ft.
Resistance: Fire 5, Cold 5
Abilities: An Improved Grenadier zombie's Dexterity increases by +6; all other abilities remain the same.
Feats: An Improved Grenadier zombie gains the Grenadier feat (PHBII) and Weapon Focus (Splash weapons) as bonus feats.
Blackbomb Zombie/Skeleton
Medium Undead
HD 2d12+3 (16 HP)
Speed 30ft. (6 squares)
Init: -1
AC 13 (-1 Dex, +4 Natural) touch 9, flat-footed 13
BAB +1;
Grp +2
Attack Slam +2 melee (1d6+1)
Full-Attack Slam +2 melee (1d6+1)
Space 5 ft.;
Reach 5 ft.
Special Attacks Implode, Bonzi
Special Qualities Single Actions Only, Darkvision 60ft, DR 5/Slashing, Undead Traits, Sprint
Saves Fort +0 Ref -1 Will +3
Abilities Str 12, Dex 8, Con --, Int --, Wis 10, Cha 1
Skills --
Feats Toughness
Environment Any
Organization Any
Challenge Rating 1
Treasure None
Alignment Always NE or that of the controller
Advancement None
A zombie just charges right at you. Running at a speed unnatural for a zombie, it explodes in a burst of negative energy.
Implode (Ex): A Blackbomb Zombie courses with stores of negative energy. This energy is released all at once when the zombie dies. The burst of energy deals 2d8+2 negative energy damage in a 10ft burst. A DC 12 Reflex save halves the damage.
Bonzi (Ex): A Blackbomb Zombie charges and slams into you, detonating on impact. A Blackbomb Zombie can charge and explode at the end of the charge dealing slam damage plus Implode damage. The Zombie gains an additional +1 to the attack roll to hit.
Sprint (Ex): A Blackbomb Zombie moves with unnatural speed for a zombie and can run. A Blackbomb Zombie can run and move up to double its speed during a charge. It can still only take one action per turn.
Creating a Blackbomb Zombie/Skeleton
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Blackbomb Zombie/Skeleton is an acquired template that can be added to any zombie. It takes an additional 25gp of Black Onyx to create a Blackbomb because the extra negative energy needs to be stored. A Blackbomb Zombie/Skeleton retains the orginal Undead traits and gains the following changes:
Speed: A Blackbomb Zombie can now run.
Armor Class: A Blackbomb Zombie/Skeleton's natural armor increases by +2.
Special Attacks: A Blackbomb Zombie/Skeleton gains the following abilities:
Implode (Ex): A Blackbomb Zombie/Skeleton flows with stores of negative energy. This energy is released all at once when the zombie/skeleton dies. The burst of energy deals HDd8+HD negative energy damage in a 10ft burst. A DC (10 + Zombie's HD) Reflex save halves the damage.
Bonzi (Ex): A Blackbomb Zombie/Skeleton charges and slams into you, detonating on impact. A Blackbomb Zombie/Skeleton can charge and explode at the end of the charge dealing slam damage plus Implode damage. It gains an additional +1 to the attack roll to hit.
Special Qualities: A Blackbomb Zombie gains the following ability:
Sprint (Ex): A Blackbomb Zombie moves with unnatural speed for a zombie and can run. A Blackbomb Zombie can run and move up to double its speed during a charge.