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History: No one knows why, but a letal virus spreaded in Brasil with a absurdly fast contamination rate. Killing the host in usualy two hours and turning him into a killing machine ten minutes later, this dicease killed over 10 milions of people only in the first week, and almost the entire South America population and part of continental Central America (the dicease stopped in Panamá after the U.S.A goverment in agreement with the Panama goverment, making part of the country in to a desert afther a "clean up" nuke strike, and constructhing a 25m tall wall around) in six months after the first two weeks.
A theory says that one corrupt company was making experiments with a new virus ordered by the U.S.A goverment to make quickly a near-to-perfect soldier, without confirmations. Truth or not, many companys and goverments got interest in this dicease and are making advanced posts in the first focus of dicease, São Paulo/Rio do Janeiro/Minas Gerais triangle in Brasil, to study and to try to control the dicease. Sucefully or not, they learned by the hard way how terrible it is.
OBS: The DM should only give this template to humans and making animals, plants and such immune to the dicease. But only for a small time...
The Infected Zombie Template can be aplied to any corporeal creature (from now on called Base-Creature), but most likely humans.
Characteristics: a killing machine without emotions, this creature will attack anyone by the impulse to feed, usualy grippling the victim and biting him. Unlike some horror movies they can run prety fast, mostly because they won't stop by anything, and have a strong gripp. They will root very slowly, becoming a real corpse only after 200 years.
CR: vary by size: Tiny or smaller 1/4, Small 1/2, Medium-size 1~3, Large 6, Huge 10, Gargantuan 14, Colossal 18
Type: changes to undead.
Hit dice: loses every class hit dice (at minimum 1 dice). The remaining dices are mutiplied by two and changes to d12.
Movement: don't change, but if the creature have another type of movement, its rating movement as a zombie drops to the worse category or are divided by 2, to DM choice.
Defence/AC: 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 +6, Colossal +10.
Attacks: The zombie retains all the natural attacks but can't use weapons. If don't have any attacks, it gain a bite attack with the same BAB of the creature.
Damage: Natural weapons deal damage normally. The bite deals damage depending on the zombie’s size (but use the base creature’s bite damage if it's greater): Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium-size 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6. The bite of a zombie are very powerfull and gains double the Str modifier to calculate the damage.
Special qualities: a Infected Zombie loses all his previous Special qualities and gain the following ones.
Heat sense[Ext]
Although the zombies are blind and deaff, they can sense the heat of any living creature within 9 m . They will instictly run though it if have the heat spectrun of a normal person (usualy 36,5~37 °C) and will attack, but won't fall by silly tricks all the time because their other special sences.
Sense of Smell[Ext]
They get a powerfull sense of smell, specialy for the smell of blood, and can track for an entery building if necessary. They will stop attacking if the object of attack won't split the smell of blood after attacked 3 rounds consectively. They get a +10 racial bonus in their search and spot checks.
Slow reaction[Ext]
They can only make a movement action or attack action by turn. Alternately, they can charge and do a grippling atempt as a full-round action (a Ref Save with DC 10 + BAB of the zombie dodge the attack) and if missed they will spend one turn before take any action after this.
Bio-Weapon Undead[Ext]
Imunity to poison (unless strictly designed for then, to DM choice), sleep effect, stun, mental effect, any dicease and death effects. They got imunity of contusion damage, hability damage, energy drain and macive damage death. Since they are a undead they don't have a Int and Con value and have imunity to any effect that need a Fort save (unless it can effect objects too).
The Bio-Weapon Undead have as a weak point their brain: the organ are still responsable by most of the remaing functions of the body, and if you manage to destroy it or cutting his neck the Zombie will "shut down" (they won't be anymore a treat, but a minucious research will discover their cels are still functional for a long time). As a mindless animal acting only by instict, they are not affected by effects like "turn undead" and detect aligment spells will only see a neutral creature (they can't really think, making their actions equal to a insect in constant search for food).
Infection[Ext]
A infected zombie can spread his dicease by a bite or a simple scratch. Any creature who take damage from a zombie will need to make a Fort Save (CD 15 + HD of zombie) or will be infected. Infected creatures will lose 1d6+4 points of Con by hour, dying and becoming a zombie after ten minutes. There isn't any cure yet and once infected your hopes are already lost.
Saves: all saves are bad, based on zombies hit dice.
Action points: Don't have any action point and don't get any action point by progressing.
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, but get the +10 racial bonus at spot checks.
Feats: The zombie loses all of the base creature’s feats and gains the Toughness feat, one instance by 5 HDs.