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Demonplague ZombieCreature 3


UncommonCEMediumMindlessUndeadZombie
Source Pathfinder Society Scenario #2-15: A Dirge for Sarkoris
Perception +5 (darkvision)
Languages none
Skills Athletics +10
Str +5, Dex -2, Con +3, Int -5, Wis +0, Cha -2

AC 16; Fort +8; Reflex +5; Will +5;
HP 82 (negative healing)
Speed 25 feet
Immunities paralyzed, unconscious, mental, poison, death effects, disease
Weaknesses Positive 10, Slashing 10

Jaws One Action +12 (+7, +2) to hit 2d8+5 Piercing
Fist One Action +12 (+7, +2) to hit 1d12+5 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Slow

A zombie is permanently Slowed 1 and can't use reactions.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Demonplague (disease, necromancy)

An infected creature can't cure conditions given by demonplague until it has been cured of the disease


Saving Throw DC 21 fortitude

Stage 1 Stupefied 1 (1 day)

Stage 2 Stupefied 2 (1 day)

Stage 3 Fatigued and stupefied 2 (1 day)

Stage 4 Fatigued and Stupefied 3 (1 day)

Stage 5 dead, rising as a demonplague zombie immediately.

Grab One Action

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.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.