🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Enduring Zombie HulkCreature 8


UncommonNEHugeUndeadZombie
Source Pathfinder Society Scenario #3-09: The Secluded Siege
Perception +11 (darkvision)
Languages none
Skills Athletics +21
Str +8, Dex +0, Con +4, Int -5, Wis +1, Cha -2

AC 24; Fort +18; Reflex +12; Will +15;
HP 200 (negative healing)
Speed 25 feet
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Weaknesses Positive 10, Slashing 10

Hunk Of Meat One Action +20 (+15, +10) to hit (reach 15) 2d10+13 Bludgeoning
Hunk Of Meat One Action +12 (+7, +2) to hit (thrown 10) 2d10+13 Bludgeoning
Corpse One Action +20 (+15, +10) to hit (brutal, range increment 30) 2d6+13 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.

Persistent Limbs

The first time the enduring zombie hulk 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 hunk of meat or corpse Strike. The limb uses and contributes to the zombie hulk's multiple attack penalty.

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.

Corpse Throwing

A zombie hulk can throw corpses at foes. While any Medium dead body will do, they sometimes throw Zombie Shamblers, who take just as much damage from being thrown as the target they hit. A thrown shambler lands Prone, but if it's not destroyed, it can rise and use other actions normally.

Feast Two Actions (manipulate)

If the enduring zombie hulk is adjacent to a helpless or Unconscious creature, or a deceased creature that died in the past hour, the zombie hulk can feast upon its flesh to heal itself. This restores 8 Hit Points to the zombie hulk and deals the creature 2d10+13 bludgeoning damage.

Wide Swing One Action

The zombie hulk makes a hunk of meat Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within the Strike's reach. This attack counts as two attacks for the zombie hulk's multiple attack penalty.


These towering horrors are animated from the corpses of monstrosities.


A zombie's only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they're destroyed.


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.