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Husk ZombieCreature 2

Source Pathfinder Book of the Dead
Perception +5 (darkvision)
Languages Common, Necril
Skills Athletics +8, Deception +6, Intimidation +6, Stealth +7
Str +4, Dex +3, Con +3, Int -1, Wis +1, Cha +0

AC 17; Fort +7; Reflex +9; Will +7;
HP 55 (negative healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Weaknesses Positive 5, Slashing 5

Shortsword One Action +11 (+7, +3) to hit (agile, versatile s) 1d6+4 Piercing
Fist One Action +11 (+7, +3) to hit (agile) 1d8+4 Bludgeoning


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.

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.


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

Sneak Attack

The husk zombie deals an additional 1d6 precision damage to flat-footed creatures.

When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.

Sudden Surge Free Action

Trigger The husk zombie's turn begins;

Effect The husk zombie has a sudden burst of speed. They are Quickened this turn and can use the extra action only to Stride or Strike. If the husk zombie's first action this turn is a melee Strike, the target is Flat-Footed against the attack.

The husk zombie can't use Sudden Surge again until after they spend at least 10 minutes standing motionless.

Rather than allow a body to rot, some necromancers attempt to dry-cure the corpse to prevent further deterioration. Combined with special reagents, this process can preserve a rudimentary form of intelligence, allowing husk zombies to act more like predators than their mindless kin. Most husk zombies have no memories of their prior lives, though some keep trinkets from that time, oblivious as to why they value such items. A rare few husk zombies retain most of their former knowledge, though they tend to have gaps in their memory.

Simple to create and varied in purpose, these shambling undead are often used for their strength and endless stamina to conduct boring, repetitive tasks.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.