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Zombie ChargerCreature -1


NEMediumMindlessUndeadZombie
Source Pathfinder Society Scenario 1-18: Lodge of the Living God
Perception +0 (darkvision)
Languages none
Skills Athletics +5
Str +3, Dex -2, Con +2, Int -5, Wis +0, Cha -2

AC 12; Fort +6; Reflex +0; Will +2;
HP 16 (negative healing)
Speed 30 feet
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Weaknesses Positive 5, Slashing 5

Fist One Action +7 (+2, -3) to hit 1d6+3 Bludgeoning
Jaws One Action +7 (+2, -3) to hit 1d8+3 Piercing

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.

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.

Rotting Aura (aura, disease, necromancy)

10 feet Aura


The zombie emits an aura of rot and disease that causes wounds to fester and turn sour.

Any living creature that starts its turn within 10 feet of the zombie and is not at full Hit Points takes 1d6 damage as its wounds fester.

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

Common

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.

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.