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Zombie OwlbearCreature 3


NELargeMindlessUndeadZombie
Source Pathfinder Book of the Dead
Perception +8 (darkvision)
Languages none
Skills Acrobatics +5, Athletics +12
Str +4, Dex +0, Con +3, Int -5, Wis +1, Cha -3

AC 16; Fort +8; Reflex +5; Will +6;
HP 85 (negative healing)
Speed 25 feet
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Weaknesses Positive 10, Slashing 10

Talon One Action +12 (+7, +2) to hit 1d10+7 Piercing
Beak One Action +12 (+7, +2) to hit 1d12+7 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.

Slow

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

Ground Slam Two Actions (attack)

Requirements The zombie owlbear has a creature Grabbed or Restrained with its talons;


Effect The zombie owlbear repeatedly slams the creature into the ground. This deals 1d10+7 bludgeoning damage (DC 20 basic fortitude). On a critical failure, the creature is Stunned 1, and on a critical success the creature is no longer grabbed or restrained.

Horrifying Screech One Action (auditory, emotion, fear, mental)

The zombie owlbear unleashes a broken, snarling screech that unnerves those who hear it. Each creature in a 60-foot emanation must attempt a DC 19 will save. Regardless of the result, creatures are temporarily immune for 1 minute.


Critical Success The creature is unaffected.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Fleeing for 1 round and Frightened 3.

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.


Zombie owlbears combine an owlbear's ferocity with mindless undead hatred. Once it draws near, it often stands up, unleashing a guttural, wet roar, before charging into combat without thought of self-preservation.


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


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.