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Zombie Riding HorseCreature 1

Source Pathfinder Society Scenario #1-03: Escaping the Grave
Perception +3 (darkvision)
Languages none
Skills Athletics +7
Str +4, Dex -2, Con +3, Int +0, Wis +0, Cha +0

AC 13; Fort +6; Reflex +3; Will +4;
HP 50 (negative healing)
Speed 40 feet
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Weaknesses Positive 10, Slashing 10

Jaws One Action +7 (+2, -3) to hit 1d8+4 Slashing
Hoof One Action +7 (+3, -1) to hit (agile) 1d4+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.


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.

Rotting Aura (aura, disease, necromancy)

10 feet Aura

The zombie riding horse 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(DC 14 basic fortitude save) as its wounds fester.

Feast Two Actions

The zombie riding horse Strikes with its jaws against an adjacent living creature or a creature that has died in the past hour. On a success, the zombie riding horse can feast upon the creature's flesh to heal itself. This restores 1d6 Hit Points.

Gallop Two Actions

The zombie riding horse Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides



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.


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.