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Zombie Shambler (BB)Creature -1

Source Pathfinder Beginner Box
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 20
Speed 25 feet
Immunities mental, 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


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 has only 2 actions on its turn, and it can't use reactions.

Grab One Action

When the zombie hits with its fist Strike, it can use this action to automatically give the target the Grabbed condition until the end of its next turn.

A zombie's only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they're destroyed. A zombie shambler is a slow-moving horror most dangerous in larger groups. Among the living dead, zombies are most often used as fodder, wearing down defenses before more powerful undead arrive to deal the killing blow. Zombies can be commanded by intelligent undead and powerful necromancers.



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.


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.