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Ofalth ZombieCreature 7


RareLargeAberrationEvilMindlessUndeadUnholyZombie
Source Pathfinder #158: Sixty Feet Under
Perception +15 (darkvision)
Languages none
Skills Athletics +20
Str +7, Dex +3, Con +6, Int -5, Wis +0, Cha +2

AC 22; Fort +18; Reflex +11; Will +13;
HP 190 (void healing)
Speed 30 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Vitality 10, Slashing 10

Fist One Action +18 (+13, +8) to hit (reach 10, unarmed) 2d8+11 Bludgeoning
Fling Offal One Action +17 (+12, +7) to hit 2d6+11 Bludgeoning

Corpse Wallow

The ofalth zombie gains fast healing 2 as long as it is in the Catacombs or another area with a high concentration of dead.

Rotting Aura (aura, disease)

10 feet. 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 Ofalth Zombie and is not at full Hit Points takes 2d6 untyped damage as its wounds fester.

Creatures that take a critical hit from the Ofalth Zombie also take this damage immediately.


Note: This ability lists a DC 24 in the source, but the glossary ability lacks a save to make.

Slow

The ofalth zombie is permanently Slowed 1 and can't use reactions.

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Bury in Offal One Action

The ofalth zombie makes a fling offal Strike and compares the attack roll result to the AC of any foes within the area of a 15-foot cone emanating from the ofalth zombie. This counts as two attacks for the ofalth zombie's multiple attack penalty.

The ofalth zombie can't use Bury in Offal again until it moves at least 10 feet to a different space.

Wretched Weeps (disease)

Saving Throw DC 22 fortitude

Stage 1 carrier with no ill effect (1 day)

Stage 2 2d8 bleed every hour and Enfeebled 1 (1 day)

Stage 3 2d8 bleed every hour and Enfeebled 2 (1 day)



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Aberration

Aberrations are creatures from beyond the planes or corruptions of the natural order.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.

Zombie

These undead are mindless rotting corpses that hunger for living flesh.