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Sporeborn SheepCreature 1


MediumElementalEvilPlantUndeadUnholy
Source Pathfinder #193: Mantle of Gold
Perception +3 (darkvision)
Languages none
Skills Athletics +7
Str +4, Dex -2, Con +3, Int -5, Wis +0, Cha -2

AC 13; Fort +6; Reflex +3; Will +4;
HP 50 (void healing)
Speed 25 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Vitality 10, Slashing 10

Fist One Action +9 (+4, -1) to hit (unarmed) 1d8+4 Bludgeoning

Headless

A headless spore sheep can't make Jaws attacks.

Slow

A 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.

Wasting Wheeze Reaction (poison)

Frequency once per [/gmr 1d4 #Recharge Wasting Wheeze] rounds

Trigger The headless spore sheep takes a critical hit or is reduced to 0 Hit Points


Effect The headless spore sheep exhales a cloud of spores through its neck. Adjacent living creatures take 1d6 poison damage and are Sickened 1 unless they succeed at a DC 18 fortitude save.

Zombie Rot (disease)

An infected creature can't heal damage it takes from zombie rot until it has been cured of the disease.


Saving Throw DC 18 fortitude

Stage 1 carrier with no ill effect (1 day)

Stage 2 1d6 void damage (1 day)

Stage 3 1d6 void damage (1 day)

Stage 4 1d6 void damage (1 day)

Stage 5 dead, rising as a plague zombie immediately

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Plague zombies are infested with hideous contagions.


A zombie's only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they're destroyed.


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.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.

Plant

Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.

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.