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Zombie WarhorseCreature 3


UncommonLargeEvilMindlessUndeadUnholyZombie
Source Pathfinder Society Scenario #1-03: Escaping the Grave
Perception +6 (darkvision)
Languages none
Skills Athletics +11
Str +5, Dex -3, Con +4, Int -5, Wis +1, Cha -2

AC 17; Fort +12; Reflex +5; Will +8;
HP 85 (void healing)
Speed 40 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Vitality 10, Slashing 10

Jaws One Action +12 (+7, +2) to hit (unarmed) 1d12+7 Slashing
Hoof One Action +12 (+8, +4) to hit (agile) 1d8+7 Bludgeoning

Slow

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

Rotting Aura (aura, disease)

10 feet. 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 untyped damage (DC 17 fortitude save) as its wounds fester.

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.

Feast Two Actions

The zombie warhorse Strikes with its jaws against an adjacent living creature or a creature that has died in the past hour. On a success, the zombie warhorse can feast upon the creature's flesh to heal itself. This restores 2d6 healing Hit Points.

Gallop Two Actions

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

Improved Push 5 feet Free Action

Trigger The monster's last action was a successful Strike that lists Improved Push in its damage entry


Effect The monster attempts to [/act shove] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Improved Push lists a distance, change the distance the creature is pushed on a success to that distance.



Traits

Uncommon

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.

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.