Zombie
Type
Humanoid, Subclass determined by "living" version
Ability Score Modifier
+2 Con, +2 Wis,-2 Cha
Size
medium
Speed
20 ft
Language
Zombies begin play speaking Common and any native languages they had in life. They may select from any non-secret languages
Half-Undead:
- Half-undead have the darkvision 60 feet racial trait.
- Half-undead gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
- Half-undead take no penalties from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they’ve gained are removed without any additional saving throws.
- Half-undead creatures are harmed by positive energy and healed by negative energy. A half-undead creature with the fast healing special quality still benefits from that quality.
Slow Speed:
Zombies have a base speed of 20 ft, but their speed isn't modified by armor or Encumbrance
Fell Magic:
Zombies gain +1 to the DC of any saving throws against necromancy spells that they cast. Zombies with a Wisdom score of 11 or higher also gain the following spell-like abilities: 1/day—bleed, chill touch, detect poison, touch of fatigue. The caster level for these effects is equal to the character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + the user’s Wisdom modifier.
Claws:
Zombies receive two claw attacks. These are primary natural attacks. The damage is 1d4.
Light Blindness:
Weakness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Spell-like Ability:
Zombies can cast Rage as an at-will spell-like ability.
Desert Runne:r
Zombies receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Toxic:
A number of times per day equal to its Constitution modifier (minimum 1/day), a Zombie can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action.
Weakening Venom:
Type:
Injury;
Save:
Fort DC 10 + 1/2 the user’s Hit Dice + the user’s Constitution modifier;
Frequency:
1/ round for 6 rounds;
Effect:
1d2 Str;
Cure
1 save.