Monster Encyclopaedia I: Ravagers of the Realms
| Author | August Hahn, Gareth Hanrahan, Lizard |
| Publisher | Mongoose Publishing |
| Publish date | 2004 |
| OGL Section 15 | me1 |
The material below is designated as Open Game Content
Devouring Zombie (Template)
This is a variety of zombie that is instilled with a hunger for the flesh of the living. Furthermore, the magic animating the zombie can be passed onto others; one devouring zombie can produce a horde of other undead, all stumbling forward in their endless, unquenchable thirst for the flesh and blood of living beings. Unlike normal zombies, devouring zombies are capable of the occasional burst of supernatural speed and strength, making them much more dangerous than their more common counterparts.
Devouring zombies can be created with the create undead spell and require a 12th level or higher caster.
Creating a Devouring Zombie
‘Devouring zombie’ is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature). Use all the rules from the basic zombie template (see MM) with the following exceptions:
Attacks: A devouring zombie retains all the natural weapons, manufactured weapon attacks and weapon proficiencies of the base creature. A devouring zombie also gains a slam and a bite attack. The bite is a secondary natural weapon and so attacks at a –5 penalty.
Damage: Natural and manufactured weapons deal damage normally. A slam or bite attack deals damage depending on the zombie’s size. Use the base creature’s slam or bite damage if it is better.
| Slam | Bite | |
|---|---|---|
| Fine | 1 | 1 |
| Diminutive | 1d2 | 1d3 |
| Tiny | 1d3 | 1d4 |
| Small | 1d4 | 1d6 |
| Medium | 1d6 | 1d8 |
| Large | 1d8 | 2d6 |
| Huge | 2d6 | 2d8 |
| Gargantuan | 2d8 | 4d6 |
| Colossal | 4d6 | 6d6 |
Special Attacks: A devouring zombie retains none of the base creature’s special attacks, but gains the following special attack:
Transmit Undeath (Su): Anyone bitten by a devouring zombie must make a Fortitude save (DC 10 + 1/2 zombie’s HD) or suffer two points of temporary Constitution damage. If the save is failed, the character must also make another save one hour later; the DC and the Constitution damage increase by +2. This process continues until the victim makes a Fortitude save or dies. If the victim is bitten by multiple devouring zombies, use the DC for the zombie with the most Hit Dice. Unlike normal Constitution damage, this damage is restored after a single night’s rest, assuming the character succeeds in one of the Fortitude saves to stop taking damage from the zombie.
A cure disease or any form of restoration spell instantly counters this effect, as does a dispel magic or break enchantment spell. Anyone who dies while under the effect of the devouring zombie’s Constitution drain becomes a devouring zombie within 2d6 minutes of dying.
Special Qualities: A devouring zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special qualities:
Single Actions Only (Ex): Devouring zombies have poor reflexes and can perform only a single move action or attack action each round. A devouring zombie can move up to its speed and attack in the same round, but only if it attempts a charge.
Darkvision 60 ft.
Damage reduction 5/slashing.
Frenzy (Ex): Once per day, a devouring zombie may enter a frenzy for a number of rounds equal to its Hit Dice. During this frenzy, it gains a +4 bonus to Strength and may make both a move and an attack action in each round.
Challenge Rating: Depends on Hit Dice, as follows:
| Hit Dice | Challenge Rating |
|---|---|
| ½ | ¼ |
| 1 | ½ |
| 2 | 1 |
| 4 | 2 |
| 6 | 3 |
| 8–10 | 5 |
| 12–14 | 6 |
| 16 | 7 |
| 18–20 | 8 |
Human Commoner Devouring Zombie
Medium Undead Hit Dice: 2d12+3 (16 hp)
Initiative: –1
Speed: 30 ft. (6 squares; cannot run)
Armour Class: 11 (–1 Dex, +2 natural), touch 9, flat- footed 11
Base Attack/Grapple: +1/+2
Attack: Slam +2 melee (1d6+1) or club +2 melee (1d6+1) or bite –3 melee (1d8+1)
Full Attack: Slam +2 melee, (1d6+1) or club +2 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Transmit undeath
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., frenzy, single actions only, undead traits Saves: Fort +0, Ref –1, Will +3
Abilities: Str 12, Dex 8, Con —, Int —, Wis 10, Cha 1
Skills: —
Feats: Toughness
Environment: Any
Organisation: Any
Challenge Rating: 1
Treasure: None
Alignment: Always neutral evil
Advancement: —
Level Adjustment: —
