Zombie, Intelligent

Zombie, Intelligent

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Out of all the varying types of zombie, by far the most terrifying are the intelligent zombies. These are creatures that retain both their personality and intellect after being bitten and dying. When they rise from the dead, they retain all memories, but have become deadly predators with only one goal.

To consume the cerebral cortex of the living.

 

The mutated descendants of the common Skunk, these creatures are outright terrifying to those who encounter them. They have changed little from their ancestors, except that they are slightly larger, and instead of a pair of white-stripes down their back, they have three stripes.

Each specimen is approximately two feet in length, and weigh about ten pounds. They have sharp teeth and claws that are made for digging and pulling apart roots and rotten trunks to get at insects and grubs that are the staple of their diet.

Like their ancestors, when confronted with potential danger, these creatures will turn and present their rear to the attacker, and then shoot out a highly toxic and caustic stream of foul liquid. However, unlike their ancestors whose defensive spray merely stunk to high heaven, the spray produced by these creatures is acidic and highly flammable, on top of the nauseating stench.

When attacked, they can spray this toxic blend at targets up to 50 feet away. This is considered a ranged attack and will affect only a single target. If the attack hits, then the acid begins to work, causing an initial 3d6 points of damage. This damage will be reduced by 1d6 per round until the acid is no longer effective. To make matters worse, if the target is carrying an open flame, or uses any weapon that produces thermal damage, the spray will instantly explode, causing 6d6 damage to anyone in a 15 foot radius from the target. This will automatically neutralize the acid, rendering it harmless.

If that was not bad enough, the target must make a saving throw versus poison or become nauseated from the stench. This will last for 4d6 turns, at which time the victim will finally adjust to the smell. Anyone with the increased senses (smell) mutation suffer a -4 to the save and the duration is doubled!

The spray can be washed off by any sort of liquid that contains citric acid, or even alcohol. If left unchecked, the victim will stink so badly that anyone who comes within 15 feet must make a saving throw versus poison or become nauseated until they leave the area of effect. After that time, the nausea will wear off in 1d4 rounds.

They can use this attack once every three rounds, and have enough toxic spray for 2d4 uses. Their bodies produce enough of the spray to replenish 1d4 doses per day if they use all of the toxic chemical.

The creatures are very curious, and love to sneak into camps and communities to poke around. They are quite adept at opening containers and even doors, allowing them to access any food they might find of interest, or just to satisfy their curiosity. Being nocturnal, they are rarely ever encountered during the daylight.

If taken young, they can be turned into loving and loyal pets, which will never use their spray attack against their masters. Typically they have to be less than three months old in order to be domesticated, although they never do lose their insatiable curiosity.

Mutations: Aberrant form (natural weapons), increased senses (hearing and smell), night vision, toxic weapon.

No. Enc: 1d6
Alignment: Neutral
Movement: 60’ (20’)
Armor Class: 7
Hit Dice: 1
Attacks: 1 bite and two claws
Damage: 1d4 / 1d6+1 / 1d6+1
Save: L1
Morale: 5
Hoard Class: N/A

No. Enc: 1d8
Alignment: Chaotic
Movement: 90’ (30’) ground
                     150’ (50’) flying
Armor Class: 4
Hit Dice: 6
Attacks: 1 bite (see below) and two wing slaps
Damage: 1d8 & possible swallow, 2d6 and stun
Save: L6
Morale: 8
Hoard Class: Incidenta

No. Enc: 1d10
Alignment:  Neutral
Movement: 210’ (70’)
AC: 4
HD: 4
Attacks: 1 wing slap
Damage: 1d6 plus 3d6 acid damage
Save: L4
Morale: 8
Hoard Class: IX (2d4 items of any type), XI, XIII

B5     A3     M1         100 Hits/ 35 Soak             

-3x3 Attack             -3x3 Defense

Powers:

  • Size 3 (3x3 square, +15 Brawn rolls, Damage, Soak; -3 Dice Penalty to hit, defend, Agility)
  • Gore or Tail: Natural Weapons 2 (x7+15 Dmg)
  • Jurassic Hide : Toughness 2 (+20 Soak)
  • Optional Partial Armour +10 Soak, bypassable with an Called Shot

Advantages: Non-Sentience, Never Surrender, Both Ends: The Stegoboarus is equally deadly with its tail or its tusks, and can attack with one or the other each turn.

Total Points: 28
 

Gibeta Thaumaturge-Architect
Medium humanoid (Gibeta), lawful neutral
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Armor Class 12 (studded leather) or 16 (scale mail and shield)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
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STR                DEX               CON               INT                 WIS                CHA
12 (+1)           11 (+0)           12 (+1)           18 (+4)           20 (+5)           15 (+2)
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Skills Arcana +8, History +8, Perception +9, Religion +8, Stealth +2
Senses Tremorsense 120 ft., passive Perception 17
Languages Common, Draconic, Ge'ez, Terran, any one other
Challenge 10 (5,900 XP)
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Spellcasting. A Gibeta Thaumaturge-Architect is a 10th-level divine spellcaster and a 5th-level arcane spellcaster. Its divine spellcasting ability is Wisdom (spell save DC 15, +9 to hit with spell attacks) and its divine spellcasting ability is Intelligence (spell save DC 13, +7 to hit with spell attacks). A Gibeta Thaumaturge-Architect has the following Cleric spells prepared (20):
 
Cantrips (at will): Guidance, Light, Resistance, Sacred Flame, Thaumaturgy
1st level (4 slots): Bless, Cure Wounds, Guiding Bolt, Sanctuary, Shield of Faith
2nd level (3 slots): Aid, Augury, Hold Person, Silence, Spiritual Weapon
3rd level (3 slots): Beacon of Hope, Dispel Magic, Mass Healing Word, Protection from Energy, Revivify
4th level (3 slots): Death Ward, Freedom of Movement, Locate Creature
5th level (2 slots): Commune, Greater Restoration
 
A Gibeta Thaumaturge-Architect has the following Wizard spells prepared (9):
 
Cantrips (at will): Mage Hand, Minor Illusion, Prestidigitation, Shocking Grasp
1st level (4 slots): Detect Magic, Identify, Magic Missile, Shield
2nd level (3 slots): Arcane Lock, Invisibility, Knock
3rd level (2 slots): Counterspell, Haste
 
Subterranean Familiarity. A Gibeta Thaumaturge-Architect receives advantage on Perception and Stealth skill checks while in any subterranean area that has been constructed, and receives advantage on Arcana, History, and Religion skill checks pertaining to any areas built by other Gibetas.
 
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 3 (1d4 + 1) piercing damage.
Khopesh. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d8 + 1) slashing damage.
Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands to make a melee attack.
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d8 + 1) bludgeoning damage, or 6 (1d10 + 1) bludgeoning damage if used with two hands to make a melee attack.
 
Sense Passage. If it concentrates on its surrounding for one round, a Gibeta Thaumaturge-Architect will become aware of all secret or concealed doors within 100 feet and the means of opening them (although those means still might remain beyond its ability). 
 
Summon Earth Elemental (1/Day). See the description for this ability at the end of the Gibeta overview.  Every Gibeta carries a special rock that it can strike against any stone surface in an attempt to summon an Earth Elemental (other characters will not be able to successfully use these stones). A single Gibeta has a 5 percent chance per round of succeeding at this and these chances are compounded for simultaneous attempts by multiple Gibetas (e.g., 10 percent chance per round for two of them, 100 percent chance per round for 20 of them). Hit Dice for this Earth Elemental will be equal to the number of Gibetas who participated in summoning it and it will remain for 1 round for the totality of their hit dice, or until slain or released by them. If desired, Gibetas can conduct a prolonged ceremony during which they make a calling attempt each minute and sacrifice a total of 20,000 gold pieces worth of gems and precious substances. In this case a single elemental can remain under their control for up to a day for each Gibeta participating in the attempt, after which it will be free but not actually dispelled. In either sort of summoning, a Gibeta can only make one successful attempt at summoning an Earth Elemental per day. 
Gibeta Thaumaturge-Artificer
Medium humanoid (Gibeta), lawful neutral
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Armor Class 12 (studded leather) or 16 (scale mail and shield)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
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STR                DEX                CON               INT                 WIS                 CHA
12 (+1)           11 (+0)            12 (+1)           16 (+3)           18 (+4)             13 (+1)
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Skills Arcana +6, History +6, Perception +7, Religion +6, Stealth +2
Senses Tremorsense 60 ft., passive Perception 17
Languages Common, Draconic, Ge'ez, any one other
Challenge 6 (2,300 XP)
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Spellcasting. A Gibeta Thaumaturge-Artificer is a 6th-level divine spellcaster and a 3rd-level arcane spellcaster. Its divine spellcasting ability is Wisdom (spell save DC 14, +7 to hit with spell attacks) and its divine spellcasting ability is Intelligence (spell save DC 13, +6 to hit with spell attacks).
            A Gibeta Thaumaturge-Artificer has the following Cleric spells prepared:
 
Cantrips (at will): Guidance, Light, Sacred Flame, Thaumaturgy
1st level (4 slots): Bless, Cure Wounds, Guiding Bolt, Sanctuary, Shield of Faith
2nd level (3 slots): Aid, Augury, Hold Person, Silence, Spiritual Weapon
3rd level (3 slots): Dispel Magic, Mass Healing Word, Protection from Energy
 
            A Gibeta Thaumaturge-Artificer has the following Wizard spells prepared:
 
Cantrips (at will): Mage Hand, Minor Illusion, Prestidigitation, Shocking Grasp
1st level (4 slots): Detect Magic, Identify, Magic Missile, Shield
2nd level (3 slots): Arcane Lock, Invisibility, Knock
 
Subterranean Familiarity. A Gibeta Thaumaturge-Artificer receives advantage on Perception and Stealth skill checks while in any subterranean area that has been constructed, and receives advantage on Arcana, History, and Religion skill checks pertaining to any areas built by other Gibetas.
 
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 3 (1d4 + 1) piercing damage.
Khopesh. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d8 + 1) slashing damage.
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands to make a melee attack.
Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d8 + 1) bludgeoning damage, or 6 (1d10 + 1) bludgeoning damage if used with two hands to make a melee attack.
 
Sense Passage. If it concentrates on its surrounding for one round, a Gibeta Thaumaturge-Artificer will become aware of all secret or concealed doors within 30 feet and the means of opening them (although those means still might remain beyond its ability).
 
Summon Earth Elemental (1/Day). See the description for this ability at the end of the Gibeta overview.  Every Gibeta carries a special rock that it can strike against any stone surface in an attempt to summon an Earth Elemental (other characters will not be able to successfully use these stones). A single Gibeta has a 5 percent chance per round of succeeding at this and these chances are compounded for simultaneous attempts by multiple Gibetas (e.g., 10 percent chance per round for two of them, 100 percent chance per round for 20 of them). Hit Dice for this Earth Elemental will be equal to the number of Gibetas who participated in summoning it and it will remain for 1 round for the totality of their hit dice, or until slain or released by them. If desired, Gibetas can conduct a prolonged ceremony during which they make a calling attempt each minute and sacrifice a total of 20,000 gold pieces worth of gems and precious substances. In this case a single elemental can remain under their control for up to a day for each Gibeta participating in the attempt, after which it will be free but not actually dispelled. In either sort of summoning, a Gibeta can only make one successful attempt at summoning an Earth Elemental per day. 

No. Enc: 1d4
Alignment:  Chaotic
Movement: 90’ (30’
AC: 5
HD: 7
Attacks: 1 bite and two claws
Damage: 1d6+4 and 2d6+2 / 2d6+2
Save: L7
Morale: 11
Hoard Class: VI, VIII, XIV (artifacts only, 40%)

No. Enc: 2d12
Alignment: Neutral
Movement: 120’ (40’)
AC: 6
HD: 4
Attacks: 2 claws and 1 bite
Damage: 1d6+1 / 1d6+1 / 1d4+1 & infection (see description)
Save: L4
Morale: 11
Hoard Class: Incidental

No. Enc: 1d4
Alignment:  Neutral
Movement: 60’ (20’) Land
                    90’ (30’) Water
AC:  0
HD: 2
Attacks: 1 bite
Damage: 1d6
Save: 2
Morale: 5
Hoard Class: X, XII (70% each coin type)

No. Enc: 5d4
Alignment:  Neutral or chaotic (warlike subgroup)
Movement: 90’ (30’)
AC: 4
HD: 16
Attacks: 2 fists, 1 trample, or by weapon type
Damage: 1d8+3d6+4 / 1d8+3d6+4 / 3d6+3d6+8 or by weapon type
Save: L16
Morale: 6 or 11 (warlike)
Hoard Class: I, II, III, VIII (75% 1d6 gizmos, 1d2 artifact weapons)

No. Enc: 1
Alignment:  Chaotic
Movement: 120’ (40’)
AC: 4
HD: 18
Attacks: 1 bite, 2 punches, or throwing
Damage: 1d8+3d6 / 1d10+3d6+4 /1d10+3d6+4 or 5d6
Save: L18
Morale: 11
Hoard Class: VI

No. Enc: 1
Alignment:  Chaotic
Movement: 90’ (30’)
HD: 8
Attacks: 1 Bite and 2 claws
Damage: 1d10+3 / 2d6+5 / 2d6+5
Save: L12
Morale: N/A
Hoard Class: Incidental

No. Enc: 1
Alignment: Chaotic
Movement: 210’ (70’)
AC: 3
HD: 2
Attacks: 2 claws, 1 bite
Damage: 1d4+2 / 1d4+2 / 1d6+2
Save: L2
Morale: N/A
Hoard Class: Incidental

No. Enc: 2d6
Alignment:  Chaotic
Movement: 120' (40') water
                      300’ (100’) air
AC: 3
HD: 8
Attacks: 2 wingslaps, 1 bite
Damage: 1d12+3 / 1d12+3, 1d6+2
Save: L8
Morale: 6
Hoard Class: N/A

No. Enc: 1d6
Alignment:  Chaotic
Movement: 120’ (40’) walking
                     60' (200') Burrowing
AC: 6
HD: 8
Attacks: 2 claws and 1 bite
Damage: 2d6+3 / 2d6+3 / 1d8+2 and special (see description)
Save: L8
Morale: 7
Hoard Class: Incidental

No. Enc: 1
Alignment: Lawful
Movement: 30’ (10’)
Armor Class: By Armor
Hit Dice: 4
Attacks: By weapon or mind thrust twice a round
Damage: By weapon or 6d6+6 / 6d6+6
Save: L1
Morale: 5
Hoard Class: 1 suit of artifact armor, 1d2 ranged high-tech weapons, VII, VIII (80%x2), X, XII

No. Enc: 1d8
Alignment:  Neutral
Movement: 210’ (70’)
AC: 4
HD: 1
Attacks: 1 bite and one spit.
Damage: 1d4
Save: L2
Morale: 3
Hoard Class: Incidental (never any intact artifacts)

No. Enc: 4d10 1 yard square patches
Alignment:  Neutral
Movement: N/A
AC: 6
HD: 2 per yard
Attacks: see description
Damage: 1d4+2 per tentacle
Save: L4
Morale: N/A
Hoard Class: Incidental

No. Enc: 4d6
Alignment:  Neutral
Movement: 120’ (40’
AC: 4
HD: 2
Attacks: 1 bite
Damage: 1d6+2
Save: L2
Morale: 11
Hoard Class: Incidental

No. Enc: 1
Alignment: Chaotic
Movement: 280' (80')
AC: 0
HD: 300
2 bashes, or 2 stomps, or 4 tentacle slaps, or 1 bite.
Damage:  35d6 / 35d6 or death / death, 26d6 / 26d6 / 26d6 / 26d6 or 45d6 and swallow whole
Save: L20
Morale: N/A
Hoard Class: Incidental

No. Enc: 1d4 or 5d100 in communities
Alignment: Lawful
Movement: 90’ (30’) ground
                     150’ (50’) flying
Armor Class: By armor or 3 (at night)
Hit Dice: 14
Attacks: 2 weapons or 2 claws and horns (night only)
Damage: by weapon or 1d6+3 / 1d6 +3 and 2d6+5
Save: L14
Morale: 11
Hoard Class: 1d2 suits of artifact armor, 1d3 high-tech weapons, V, VII

 

No. Enc: 1d4 or 20d12 in communities
Alignment:  Chaotic
Movement: 90’ (30’)
AC: By armor type
HD: 10
Attacks: 1 weapon
Damage: by weapon type
Save: L10
Morale: 8
Hoard Class: Always 1d3 High Tech or Primitive firearm, Always 1 suit of high tech armor, V, VIII (90%), XV, XVIII

Kerber

Large Fiend, Lawful Evil

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Armor Class 14 (natural armor)

Hit Points  114 (12d10+48)

Speed 50ft.

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STR
20(+5)

DEX

12(+1)

CON

18(+4)

INT

11(+/-0)

WIS

15(+2)

CHA

8(−1)

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Saving Throws Str +8, Con +7, Wis +5
Skills Insight +5, Perception +5

Damage Resistances cold, bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities fire, poison

Condition Immunities poison

Senses Darkvision (120 ft.), passive Perception 15

Languages Infernal, telepathy 120 ft.

Challenge  6 (2,300 xp)

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Devil’s Sight Magical darkness doesn’t impede the Kerber’s darkvision.
 

Gaoler of the Dead The Kerber can see and interact with targets on the Ethereal Plane as though they were on the Material Plane, and has advantage on Grapple attacks made against targets on the Etherial Plane.
 

Magic Resistance The Kerber has advantage on saving throws against spells and other magical effects.
 

Actions
 

Multiattack The Kerber makes three attacks with its bites, each of these attacks can target and grapple a different target.
 

Bite Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit: 14 (2d8+5) piercing damage. If the target is a creature it must succeed on a DC 15 Strength saving throw or be knocked prone.

 

B 4           A 3            M 1

100 Hits/ 25 Soak           -1x3 to hit          -1x3 Defend

Move 9

Powers: [9]

  • Size 1 (+5 Brawn rolls, Damage, Soak; -1 Dice Penalty to hit, defend, Agility)
  • Tusks: Natural Weapons 2 (x6+5 Dmg)
  • Paired Weapons  – The Calydonian Boar can strike twice with its tusks, at -1 Dice Penalty to hit with each [Energy cost = 1 per turn it is used]
  • Divine Agent: Sense: Impropriety toward the Olympians
  • Boost Mind 2 for Divine Agent and Perception checks
  • Hide: Toughness 2 (20 Soak)

 

Skills: Stealth/Hide
Advantage: Blaze of Glory, Fearless, Non-Sentience

Energy: 10

16 Stats + 9 Powers = 25 Points

No. Enc: 1
Alignment: Chaotic
Movement: 90’ (30’)
AC: 7
HD: 10
Attacks: 2 claws, 1 bite, 1 horn
Damage: 2d6+2 / 2d6+2 / 1d8+2 / 3d6+4
Save: L14
Morale: N/A
Hoard Class: Incidental

No. Enc: 1d4 or 6d6 in communities
Alignment:  Neutral
Movement: 120’ (40’) in snake form
                     90’ (30’) in humanoid form
AC: 3
HD: 7
Attacks: 1 venom squirt and 1 bite or constriction (see description), or 1 venom squirt, 1 bite, 2 claws or by weapon type in humanoid form.
Damage: Special or 1d4+1 or special, 1d6+2, 1d8+2 / 1d8+2 or by weapon type.
Save: L7
Morale: 6
Hoard Class: V, VIIx3 (75% weapons, armor and gizmos), X, XIII (50% chance for both coin types)

 No. Enc: 2d20
Alignment:  Neutral
Movement: 30’ (10’) Land
                    150’ (50’) Water
AC: 6 (3 in the water)
HD: 4
Attacks: 1 tongue or 1 horn strike
Damage: 1d8+3 or 2d8+6.
Save: L4
Morale: 7
Hoard Class: Incidental

No. Enc: 1d6
Alignment:  Neutral
Movement: 90’ (30’)
AC: 6
HD: 4
Attacks: 1 bite and 1 horn and special
Damage: 1d6+2 / 2d6+4
Save: L6
Morale: 8
Hoard Class: Incidental

No. Enc: 5d10
Alignment: Chaotic
Movement: 180’ (60’)
AC: 6
HD: 2
Attacks: 4 claws and 2 bites
Damage: 1d4 / 1d4 / 1d4 / 1d4 and 1d6+3 / 1d6+3
Save: L2
Morale: N/A
Hoard Class: N/A

Cetus

Gargantuan beast, unaligned

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Armor Class 17 (natural armor)

Hit Points  480 (20d20+180)

Speed Swim 60 ft.

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STR

36(+13)

DEX

8(-1)

CON

28(+9)

INT

3 (-3)

WIS

12(+1)

CHA

2(-4)

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Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks

Saving Throws Str +17, Con +17

Senses Blindsight (120 ft.), Passive perception 11

Languages --

Challenge  13 (10,00 xp)

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Amphibious The Cetus can breathe air and water.
 

Hibernator The Cetus has disadvantage on saving throws made to resist sleep effects.
 

Siege Monster The Cetus deals double damage to objects and structures.
 

Actions
 

Breach Starting underwater, the Cetus quickly surfaces and capsizes any Huge or smaller ships that are in squares adjacent to it.
 

Swallow A single Huge target, two Large targets, or any number of Medium or smaller targets that are in a 30 ft. cone in front of the Cetus are swallowed. While swallowed, creatures are blinded and restrained, have total cover against attacks and other effects outside the Cetus, and take 14 (4d6) acid damage at the start of each of the Cetus’ turns.

 

If the Cetus takes 50 damage or more on a single turn from creatures inside it, the Cetus must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Cetus. If the Cetus dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Tail Slap Melee Weapon Attack: +17 to hit, reach 30ft., up to 4 targets in squares adjacent to each other. Hit: 41 (8d6 + 13) bludgeoning damage. Creatures targeted and within 30 ft. of this attack must succeed on a Constitution saving throw (DC 23) or be stunned for 1 round.

No. Enc: 4d12
Alignment: Chaotic
Movement: 90’ (30’)
AC: 7
HD: 2
Attacks: 2 claws, 1 bite
Damage: 1d6 / 1d6 / 1d8+2
Save: L2
Morale: N/A
Hoard Class: Incidental

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