Starfinder: King Zombie

Starfinder: King Zombie

King Zombie (Expert) CR 5 XP 1,600

Chaotic neutral, medium undead

Init; Senses Darkvision 60 ft.; Perception +16

 

Defense                                                             HP 65

EAC 17; KAC 18

Fort +4; Ref +4; Will +10

Immunities undead immunities, un-living, zombie immunity

Offense

Speed 35 ft.

Melee Survival knife, +10, (1d4 S)

Ranged Sonic rifle, +10, (1d10+5 S0, Crit deafen)

Offensive Abilities Control zombie, controlling bite, modify zombie behaviour

 

Statistics

Str +0; Dex +2; Con -; Int +5; Wis +3; Cha +0

Skills Acrobatics +11, bluff +11, diplomacy +16, sense motive +16, stealth +11

Feats Deadly aim, small arms proficiency, long arm proficiency

Languages Common, Eoxian, Kasatha, Shirren, Vesk

Gear None

 

Ecology

Environment Any

Organization Solitary

 

Special Abilities

Control Zombie (Sp) The King zombies are fully capable of controlling other zombies. Any zombie they encounter automatically falls under their control, and they can command a total of 10 CR levels worth of zombies (and only zombies). Any intelligent zombie is allowed a Will save (DC 14) to resist. Mindless zombies are automatically controlled. The intelligent zombies are allowed a new saving throw once every 5 days, and if they succeed, they are able to wrest control away from the King. They can still stay and follow his orders if they so desire. If the King takes levels in any type of class, the number of CR levels in zombies they can control increases by 2 per level. So if the King has three levels in Mystic, they will be able to control a total of 16 CR levels in zombies.  This ability can be used at will.

Controlling bite (Su) Any living humanoid bitten by a King Zombie must make a Will save (DC 14) or fall under the control of the creature. They are still able to act and think, and can even work against the creature that bit them and can even (eventually) break the control. The creature maintains control by biting the victim at least once every 48 hours, or forcing the victim to consume its blood. The victim is allowed a new saving throw every 48 hours to attempt to break the control, unless the victim is once again bitten or forced to consume the blood of a King. If that happens, the victim automatically fails the saving throw.

Modify zombie behaviour (Su) Whenever the King encounters large groups of zombies, he can choose to control some, or make attempt to sway the hoard. All zombies within 100 feet of the king can be forced to turn another direction, stand perfectly still or other simple actions. If any of the zombies in the area of affect are intelligent, they gain a Will save (DC 14) to ignore these simple commands. This can be used once per hour. The King may attempt to force the zombies to turn on one another and attack. The group is allowed a collective Will Save (DC 14). If it fails, they will instead turn on the king and attack him instead! They will be immune to this ability for 24 hours.

Zombie Immunity (Ex) If the King ever encounters zombies, they will ignore him entirely, even if he attacks them – with one exception (see Modify zombie behaviour). Intelligent zombies are able to ignore this by making a Will save (DC 14). If the will save succeeds, they are fully capable of taking any action against the king they so desire.

 

During an unseen walking dead plague outbreak on one of the remote and isolated colonies, a group of scientists were desperately attempting to create a vaccine which would prevent the spread of the virus - even after a victim had been bitten. These scientists used a group of inmates and tried different serums on them; all either became zombies or died screaming.

Except for one.

This man was attacked and subsequently bitten numerous times, but when the zombies left him, instead of dying and turning, he survived and the wounds healed naturally, except for scars. Having escaped certain death, he attempted to flee into the furthest reaches of the remote planet. Months later he was tracked down by other surviving members of the military and captured so they could return to the same facility and find out exactly what went right in order to duplicate it and create a proper vaccine for the plague.

Over the next several years, the man underwent numerous physiological changes – hair and teeth fell out, his skin began to peel away and the layer beneath was a dark blue-grey hue, and he looked somewhat like the walking dead. Yet he still required regular food, water and rest. His organs continued to function, but he was now one of the undead.

The most startling change to take place was he developed the ability to control all types of walking dead. Any creature, no matter what type, as long as it was derived from the walking dead plague, he was able to control. This turned out to be a boon for him and his companions, and they were able to steer clear of many a deadly encounter with the undead because of it.

It was also discovered he was capable of passing on his condition through two means. If he bit anyone, they were infected with a mutated version of this virus. They did not die, and could heal from any damage sustained (except head trauma), but were forced to do anything he bid them to do.

Absolutely anything.

He could also sire children, who possessed the exact same abilities to pass it on and control the undead.

This happened centuries in the past. He is still very much ‘alive’ and wandering the cosmos, including his multitude of progeny, as they are immortal. Some try to fit in and live relatively normal lives, pretending they are nothing more than just another unusual human or humanoid alien, others actively seek out and gather small armies of the walking dead and other types of undead to do their bidding.

They are completely intelligent, and are fully capable of using weapons and armor, as well as other technology. Many of these creatures are immeasurably wealthy and have masses of the walking dead at their beck and call.

If one encounters a hoard of the walking dead, they can control a portion, if not all, and has several options. They can force them to back away, stop in their tracks, turn on one another, or perform simple tasks. This can be a risky proposal, as sometimes the hoard is able to resist the command. If this happens, the walking dead will attack them if they are not careful.

These beings have varied personalities, and their alignment tends to be chaotic neutral, but like most intelligent beings, they can choose their own path and have morals and ethics to which they abide (or completely ignore!)

Starfinder Creature Index


Plant Mutation: Adhesive Sap

Plant Mutation: Adhesive Sap

Mental Mutation Drawback: Acute Distraction

Mental Mutation Drawback: Acute Distraction