Walking human corpses in various stages of decay. Zombies cannot cast spells or use soul-based skills. They do not feel pain, fear, or fatigue. They do not die at 0 Vitality. They must be reduced to negative Vitality equal to their Fortitude to be truly destroyed (they keep moving at 0 Vitality, at −1 Vitality per round, until the threshold is met or they are dismembered/burned).

Runic Element
Death
Affinity
Decay
Strong
Time
Weak
Life
Runic Element Info
Double runic energy for magic attacks done against those of the time element.
20% chance for immunity to death and time magic attacks
Immune against poison.
Decay magic heals Zombies.
Alignment
Chaotic Evil
Light Points
0
Dark Points
4
Order Points
0
Chaos Points
4
Alignment Info & Modifiers
List any alignment notes here
Vitality
30
Gen D.
N/A
Save
0
Full
30
Soul
0
Gen D.
N/A
Save
0
Full
0
Power
20
Gen D.
N/A
Save
0
Full
20
Physical
1d4*
Magic
0
Armor
Defense
0
Armor
Spirit
0
Zombies must be reduced to negative Vitality equal to their Fortitude to be truly destroyed (they keep moving at 0 Vitality, at −1 Vitality per round, until the threshold is met or they are dismembered/burned).
*1d4 damage absorption; 1d20 check to roll 18 or above for entire damage to heal Zombie
Evade
-1
 
Modifiers
-4 clumsy, mindless
Fortitude
20
20
Immunity
1
Endure
1
Defense
1
Health
1
Breath Holding
N/A
Brace
1
Stamina
N/A
Zombies have no stamina nor need stamina and do not breath.
Intellect
0
0
Runic Speed
N/A
Focus
N/A
Arcana
N/A
History
N/A
Nature
N/A
Religion
N/A
Spiritual Balance
N/A
Zombies cannot communicate, reason, negotiate, or be persuaded. 
Wisdom
4
4
Perceive
-3
Survival
N/A
Insight
N/A
Medicine
N/A
Mental Balance
N/A
Spirit
-3
Runic Power
N/A
Zombies are incapable of magic, mental balance, medicine, insight, or survival.
Strength
18
18
Weight Limit
260 lbs
Athletics
1
Grip
1
Critical
1
Throw Range
1
Offensive Power
1d10
Put info here
Speed
8
8
Acrobatics
N/A
Initiative
-2
Move
1d6-1
Stealth
-2
React
-2
Bow Power
N/A
Cannot use acrobatics or Bow Power
Charisma
0
0
Influence
N/A
Deception
N/A
Intimidate
N/A
Perform
N/A
Persuade
N/A
Luck
N/A
Charm
N/A
Zombies cannot communicate, reason, negotiate, or be persuaded. They cannot intimidate or be intimidated. 

Equipment

No Equipment - Zombies lack the mind power to use equipment

Natural Attacks

Attack Damage Range Effects
Rotting Claw 1d6 + Offensive Power 1 space affecting 1 target

Normal Health check or contract mild Sickness
(−1 to all rolls for 1d4 rounds from the diseased touch)
2 attacks for 1 attack action

Bite 1d4 1 space affecting 1 target Hard Health check or contract Zombie Rot
(a severe disease — GM determines progression; in extreme cases
over multiple failed saves the target may begin to turn)

Skills & Abilities

No skills

Behavior & Combat Notes

Zombies move toward the nearest living creature and attack. That is all they do. They do not retreat, do not fear death (they are already dead), do not coordinate with other zombies, and do not respond to anything except physical destruction or the command of their summoner. In large numbers they are devastating simply through attrition and the Undying trait — a party that doesn't know to keep attacking past 0 Vitality will find zombies rising again and again. Fire is the most reliable solution. Kymara clerics can destroy them outright.

Zombies have no free will or rational thought. They are basically savage and aggressive and will attack anything that comes in their path, even other zombies.

Zombies shuffle slowly forward. They are incapable of using weapons, coordinating, or using skills. They attack clumsily and often bite whether such was a common attack for them before in their past life or not. You may encounter anywhere from one zombie to twenty zombies, even more if the GM desires.

Special Notes

  • Undying: Does not die at 0 Vitality. Continues to function until reduced to −(Fortitude) Vitality, or until physically destroyed by dismemberment, fire, or Kymara cleric ability.
  • Immune to Fear: Cannot be frightened, intimidated, or affected by fear-based magic or the Psychogenic Fever status effect.
  • Immune to Poison and Disease: Dead flesh cannot be further poisoned or diseased.
  • Life Magic Vulnerability: Life element magic deals double damage to zombies and heals them for 0. Decay magic heals them instead.
  • Argentum Weakness: Silver-edged weapons deal +1d4 damage and impose −1 Evade penalty.
  • Mindless: Cannot be reasoned with, intimidated, or affected by social skills of any kind. Follows the last command of its summoner, or moves toward the nearest living creature if no summoner is present.

Encounter Size: 1-10  |  XP Reward: 2d8 per zombie  |  Challenge Level: Normal

Loot & Spoils

Type Item / Amount Notes
Currency 2 Shillings Coins that once covered their eyes, Nor'Ovan folk lore of the "toll for the passing"
Material 1/4 lb Onyx Normal Luck check causes Onyx to drop, a material known to be connected to the element of death
Material 1/4 lb Black Ylem Challenging Luck causes Black Ylem to drop, symbolizing the zombie's calling into the world of the living
Alchemical Ingredient Rotten Flesh A ½ a pound of flesh from a rotting zombie