Interesting...I have similar (yet not identical) versions of this in the
All-Purpose Sourcebook in my sig:
Zombie CL 1
Medium nonheroic 3
Init +0; Senses Perception +7
Languages none .
Defenses Ref 13 (flat-footed 13), Fort 15, Will 12
HP 10; Threshold 10 (20).
Speed 3 Squares
Melee Claw +5(1D4+3) and Bite +5(1D4+3)
Base Atk +2; Grp +5
Atk Options trip
Abilities Str 16, Dex 10, Con 10, Int 2, Wis 14, Cha 8(charisma is too low)
Feats Weapon Proficiency Simple Weapons, Trip, (missing one feat. you always are proficient with
simple weapons)
Skills Perception +7.
Nonliving: Zombies do not need to eat, breath, or sleep. They are also immune to poison, disease, radiation, non corrosive atmospheric hazards, vacuum, mind-affecting effects, stunning effects and any other effect that works only on living targets.
Hard to injure: Due to the fact that only a direct attack to the central nervous system will harm a Zombie, Zombies are always considered as having soft cover for the purposes of being attacked. Note that as normal soft cover can be negated by aiming or the Sniper feat.
Shambling: Zombies may not spend a full round action to run nor can they take standard action to charge.
Zombie Defenses: Zombies get a natural armor bonus of +3 and a species fortitude bonus of +5.
Sense the Living: Zombies may ignore the effects of cover and concealment (but not total cover) against any living target within 10 squares.
Moan: Time: standard action. Target: any intelligence 3 or higher creature capable of hearing within 12 squares. Roll: 1D20+5 if this roll exceeds the targets will defense they are filled with fear causing them to run from the zombie at top speed for 1 minute. The affected creature stops fleeing if it is wounded. The effect is negated if the target's level is equal or higher than the zombie's level. This is a fear effect.
Infection: 15 minutes after being bitten and every 15 minutes afterwards roll 1D20+5 vs the fortitude defense of any zombie bite victim if the roll meets or exceeds the target's fortitude defense they move one step down on the condition track. This is a persistent condition. When they reach Helpless they become a zombie with all the same traits as a standard zombie (if they are wearing any equipment such as combat gloves or armor they get bonuses for it) unless they are treated for the infection (Treat Injury DC 15 , requires zombie antivirus and medical kit) before they turn.
Zombie (Alternate Build) CL 1
Medium nonheroic 3
Init +0; Senses Perception +7
Languages none .
Defenses Ref 13 (flat-footed 13), Fort 15, Will 12
HP 10; Threshold 10 (20).
Speed 3 Squares
Melee Claw +5(1D4+3) and Bite +5(1D4+3)Base Atk +2; Grp +5
Atk Options trip
Abilities Str 16, Dex 10, Con 10, Int 2, Wis 14, Cha 8(charisma is too low)
Feats Weapon Proficiency Simple Weapons, Trip, (missing one feat. you always are proficient with simple weapons)
Skills Perception +7.
Nonliving: Zombies do not need to eat, breath, or sleep. They are also immune to poison, disease, radiation, non corrosive atmospheric hazards, vacuum, mind-affecting effects, stunning effects and any other effect that works only on living targets.
Hard to injure: this creature gains DR 5; a +10 racial bonus to damage threshold (over rides the +5 zombie racial bonus from zombie defenses), and it gains Already Dead.
Already Dead: this creature doesn't fall unconscious when it reaches 0 hit points. If the attack equals or exceeds the damage threshold it dies as normal. Otherwise the creature acts as normal at 0 hit points until an attack equals or exceeds it's damage threshold. This creature is unaffected by the condition track penalties.
Shambling: Zombies may not spend a full round action to run nor can they take standard action to charge.
Zombie Defenses: Zombies get a natural armor bonus of +3 and a species fortitude bonus of +5.
Sense the Living: Zombies may ignore the effects of cover and concealment (but not total cover) against any living target within 10 squares.
Moan: time: move; make an attack roll 1d20+1(BAB+CHA) vs all enemies with an INT of 3 or higher and within 12 squares. On a hit the target takes a -1 to hit, damage, all defenses, and skill checks while within line of sight. This is a mind-affecting fear effect.
Infection: 15 minutes after being bitten and every 15 minutes afterwards roll 1D20+5 vs the fortitude defense of any zombie bite victim if the roll meets or exceeds the target's fortitude defense they move one step down on the condition track. This is a persistent condition. When they reach Helpless they become a zombie with all the same traits as a standard zombie (if they are wearing any equipment such as combat gloves or armor they get bonuses for it) unless they are treated for the infection (Treat Injury DC 15 , requires zombie antivirus and medical kit) before they turn.