Kinder Zombie
From Monsterbook
Descriptive text in italics
Kinder Zombie (CR 1)
- Always CE Small Undead
- Init +3; Senses darkvision 60 ft.; Listen, Spot
- Languages:
- AC 17, touch 14, flat-footed 14
- (+1 size, +3 Dex, +3 Natural Armor)
- hp 13 (2 HD); DR 5/silver
- Immune: undead immunities
- Resist and SR?
- Fort +0, Ref +3, Will +3
- Weakness:
- Speed 20 ft.
- Melee Bite +2 (1d4)
- Space 5 ft.; Reach 5 ft.
- Base Atk +1; Grp +1
- Atk Options
- Special Actions play
- Spell-Like Abilities (CL)
- Abilities Str 10, Dex 16, Con --, Int 8, Wis 10, Cha 14
- SQ undead traits
- Feats improved grapple
- Skills listen, spot
- Advancement
Play (Sp): Groups of kinder zombies can "play," creating a dark magic. Living children (# based on race GMs Descretion as to the cut-off age) that observe the kinder zombies seek to join in and play unless they make a Will save (DC 12, +1 for each kinder zombie past the first). Adults that fail their Will save (same DC) are filled with fear and revulsion. Kinder zombie play is a mind-affecting enchantment effect. The save DC is charisma-based.
Children playing with kinder zombies take one point of Constitution damage every minute. Once their constitution reaches zero they die, transforming into new kinder zombies. If an adult overcomes the fear effect and approaches a group of kinder zombies, they cease their play and attack.
Kinder zombies are the undead remains of humanoid children. They dwell near sparsely-populated areas, close to the villages of whatever race they were created from.
Strategies and Tactics
Adventure Hooks
Ecology
- Environment
- Typical Physical Characteristics (height, weight)
- Alignment
Lore
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DC Result