Kinder Zombie
From Monsterbook
A small group of children scamper about in bare feet and dusty clothing. They all sing a haunting tune as they play with their old, broken toys and glare in your direction with glowing, pale-blue eyes that cast an eery glow across their small faces.
KINDER ZOMBIE (CR 1)
- Always CE Small Undead
- Init +3; Senses darkvision 60 ft.; Listen +2, Spot +2
- Languages: same as base creature
- AC 17, touch 14, flat-footed 14
- (+1 size, +3 Dex, +3 Natural Armor)
- hp 13 (2 HD); DR 5/silver
- Immune: undead immunities
- Fort +0, Ref +3, Will +3
- Speed 20 ft.
- Melee Bite +2 (1d4)
- Space 5 ft.; Reach 5 ft.
- Base Atk +1; Grp +1
- Atk Options
- Special Actions play
- Abilities Str 10, Dex 16, Con --, Int 8, Wis 10, Cha 14
- SQ undead traits, turn resistance +2
- Feats improved grapple
- Skills listen (2)+2, spot (2)+2
- Advancement none
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
Kinder zombies tend to attack as a horde. Against any foe wielding a silver weapon or wearing heavy armor several of them will attempt to start a grapple, then proceed to bite each round.
Adventure Hooks
A powerful noble has lost his child to a growing pack of kinder zombies. He needs an adventuring group to recover his child and bring her back to the local temple so that she can be raised.
A blackguard has been actively kidnapping children and bringing them to a huge group of kinder zombies. He plans to drive the group towards a large city to destroy it.
A group of nomads has lost all the children of their tribe to a kinder zombie pack. Rather than face the reality of living their lives without their children, they seek the aid of an evil cleric to turn the rest of the tribe into undead so that they can join them.
Ecology and Society
Kinder zombie were inadvertently created by a necromancer trying to restore life to his child. The attempt succeeded somewhat but corrupted the child's innocence with necromantic energies. Kinder zombies retain much of their intelligence and memories from their lives. Also, since new kinder zombies are usually created from still living children, they are less decomposed than standard zombies created from dead bodies.
The temperament and mannerisms of kinder zombies are similar to a normal child. They have short attention spans, live for the moment, and enjoy playing. They are also evil, turning a child's mischievous nature into a true malevolence.
Kinder Zombie Lore
Knowledge (Religion)
DC 11: These creatures are undead created from children
DC 15: This result reveals all undead traits
DC 16: Their song attracts children but frightens away adults
DC 21: If a child plays with this group for too long, they will become undead as well