Zombie Player
Character Template
Ability Score
Adjustments. The
initial ability scores are modified as follows:
• +2 Str; -2, Dex, No Con, -2 Cha
Ability Score
Range
Ability
|
Minimum
|
Maximum
|
Strength
|
6
|
As base creature +4
|
Dexterity
|
As base creature -2
|
As base creature -4
|
Constitution
|
-
|
-
|
Intelligence
|
As base creature -2
|
As base creature -2
|
Wisdom
|
3
|
As base creature -2
|
Charisma
|
1
|
As base creature -4
|
Class
Restrictions and Level Limits
Same as
base creature (i.e. Human Zombies have all the normal class restrictions and
level limits for Human characters, Elf Zombies have all the normal class
restrictions and level limits for Elf characters, etc).
Hit Dice.
Player character Zombies receive
hit dice by class. In addition they receive 1 bonus hit point at each level.
Alignment
Zombies tend to either True
Neutral or Neutral Evil depending on their creators. PC zombies may be of any
alignment.
Natural Armor
Class
Zombie have a natural armor class
of 8.
Languages
Whichever languages the base
creature could speak.
Special
Advantages
• Do not need to eat (but see the Monstrous Craving trait below), drink, or
sleep.
• Are immune to all mind-affecting effects (charms, compulsions,
phantasms, patterns, and morale effects), poison, sleep effects, paralysis,
stunning, disease, effects that require a save vs. death, damage to its
physical ability scores (Strength, Dexterity, and Constitution), fatigue/
exhaustion effects, and critical hits.
• Always pass System Shock rolls.
Special
Disadvantages
• Cannot heal naturally: Negative
energy and Inflict spells heal
damage. At the DM’s discretion certain unholy sites or artifacts may grant the
equivalent of natural healing as long as the Zombie remains in that area or
near that object.
Monstrous Traits
Bestial Fear (holy symbols and/or
fire), Bestial Odor*, Monstrous Appearance 3*, and Monstrous Craving (once a
week, at least 10 pounds of flesh from a sapient creature).
*for a total -8 penalty to
reaction checks
Superstitions
Generally
none but the Zombie may select personal superstitions as outlined in Chapter 6
of The Complete Book of Humanoids.
Weapon
Proficiencies:
Same as the base creature.
Nonweapon
Proficiencies:
Same as the base creature.