3e SRD:Zombie, Large
Large Zombie
Size/Type: | Large Undead |
---|---|
Hit Dice: | 4d12+3 (29 hp) |
Initiative: | -1 (Dex) |
Speed: | 40 ft. |
AC: | 11 (-1 size, -1 Dex, +3 natural) |
Attacks: | Slam +4 melee |
Damage: | Slam 1d8+4 |
Face/Reach: | 5 ft. by 5 ft./10 ft. |
Special Attacks: | |
Special Qualities: | Undead, partial actions only |
Saves: | Fort +1, Ref +0, Will +4 |
Abilities: | Str 17, Dex 8, Con —, Int —, Wis 10, Cha 1 |
Skills: | — |
Feats: | Toughness |
Climate/Terrain: | Any land and underground |
Organization: | Solitary, gang (2-5), squad, (6-10) or mob (11-20) |
Challenge Rating: | 1 |
Treasure: | None |
Alignment: | Always neutral |
Advancement: | 5-7 HD (Large) |
Combat
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Partial Actions Only (Ex): Zombies have poor reflexes and can perform only partial actions. Thus they can move or attack, but can only do both if they charge (a partial charge).
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gollark: ++delete ATS2
gollark: Quite a lot of the time I don't care a massive amount about performance, as long as my thing isn't horrendously slow, because it's serving not very much traffic on a server with quite a lot of free resources.
gollark: Well, it is harder to have to semi-manually manage memory than to have it garbage collected, and it has issues like being stuck in the middle of moving to asynchronous code right now.
gollark: (praise Rust™, although I still find it somewhat harder to write stuff in than JS or whatever so I only use it for my more perf-sensitive projects)
gollark: Like Rust's `Option`, which is optimized to use null pointers or something, meaning it's basically only a compile-time performance cost.
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