3e SRD:Zombie, Large

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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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