SRD:Bugbear Zombie

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BUGBEAR ZOMBIE

Bugbear Zombie
Size/Type: Medium Undead
Hit Dice: 6d12+3 (42 hp)
Initiative: +0
Speed: 30 ft. (6 squares; can’t run)
Armor Class: 16 (+5 natural, +1 light wooden shield),, touch 10, flat-footed 16
Base Attack/Grapple: +3/+6
Attack: Morningstar +6 melee (1d8+3) or slam +6 melee (1d6+3) or javelin +3 ranged (1d6+2)
Full Attack: Morningstar +6 melee (1d8+3) or slam +6 melee (1d6+3) or javelin +3 ranged (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits
Saves: Fort +2, Ref +2, Will +5
Abilities: Str 17, Dex 10, Con —, Int —, Wis 10, Cha 1
Skills:
Feats: Toughness
Environment: Temperate mountains
Organization: Any
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: None
Level Adjustment:

Zombies are corpses reanimated through dark and sinister magic.

Because of their utter lack of intelligence, the instructions given to a newly created zombie must be very simple.



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gollark: You would still want to have information about the geese though.
gollark: I think a useful component of AGI would be being able to efficiently offload subtasks to specialised algorithms instead of just doing them inefficiently in neural networks, but I have no idea if this is very practical or anyone's doing it.
gollark: There are tons of non-learning algorithms which are good for logical reasoning. The fuzzier stuff which humans do easily seems to be what's harder to implement.
gollark: Just encode data in otherwise irrelevant details of the text which tokenisers remove/ignore.
gollark: It should randomly use a generated goose or actual goose and see how often people can tell the difference.
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