SRD:Bugbear Zombie
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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