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a Zombie, at twilight, in a field of cane sugar of haïti Jean-noël Lafargue

a Zombie, at twilight, in a field of cane sugar of haïti Jean-noël Lafargue

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.


-Zombie- is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Size and Type: The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can’t be made into a zombie with the animate dead spell.

Speed: If the base creature can Fly, its maneuverability rating drops to clumsy.

Armor Class: Natural armor bonus increases by a number based on the zombie’s size

Tiny or smaller +0
Small +1
Medium +2
Large +3
Huge +4
Gargantuan +7
Colossal +11

Base Attack: A zombie has a base attack bonus equal to 1/2 its Hit Dice.

Attacks: A zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A zombie also gains a slam attack.

Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombie’s size. (Use the base creature’s slam damage if it’s better.)

Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

Special Attacks: A zombie retains none of the base creature’s special attacks.

Special Qualities: A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality.

Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Abilities: A zombie’s Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.

Skills: A zombie has no skills.

Feats: A zombie loses all feats of the base creature and gains Toughness.

Environment: Any land and underground.

Organization: Any.

Challenge Rating: Depends on Hit Dice, as follows:

Hit Dice

Challenge Rating
1/2 1/8
1 1/4
2 1/2
4 1


8-10 3
12-14 4
15-16 5
18-20 6

Treasure: None.

Alignment: Always neutral evil.

Advancement: As base creature, but double Hit Dice (maximum 20), or — if the base creature advances by character class.

Level Adjustment: -

Human Commoner Zombie
Medium undead
Hit Dice 2d12+3 (16 hp)
Initiative -1
Speed 30 ft. (6 squares; can’t run)
Armor Class 11 (–1 Dexterity, +2 natural), touch 9, flat-footed 11
Base Attack/Grapple +1/+2
Attack Slam+2 melee (1d6+1) or club +2 melee (1d6+1)
Full Attack Slam+2 melee, (1d6+1) or club +2 melee (1d6+1)
Space/Reach 5 ft./5 ft
Special Attacks -
Special Qualities Single actions only, damage reduction 5/slashing, Darkvision 60 ft., undead traits
Saves Fort +0, Ref –1, Will +3
Abilities Strength 12, Dexterity 8, Constitution —, Intelligence —, Wisdom 10, Charisma 1
Skills -
Feats Toughness
Environment Any
Organization Any
Challenge Rating 1/2
Treasure None
Alignment Always neutral evil
Advancement None
Level Adjustment


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To African Monsters To Main Bestiary

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