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Lightning Zombie, Greater

by Jamie Baty

These creatures are created when a powerful character or monster is exposed to strong magical energies that would normally create a lightning zombie. They generally have a thirst for power and will seek to dominate all around it, even if they aren't powerful enough to do so.

Creating a Greater Lightning Zombie
"Greater Lightning Zombie" is an acquired template that can be added to any corporeal humanoid or monstrous humanoid 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), quadruple the number of Hit Dice left, and raise them to d12s.

Speed: If the base creature can fly, its manoeuvrability rating drops to poor.

Armour Class: Natural armour bonus increases by a number based on the zombie's size:

Tiny or smaller +3
Small +4
Medium +5
Large +6
Huge +7
Gargantuan +10
Colossal +14

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

Attacks: A greater lightning zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A lightning zombie also gains 2 slam attacks.

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

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

Special Attacks: A greater lightning zombie retains none of the base creature's special attacks. It gains the following special attacks:

Improved Grab (Ex): if the greater lightning zombie hits a target with its slam attack, it may start a grapple as a free action, without suffering an attack of opportunity. On the next round the lightning zombie grabs the creature with its hands if its next grapple check succeeds. The target then automatically takes damage from the greater lightning zombie's jolt of electricity each round the hold is maintained.

Jolt of Electricity (Su): A creature held by the greater lightning zombie takes 2d6 points of electrical damage per round.

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

Turn Resistance (Ex): Greater lightning zombies have turn resistance +4.
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Abilities: A greater lightning zombie's Strength increases by +4, it has no Constitution, its Intelligence score changes to 10, its Wisdom changes to 10, and its Charisma changes to 12.

Skills: A greater lightning zombie has skill points equal to 4 per Hit Die, with quadruple skill points for the first Hit Die.

Feats: A greater lightning zombie loses all feats of the base creature and gains Toughness and Iron Will.

Environment: Any land and underground.

Organisation: Any + 2d6 lesser lightning zombies.

Challenge Rating: Depends on Hit Dice, as follows:

Hit Dice Challenge Rating
1/2 1
1 2
2 3
4 4
6 5
8-10 6
12-14 7
15-16 8
18-20 9

Treasure: None.

Alignment: Always chaotic evil.

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