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Lightning Zombie, Lesserby Jamie Baty
Lightning zombies are undead creatures created when the bodies of dead humans, humanoids or monstrous humanoids are bathed in exceptionally strong magical auras.
A lightning zombie looks just like a normal member of its race, except that its skin is a uniform light grey. Otherwise, they appear much as they did when alive; they can speak and are often hyperactive in their mannerisms. In darkness, Lightning zombies give off a faint glow.
Lightning zombies have a flair for the dramatic. They prefer flashy clothing and jewellery, the more the better.
Although they are intelligent, they have no memories of their former lives. They are faintly aware that they had former lives, and some remnants of it remain, such as languages known.
Creating a Lightning Zombie
"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), 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 will become a greater lightning zombie (see below).
Speed: If the base creature can fly, its manoeuvrability rating drops to clumsy.
Armour Class: Natural armour bonus increases by a number based on the zombie's size:
Tiny or smaller +1 Small +2 Medium +3 Large +4 Huge +5 Gargantuan +8 Colossal +12
Base Attack: A lightning zombie has a base attack bonus equal to 1/2 its Hit Dice.
Attacks: A lightning zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A lightning zombie also gains a slam attack.
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 1 Diminutive 1d2 Tiny 1d3 Small 1d4 Medium 1d6 Large 1d8 Huge 2d6 Gargantuan 2d8 Colossal 4d6
Special Attacks: A lightning zombie retains none of the base creature's special attacks. It gains the following special attacks:
Improved Grab (Ex): if the 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 lightning zombie's jolt of electricity each round the hold is maintained.
Jolt of Electricity (Su): A creature held by the lightning zombie takes 1d6 points of electrical damage per round.
Special Qualities: A lightning zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks.
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.
Abilities: A lightning zombie's Strength increases by +2, it has no Constitution, its Intelligence score changes to 10, its Wisdom changes to 10, and its Charisma changes to 6.
Skills: A lightning zombie has skill points equal to 4 per Hit Die, with quadruple skill points for the first Hit Die.
Feats: A lightning zombie loses all feats of the base creature and gains Toughness.
Environment: Any land and underground.
Challenge Rating: Depends on Hit Dice, as follows:
Hit Dice Challenge Rating 1/2 1/4 1 1/2 2 1 4 2 6 3 8-10 4 12-14 5 15-16 6 18-20 7
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: -.