Zombie, Frost
by Jamie BatyFrost Zombies are corpses reanimated through The Frozen Dead spell, a variant of the animate dead spell. The bodies animated for this spell must have been interred in the frozen earth- it will not work on freshly dead bodies or those that are not buried in frozen ground.
Unlike regular zombies, the bodies of the frost zombies are restored to their youthful appearance- they appear cold and icy, not corrupted or horrible.
Because of their utter lack of intelligence, the instructions given to a newly created frost zombie must be very simple.Creating a Frost Zombie
"Frost 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 can't be made into a frost zombie with The frozen dead spell.
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 zombie has a base attack bonus equal to 1/2 its Hit Dice.
Attacks: A frost zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A frost 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 frost zombie retains none of the base creature's special attacks. It gains the following special attack:
Icy Touch (Ex): Whenever a frost zombie hits a target with a slam attack or natural attack, it inflicts an extra 1d6 cold damage. In addition, the target must make a fortitude saving throw vs DC 15. Failure indicates a part of the victim's body goes numb from the cold for 10 minutes. Roll the 1d6 to determine which part goes numb:
1- The head (The character is blinded).
2- Off-Hand (Character drops anything held in hand; cannot use shield or fight with that arm).
3- Weapon Hand (Character drops anything held in hand; cannot use shield or fight with that arm).
4- Left Leg (Character falls down, must spend move action to stand; 1/2 movement speed).
5- Right Leg (As with left leg. If both legs are numb the character falls and cannot stand up).
6- Torso (No additional effects).Special Qualities: A frost zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A frost zombie gains the following special quality.
Single Actions Only (Ex): Frost zombies have poor reflexes and can perform only a single move action or attack action each round. A frost 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 frost 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 frost zombie has no skills.
Feats: A frost zombie loses all feats of the base creature and gains Toughness.
Environment: Any cold land and underground.
Organisation: Any.
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 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: -.
The Frozen Dead (HW16)
Necromancy [Evil, Cold]
Level: Clr 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: NoThis spell turns the bodies of dead humanoid or monstrous humanoid creatures into frost zombies that follow your spoken commands.
The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A frost zombie can't be animated again.)
You can't create more HD of undead than twice your caster level with a single casting of the frozen dead. (The desecrate spell doubles this limit)
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of frost zombies per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.Frost Zombies: The bodies animated for this spell must have been interred in the frozen earth- it will not work on freshly dead bodies or those that are not buried in frozen ground.
Unlike regular zombies, the bodies of the frost zombies are restored to their youthful appearance- they appear cold and icy, not corrupted or horrible.Material Component: You must place a clear crystal gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.