These towering horrors are animated from the corpses of monstrosities.
A zombie’s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they’re destroyed.
Risen from the Grave
Zombies are often created using unwholesome necromantic rituals. Among the living dead, zombies are most often used as fodder, wearing down defenses and consuming resources before more powerful undead arrive to deal the killing blow. Zombies cannot speak or really even think for themselves, but they can be commanded by other allied undead and powerful necromancers.
Creating Zombies
To create a zombie creature, start with a zombie of the appropriate size. Then add any Strikes, Speeds, or other abilities it would gain from its shape. To create a Gargantuan zombie, begin with the zombie hulk, apply the elite adjustments, change its size to Gargantuan, and increase its reach by 5 feet.
Zombie Abilities
You can modify zombies with the following zombie abilities. Most zombies have one of these abilities; If you give a zombie more, you might want to increase its level and adjust its statistics.
Disgusting Pustules (disease, necromancy) The zombie is covered in pustules that rupture when it takes any piercing damage or any critical hit. In either case, adjacent creatures are hit with vile fluid, causing them to become sickened 1 unless they succeed at a Fortitude save.
Feast [two-actions] (manipulate) If the zombie is adjacent to a helpless or unconscious creature, or a deceased creature that died in the past hour, the zombie can feast upon its flesh to heal itself. This restores an amount of Hit Points equal to the zombie’s level. If the creature is alive, the zombie deals damage equal to its jaws, fist, or claw damage.
Plague-Ridden (disease, necromancy) The zombie carries a plague that can create more of its own kind. This functions as the plague zombie’s zombie rot, except at stage 5, the victim rises as another of the zombie’s type, rather than a plague zombie.
Rotting Aura (aura, disease, necromancy) The zombie emits an aura of rot and disease that causes wounds to fester and turn sour. Any living creature that starts its turn within 10 feet of the zombie and is not at full Hit Points takes 1d6 damage as its wounds fester. This damage increases by 1d6 for every 6 levels the zombie has. Creatures that take a critical hit from the zombie also take this damage immediately.
Unkillable This zombie is nigh unkillable. The zombie loses its weakness to slashing and gains resistance against all damage equal to its level (minimum 3), and it gains weakness equal to twice its level (minimum 6) to critical hits. Increase the zombie’s level by 1 if you give it this ability.