Undead Minion | Aliens | SFRPG SRD | Glasstop Games

Undead Minion

Skeletal Undead

CR 1/2

XP 200

NE Medium undead

Init +2; Senses darkvision 60 ft.; Perception +4

Defense

HP 13

EAC 10; KAC 12

Fort +2; Ref +2; Will +2

DR 5/magic; Immunities cold, undead immunities

Offense

Speed 30 ft.

Melee survival knife +6 (1d4+3 S) or claw +6 (1d6+3 S)

Ranged hunting ri e +3 (1d8 P)

Statistics

Str +3; Dex +2; Con —; Int —; Wis +1; Cha +1

Skills Athletics +9

Other Abilities mindless, unliving

Gear hunting rifle with 20 longarm rounds, survival knife

Ecology

Environment any

Organization solitary, pair, squad (3–8), or legion (9+)

Occult Zombie

CR 1

XP 400

NE Medium undead

Init +2; Senses darkvision 60 ft.; Perception +5

Defense

HP 24

EAC 11; KAC 13

Fort +3; Ref +3; Will +3

DR 5/magic; Immunities undead immunities

Weaknesses staggered

Offense

Speed 30 ft.

Melee slam +8 (1d6+5 B)

Statistics

Str +4; Dex +2; Con —; Int —; Wis +1; Cha +0

Skills Athletics +10

Other Abilities mindless, unliving

Ecology

Environment any

Organization solitary, pair, pack (3–12), or horde (13+)

Special Abilities

Staggered (Ex) An occult zombie is always considered staggered and can never take more than a single move or standard action in a round. It can’t take full actions.

Cybernetic Zombie

CR 3

XP 800

N Medium undead

Init +4; Senses darkvision 60 ft.; Perception +8

Defense

HP 40

EAC 14; KAC 16

Fort +5; Ref +5; Will +4

Immunities undead immunities

Weaknesses vulnerable to electricity

Offense

Speed 30 ft.

Melee slam +8 (1d6+5 B)

Ranged integrated static arc pistol +11 (1d6+3 E; critical arc 2)

Offensive Abilities self-destruct (1d6+3 E, DC 12)

Statistics

Str +2; Dex +4; Con —; Int —; Wis +1; Cha +1

Skills Athletics +13

Other Abilities mindless, unliving

Gear static arc pistol with 2 batteries (20 charges each)

Ecology

Environment any

Organization solitary, pair, phalanx (3–12), or army (13+)

Special Abilities

Integrated Weapons (Ex) A cybernetic zombie’s ranged weapon is integrated into its body and can’t be disarmed.

Self-Destruct (Ex) A cybernetic zombie self-destructs when it is reduced to 0 HP, dealing an amount of electricity damage equal to 1d6 + the zombie’s CR to all creatures in a 10-foot-radius burst. A creature can attempt a Reflex saving throw to reduce this damage by half. This ability destroys any cybernetic or technological components that could have been salvaged from the zombie.

This page contains Open Game Content used under the Open Game License (OGL).