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Zombie, Yellow Musk


This walking corpse from which wet green vines have sprouted wears only a few soiled rags, its flesh rotting off its bones as it stumbles forward, arms outstretched.

Yellow Musk Zombie
CR 1/2
XP 200
NE Medium plant
Init
+0; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 12, touch 10, flat-footed 12 (+2 natural)
hp
12 (2d8+3)
Fort
+0, Ref +0, Will +3
DR
5/slashing; Immune plant traits
OFFENSE
Spd 30 ft.
Melee
slam +4 (1d6+4)
STATISTICS
Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
Base
Atk +1; CMB +4; CMD 14
Feats
Toughness B
SQ
plant traits, staggered
SPECIAL ABILITIES

Plant Traits (Ex)

This zombie’s animation is provided not by necromancy but by the plant that grows throughout its body. Yellow musk zombies lack undead traits, but gain plant traits. They are treated as plants, not undead, for the resolution of magical effects and attacks. Channel energy cannot harm a yellow musk zombie, for example, nor does negative energy heal a yellow musk zombie.

Staggered (Ex)

Zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.

ECOLOGY
Environment any
Organization any
Treasure
none