Juju Zombie Monk 2 CR 2
AC 18, touch 15, flat-footed 15 (+3 Dex, +2 Wis, +3 natural)
hp 15 (2d8+3)
Fort +2, Ref +6, Will +5
Defensive Abilities channel resistance +4, evasion; DR 5/magic and slashing; Immune cold, electricity, magic missile, undead traits; Resist fire 10
Weaknesses alchemical dependence
During Combat The zombies use their Nimble Moves and Acrobatic Steps feats to move without hindrance through difficult terrain. They attack with flurries of blows, and use Stunning Fist to stun opponents and drag them beneath water to drown if possible.
Morale If reduced to 5 hit points or fewer, the zombies try to flee and warn their creators.
Str 18, Dex 17, Con –, Int 10, Wis 15, Cha 8
Base Atk +1; CMB +5; CMD 20
Feats Acrobatic Steps, Combat Reflexes, Improved Grapple, Improved InitiativeB, Improved Unarmed Strike, Nimble Moves, Stunning Fist, ToughnessB
Skills Acrobatics +8, Climb +16, Escape Artist +8, Perception +7, Stealth +8, Swim +8
Chymickal zombies are dependent on an alchemical elixir to keep their brains preserved and functioning. A chymickal zombie must inject itself with this elixir at least once per week. Failure to do so results in the loss of 1d4 points of Intelligence per week. This Intelligence loss is permanent and cannot be restored, but further Intelligence loss can be prevented with a new injection of the elixir. Once the chymickal zombie’s Intelligence reaches 0, it loses all of its chymickal zombie abilities and becomes a normal zombie in all ways.