|Hit Dice||Challenge Rating|
|Up to 1||1|
|Size||Natural AC Bonus|
|Tiny or smaller||+1|
Slime zombies (or olive slime creatures) are created when a living creature is slain by a patch of olive slime. The slime zombie’s sole purpose for existence is to capture or kill new prey for its master (i.e., the olive slime that created it).
A slime zombie resembles a humanoid blob, olive drab in color. The creature bears no distinguishing marks or facial features. It can speak to others of its kind through telepathy, but otherwise makes no sound or noise.
CR: Depends on Hit Dice. See Table: Hit Dice and Challenge Rating.
AL: Always neutral.
Type: The creature’s type changes to plant. It loses any subtypes it has, such as alignment subtypes (such as good) and subtypes that indicate kind (such as goblinoid or reptilian). It does not gain the augmented subtype. It uses the base creature’s statistics and special abilities except as noted here.
Armor Class: Natural armor bonus increases by a number based on the slime zombie’s size. See Table: Size and Armor Class.
Defensive Abilities: A slime zombie gains DR based on its Hit Dice: DR 5/— (if 5 or less HD); DR 10/— (if 6 to 10 HD); DR 15/— (if 11 or more HD). It gains immunity to electricity in addition to all of the defensive abilities granted by the plant type.
Weaknesses: A slime zombie has vulnerability to green slime. It takes 2d6 points of damage per round it touches green slime. If brought to 0 hit points, the slime zombie does not transform into a patch of olive slime.
Speed: The base creature’s speed decreases by 10 feet (to a minimum of 20 ft.). If the creature had a swim speed it remains the same. All other types of movement are lost.
Attacks: A slime zombie loses all the attacks of the base creature and gains a slam attack if it did not already have one. Damage for the slam attack depends on the slime zombie’s size. See Table: Size and Damage. (Use the base creature’s slam damage if it’s better.)
Special Attacks: The slime zombie loses all the special attacks of the base creature, but gains the following:
When a slime zombie is brought to 0 hit points, its structure collapses and it transforms in a single round as a pool of olive slime.
Any creature hit by the slime zombie’s slam attack must succeed on a Fortitude save or be infested with olive slime. This infestation works as described in the olive slime entry. The save DC is Constitution-based.
BAB: A slime zombie’s save base attack is equal to 3/4 its Hit Dice.
Feats: A slime zombie retains all of the base creature’s feats (but may not be able to use a feat if it loses the prerequisites).
Special Qualities: The slime zombie loses all of the special qualities of the base creature, but gains the following:
A slime zombie is linked symbiotically with the patch of olive slime that created it. This link has a maximum range of 200 miles. Both the slime zombie and olive slime must be on the same plane of existence.
Olive slime zombies have a telepathic bond with each other to a range of 100 feet if they were created by the same olive slime. This bond allows them rudimentary communication with one another.
Slime Zombie from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.