Although permanently slowed, this undead monstrosity can spell the end to an unprepared group. Killing one of these is considered an exceptional feat of strength and usually will net an action point.
Large Natural Animate
Level 4 Solo Brute XP 700
|HP 256; Bloodied 128||Initiative +6|
|AC 16, Fortitude 16, Reflex 11, Will 12||Perception +4|
|Immune disease, poison, sleep; Vulnerable 5 fire|
|Saving Throws +5; Action Points 2|
Zombie Regeneration (healing) Aura 10
The zombie lord regenerates 1 hit point per zombie in the aura (minimum 1). If the zombie lord takes acid or fire damage, the regeneration ceases to function until the end of the next turn.
Any critical hit automatically reduces a zombie lord by its bloodied value and deactivates regeneration.
A zombie gets a cumulative +1 bonus to attack rolls and damage for each other zombie adjacent to the target.
Attack: Melee 2 (one creature); +9 vs. AC
Hit: 2d8 + 6 damage and the target is either pushed 2 or knocked prone.
Effect: If used on a charge, the zombie lord moves its speed + 2.
Forceful Grab At-Will
Attack: Melee 2 (one creature); +7 vs. Reflex
Hit: the target is pulled 1, knocked prone and grabbed (until escape). Checks made to escape the zombie's grab take a -5 penalty. The target cannot get up from prone until escape.
Attack: Close Burst 2 (creatures in burst); +7 vs. Fortitude
Hit: 1d10 + 6 damage and the target is pushed 1 square.
Hurl Object At-Will
Attack: Ranged 10 (one creature); +9 vs. AC
Hit: 2d8 + 6 damage and the target is knocked prone.
True Rise Again Encounter
Trigger: the first time reduced to 0 hit points and not caused by acid or fire
Effect:(2) At the start of the zombie's next turn, as a move action it stands and gains its bloodied value in hit points.
Str 18 (+5) Dex 9 (+0) Wis 10 (+1)
Con 14 (+3) Int 2 (+-3) Cha 3 (+-3)
Alignment Unaligned Languages