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Ghost Mold Zombie

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Elite | Normal | Weak
Proficiency without Level

Elite Ghost Mold ZombieCreature 11

Uncommon Medium Mindless Undead Unholy Zombie 
Source Five Hundred Feet to Freedom pg. 53
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 30 (includes +2 from Uncommon) • Undead (Religion)
Variant zombie
Perception +20; darkvision, lifesense 30 feet
Skills Athletics +23
Str +7, Dex -1, Con +5, Int -5, Wis +0, Cha -2
Slow A ghost mold zombie is permanently slowed 1 and can’t use reactions.
AC 31; Fort +24, Ref +18, Will +20
HP 200 (void healing); Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious; Weaknesses slashing 10, vitality 10
Vitality Spasm [free-action] (poison) Frequency once per round; Trigger The ghost mold zombie takes vitality damage; Effect A burst of paranoia-inducing spores emerges from the zombie in a 10-foot emanation. All creatures in the area must attempt a DC 31 Will save.
Critical SuccessThe creature is unaffected.
SuccessThe creature is frightened 1.
FailureThe creature is frightened 3.
Critical FailureAs failure, except the creature doesn't treat any creature as an ally for as long as it remains frightened.

Speed 25 feet
Melee [one-action] fist +25 [+20/+15], Damage 2d6+2+10 bludgeoning plus 1d10 void plus GrabFearsome Exposure (poison) Due to ongoing exposure to the spores that blanket a ghost mold zombie, a creature grabbed by the zombie doesn’t automatically reduce the value of its frightened condition at the end of its turn.

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