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Zombie Hulk

These towering horrors are animated from the corpses of monstrosities.

Recall Knowledge - Undead (Religion): DC 22

Zombie HulkCreature 6

Source Bestiary pg. 341
Perception +8; darkvision
Skills Athletics +18
Str +7, Dex -1, Con +4, Int -5, Wis +0, Cha -2
Slow A zombie is permanently slowed 1 and can’t use reactions.
AC 21; Fort +16, Ref +9, Will +12
HP 160 (negative healing); Immunities death effects, disease, mental, paralyzed, poison, unconscious; Weaknesses positive 10, slashing 10
Speed 25 feet
Melee Single ActionSingle Action hunk of meat +17 [+12/+7] (reach 15 feet), Damage 2d10+9 bludgeoningRanged Single ActionSingle Action hunk of meat +9 [+4/-1] (thrown 10 feet), Damage 2d10+9 bludgeoningRanged Single ActionSingle Action corpse +17 [+12/+7] (brutal, range increment 30 feet), Damage 2d6+9 bludgeoningCorpse Throwing A zombie hulk can throw corpses at foes. While any Medium dead body will do, they sometimes throw zombie shamblers, who take just as much damage from being thrown as the target they hit. A thrown shambler lands prone, but if it’s not destroyed, it can rise and use other actions normally. Wide Swing Single ActionSingle Action The zombie hulk makes a hunk of meat Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within the Strike’s reach. This attack counts as two attacks for the zombie hulk’s multiple attack penalty.

All Monsters in "Zombie"

Plague Zombie1
Zombie Brute2
Zombie Hulk6
Zombie Shambler-1


Source Bestiary pg. 340
A zombie’s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they’re destroyed.

Zombie Abilities

You can modify zombies with the following zombie abilities. Most zombies have one of these abilities; If you give a zombie more, you might want to increase its level and adjust its statistics.
Disgusting Pustules (disease, necromancy) The zombie is covered in pustules that rupture when it takes any piercing damage or any critical hit. In either case, adjacent creatures are hit with vile fluid, causing them to become sickened 1 unless they succeed at a Fortitude save.
Feast Two ActionsTwo Actions (manipulate) If the zombie is adjacent to a helpless or unconscious creature, or a deceased creature that died in the past hour, the zombie can feast upon its flesh to heal itself. This restores an amount of Hit Points equal to the zombie’s level. If the creature is alive, the zombie deals damage equal to its jaws, flst, or claw damage.
Plague-Ridden (disease, necromancy) The zombie carries a plague that can create more of its own kind. This functions as the plague zombie’s zombie rot, except at stage 5, the victim rises as another of the zombie’s type, rather than a plague zombie.
Rotting Aura (aura, disease, necromancy) The zombie emits an aura of rot and disease that causes wounds to fester and turn sour. Any living creature that starts its turn within 10 feet of the zombie and is not at full Hit Points takes 1d6 damage as its wounds fester. This damage increases by 1d6 for every 6 levels the zombie has. Creatures that take a critical hit from the zombie also take this damage immediately.
Unkillable This zombie is nigh unkillable. The zombie loses its weakness to slashing and gains resistance against all damage equal to its level (minimum 3), and it gains weakness equal to twice its level (minimum 6) to critical hits. Increase the zombie’s level by 1 if you give it this ability.

Sidebar - Advice and Rules Creating Zombies

To create a zombie creature, start with a zombie of the appropriate size. Then add any Strikes, Speeds, or other abilities it would gain from its shape. To create a Gargantuan zombie, begin with the zombie hulk, apply the elite adjustments, change its size to Gargantuan, and increase its reach by 5 feet.

Sidebar - Additional Lore Risen from the Grave

Zombies are often created using unwholesome necromantic rituals. Among the living dead, zombies are most often used as fodder, wearing down defenses and consuming resources before more powerful undead arrive to deal the killing blow. Zombies cannot speak or really even think for themselves, but they can be commanded by other allied undead and powerful necromancers.