The Walking Dead
Heroes: 32 - Walking Dead: 2


Lost in the deserts of time, these restless spirits cling to the bones and emaciated bodies of their former existence. They now roam the deserts of AranoX in small packs, devouring all that stand in their way. Though they look like mindless zombies, they possess a cunning that betrays their shambling gait and lifeless eyes. Once killed by these freaks of nature, a slain corpse joins their ranks and quickly takes on the same dried out look. Look out when the sands look peaceful and undisturbed, for the walking lie underneath!

Walking Dead can create spawn from their fallen foes, assuming they do not devour them.



Walking Dead is a template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the “base creature”).

Hit Dice: Increase to d12 and add +1 extra HD.
Speed: If the base creature can fly, its maneuverability rating drops to Clumsy.
AC: Natural armor improves by +2.
Attacks: Recalculate the base creature's melee and ranged attack bonuses based on its new type (undead) and abilities (+2 Strength). Undead creatures have a base attack of HD x 1/2.
Damage:
SizeBite
Damage
Claw
Damage
Tiny
Small
Medium
Large
Huge
Gargantuan
1d3
1d4
1d6
1d8
2d6
1
1d2
1d3
1d4
1d6


Create Spawn (Su): In most cases, walking dead devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell, to rise as walking dead in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation.
Special Qualities: A walking dead has all the special qualities of the base creature, plus darkvision with a range of 60 feet. They also have the qualities of being undead.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, sub-dual damage, ability damage, energy drain, or death from massive damage.
Turn Resistance: walking dead possess +2 turn resistance.
Saves: Same as the base creature’s, readjusted for altered ability scores.
Abilities: Modify the base creature as follows: Str +2, Dex +4, Con - (none)
Skills: Same as the base creature’s, readjusted for altered ability scores.
Feats: Same as the base creature’s.
Climate/Terrain: Same as the base creature’s.
CR: Same as the base creature’s +1