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Zombie

The Zombies or ‘Undead' are common monsters in the Netherworld. They are slow and often hated because of their smell. Most humans who die in the Netherworld become Zombies; due to their brains rotting, most are dumb, but some retain their intelligence. They are feared in the Human World for their durability and brain-eating diet, but by demon standards, they are typically at the bottom of the chain of power; however, there are some Undead known as ‘Zombie Kings’ who possess powers equal to Demon Lords or Overlords. Despite being hated by most, there are some Undead fanatics who obsess over the monsters.

Hit die: d8

Type: Undead (Monster, Demon)

Class Skills The creature's class skills (and the key ability for each skill) are

The creature's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Pilot (Dex), Diplomacy (Int), Climb (Str), Intimidate (Cha), Martial knowledge (Physical monster weapon) (Int), Perform (Int)

Skill Ranks per Level: 2+ Int modifier.

Starting Wealth: 2d6 × 10 hl (average 70 hl.) In addition, each character begins play with an outfit worth 10 hl or less.

Table: Zombie

Level Base Attack Bonus Fort Save Ref Save Will Save Special Techniques Readied
1st +0 +2 +0 +2 Race, Evilty, Magichange, Channel Energy 1d6, Diseased Bite 1
2nd +1 +3 +0 +3 Ability Boost (+2 Str), +1 Nat AC, Bleeding bite 2
3rd +2 +3 +1 +3 Monster Technique, DR 2/Holy, Channel Energy 2d6 3
4th +3 +4 +1 +4 Ability Boost (+2 Cha), Fast Healing 5 3
5th +3 +4 +1 +4 +2 Nat AC, Channel Energy 3d6 4
6th +4 +5 +2 +5 Monster Technique, Ability Boost (+4 Str), DR 4/ Holy, Run with the Hoard 5
7th +5 +5 +2 +5 Channel Energy 4d6, Death's Kiss 6
8th +6/+1 +6 +2 +6 Ability Boost (+4 Cha), Cursed Existence 6
9th +6/+1 +6 +3 +6 Monster Technique, Fast healing 10, Channel Energy 5d6, Run with the hoard 7
10th +7/+2 +7 +3 +7 Ability Boost (+6 Str), DR 6/Holy, Cursed Wounds 8
11th +8/+3 +7 +3 +7 Channel Energy 6d6 9
12th +9/+4 +8 +4 +8 Monster Technique, Ability Boost (+6 Cha), Run with the hoard 9
13th +9/+4 +8 +4 +8 DR 8/ Holy, Channel Energy 7d6 10
14th +10/+5 +9 +4 +9 Ability Boost (+8 Str), Killing Blow 11
15th +11/+6/+1 +9 +5 +9 Monster Technique, Channel Energy 8d6 12
16th +12/+7/+2 +10 +5 +10 DR 10/Holy, Run with the hoard 12
17th +12/+7/+2 +10 +5 +10 Channel Energy 9d6, Improved Channeling 13
18th +13/+8/+3 +11 +6 +11 Monster Technique, Zombie Land 14
19th +14/+9/+4 +11 +6 +11 Channel Energy 10d6 15
20th +15/+10/+5 +12 +6 +12 Monster Technique, Zombie King 15


Alignment: Zombies usually have no specific moral standards other than to eat brains. If a zombie can find a way to make it fit with whatever moral code it selects it usually goes with that.

Religion: Zombies often worship necromancers or the God of curses.

Race:

• +4 Strength, +4 Charisma, -2 Dexterity, -2 Intelligence, No Con Score.

•Speed: 20

• medium sized Undead (Monster)

• DarkVision out to 60 feet

• Automatic Languages: English and Japanese

•Bonus Languages: Any

Though Zombies are undead, they are not immune to Mind effecting, Paralysis, and stunning effects, instead they gain a +4 bonus on saves against them.

  • No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon’s DC).
  • Immunity to bleed, death effects, disease, poison, sleep effects
  • Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects (save for magichange exhaustion or self imposed effects).
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
  • Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
  • Undead do not breathe

EVILITY: Corpse Eater: Gain a number of hit points equal to the damage you deal if you use a normal attack to kill an enemy.

Monster Weapon Proficiency (Ex) Zombies are proficient and can only wield physical monster weapons, unless they have reincarnated from a previous body that had the ability to wield other weapons. A Zombie’s weapon appears as a mummified blast of zombie energy that deals 1d8 disintegration damage plus the zombie's strength modifier.

Magichange (Ex) As a free action, a Zombie can change into a fully loaded hand gun or into a Composite Long Bow. The Magichange lasts as many rounds as the Zombie’s Constitution Modifier, and when it ends, the creature returns to it's former self but is considered exhausted. It takes a move action to reload the gun, and can be reloaded rapidly. The wielder must be unarmed and able to hold the gun when the Zombie transforms.

Zombie Gun

Pistol

Damage: 1d8 or Zombie’s monster weapon, whichever is higher.

Magazine: 16

Critical: 20 x4

Damage Type: Bludgeoning and Piercing

Range Increment: 60 ft.


Zombie Bow

Longbow

Damage: 1d8 or damage of monster weapon, whichever is higher

Critical: 20 x3

Damage Type: Piercing

Range Increment: 100 ft.

Techniques (Su) Just like all classes, Zombies gain access to special techniques they can utilize to aid them in battle or day to day activities. At each level they gain 1 technique of any level they can perform.

At the levels designated, Zombies also gain special Monster Techniques they can utilize to get an edge over their opponents. A Zombie Learns a monster technique at 3rd, 6th, 9th, 12th, 15th, 18th, and 20th level. These Techniques can be chosen from the Zombie's list of techniques highlighted with two (**).

The Zombie must be able to perform techniques of the technique's level to learn it. There are many cases where a creature may not have enough techniques to take whenever it gains a new monster technique, Whenever this is the case, choose instead a normal technique. A Zombie's relevant modifier is Strength.

Ability Boost Creatures gain Ability buffs at levels 2, 4, 6, 8, 10, 12, and 14. The Ability boost is determined by what kind of creature it is.

Zombies gain bonuses to Strength and Charisma.

Diseased Bite (Ex) At 1st level the Zombie gains an infectious bite. This attack of the zombie's deals normal damage and the creature must make a fortitude save DC: 10+1/2 HD+ Cha modifier or be effected by the disease with an immediate onset that deals 1d4 constitution damage every round. If the creature’s constitution drops to 0 from this, it immediately becomes a zombie under your control. A creature must save from the disease 2 times in a row to end the effect. Creatures take a -2 penalty to their saving throw for diseased bite for every instance of bleed they are being effected by.

At 10th level, Once per day, this disease works like bestow curse in addition to the constitution damage. The curse must be lifted to end the effect, though the constitution damage can be ended through making the saving throws twice. After an hour the curse’s effects are doubled, or another curse effect is added, and the constitution damage resumes. This continues every hour until the creature is dead or the curse is lifted. The Zombie can use this ability an additional time per day at levels 13, 16, and 19.

At 15th level, all creatures slain by your bite attack are effected by an animate dead spell, this does not cost anything, however you can expend resources on your person to immediately animate them as special kinds of zombie instead. The Zombie can have the usual number of zombies under it’s control, and afterward they will randomly begin going rogue.

Natural armor (Ex) Zombies have thick skin full of rigor mortis. They gain natural armor as indicated above.

Fast Healing (Ex) The Zombie's crackling negative energy constantly heals it's dead flesh, it gains fast healing as mentioned on the table above.

Damage Reduction (Ex) Zombies gain damage reduction as indicated on the table above, overcome by holy weapons.

Channel Energy (Su) Zombies are beacons for the decay of worlds and as such they emit bursts of negative energy throughout the world. All Zombies channel negative energy and can choose to deal damage to living creatures or to heal undead creatures.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the Zombie. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two Zombie levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the Zombie's level + the Zombie's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A Zombie may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A Zombie can choose whether or not to include herself in this effect.

Bleeding bite (Su) At 2nd level, you can bite a living creature and cause it to take an additional 1d6 points of damage per round. This effect persists for a number of rounds equal to your Zombie level, or until stopped with a DC 10+Damage dealt Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This effect stacks with it's self.

Run with the Hoard (Su): At 6th level, the Zombie becomes adept at working alongside allies. The Zombie gains a teamwork feat. In addition the Zombie is treated as if it had any teamwork feats that other undead within 30 feet possess for the purpose of being able to benefit from them or aid their allies. In addition the Zombie selects one of the following abilities. This ability activates so long as there is at least 1 other undead within 30 feet of the zombie, and it activates again for every undead within 30 feet of the zombie.

·        +1 bonus to attack rolls.

·        +1 bonus to damage rolls.

·        +1 bonus to armor class.

·        +5 bonus to movement speed.

·        +1 Damage reduction.

·        +1 bonus to class saving throw DC’s

·        +10 temporary hitpoints.

At levels 9, 12, and 16 the Zombie selects another teamwork feat, and another one of these abilities from the list and gains it’s effects so long as there is another undead within 30 feet, gaining the bonuses again for every undead within 30 feet. The Zombie cannot gain more than a +10 bonus or +100 hitpoints from this effect. Any zombies animated by the Zombie or under the Zombie’s control gain these abilities and the teamwork feats.

At level 9, the zombie also gains the ability to lower an enemy’s armor class by -1 for every undead that has successfully attacked the same creature in that round, or every creature after the zombie strikes the enemy lowers the creature’s armor class by -1 as well. This lasts for 1 round.

At level 12 when the zombie lands an attack on an enemy, it bypasses 5 of it’s damage reduction. Every undead that strikes the creature in the same round bypasses 5 more of it’s damage reduction, cumulatively whittling away it’s defenses. The DR returns at the end of the round.

At 16th level, so long as there are 2 or more undead within 30 feet of the zombie, the zombie can move into a creature’s square and deal it’s normal attack damage without having to make an attack roll. The creature must make a fortitude saving throw DC: 10+1/2 level+Charisma modifier +1 per undead within 30 feet or be nauseated for 1 round.

Death's Kiss (Su) At 7th level, You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your Zombie level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Cursed Existence (Su): At 8th level, the Zombie is now no longer destroyed when it hits 0 hitpoints. It must reach a number of hitpoints in the negatives equal to the zombie’s charisma score. In addition, Once per day, whenever a zombie is defeated, it is not destroyed, but instead rather crumbles into a pile of bones and flesh. On the following round the zombie returns with a number of hitpoints equal to it’s charisma modifier and it immediately reforms standing up. Any effects it was under such as techniques or beneficial abilities, still remain, but ½ of their remaining duration has been used up. This can be used an additional time at 12th and 16th levels.

Cursed Wounds (Su): At 10th level, the Zombie’s wounds become cursed. Whenever the zombie bites a creature, an amount of the damage dealt equal to the zombie’s Charisma modifier, cannot be healed naturally. The creature must have the curse lifted through the normal means of removing a curse. This stacks with it’s self.

Killing Blow (Su) At 14th level, weapons you use become infused with the power of death. Whenever you confirm a critical hit with a melee or ranged weapon, your attack deals an additional amount of bleed damage equal to your Charisma modifier. This bleed damage stacks with it's self and bleeding bite.

Improved Channeling (Su) At 17th level, the Zombie no longer has to designate Living or undead creatures with it's burst and effects both of them normally.

Zombie Land (Su) at 18th level, any zombies animated by the Zombie use the Zombie’s bonus to hit and saving throws, as well as armor class in place of their own. Normal zombies animated by the zombie do not provoke attacks of opportunity. In addition all animated zombies use the charisma modifier of the one who animated them to determine their hitpoints and they gain the cursed existence ability usable once per day.

Zombie King (Su) At 20th level a Zombie obtains it's true potential, emerging as a powerful corpse of pure destruction and physical supremacy. Once per day as a standard action, the Zombie can gain a +4 bonus to Strength and Charisma. The Zombie gains a +4 deflection bonus to it's armor class and it cannot be turned through turn undead. The Zombie and all zombies animated by it have their critical range become 18-20 and the multiplier becomes X3. All creatures within a 30-foot radius that see a Zombie must make a DC 10+1/2 Zombie Level+ Strength modifier Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same zombie's despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect. While in this form, the Zombie can choose to use it's channel energy ability as a swift action and it's radius increases to 60 feet. Creatures that take bleed damage from the zombie in this form must remove a curse to get the bleeding effect to stop.

Zombie Techniques[]

1st-Level Zombie Techniques—Ant Haul, Bane, Cause Fear, Compel Hostility, Curse Water, Deathwatch, Detect Undead, Doom, Endure Elements, Inflict Light wounds, Magic weapon, Murderous Command, **Removable Skull

2nd-Level Zombie Techniques—Align Weapon, Death Knell, Desecrate, Defending Bone, Disfiguring touch, Dread Bolt, Resist energy, Staggering fall, Inflict Moderate wounds, **Zombie Juice, **Poison bite

3rd-Level Zombie Techniques— Bestow Curse, Agonize, Contagion, Deadly Juggernaut, Deeper Darkness, Inflict Serious wounds, Speak with dead, **Zombie Cannon, **Rotten headbutt, **Zombie Critical (Magichange)

4th-Level Zombie Techniques—Aura of Doom, Divine Power, Giant Vermin, Greater magic weapon, Inflict critical wounds, Plague Carrier, Poison, Unholy Blight, **Zombie Tornado, **Sacrifice Beam (MC), **Heave Shot (MC), **Zombeam

5th-Level Zombie Techniques—Boneshatter, Greater Contagion, Curse of Magic Negation, Mass Inflict light wounds, Unhallow, Unholy Ice, **Zombie Gatling, **Death Roll

6th-Level Zombie Techniques—Antilife Shell, Bloodsworn Retribution, Harm, Plague Storm, Mass inflict moderate wounds, **Hyper Zombeam

7th-Level Zombie Techniques—Blasphemy, Destruction, Jolting Portent, Mass inflict serious wounds, **Zombie Rocket, **Ultra Zombeam, **Comedy Impact (MC)

8th-Level Zombie Techniques—Mass Inflict critical wounds, Frightful Aspect, Unholy aura, Orb of the Void, Symbol of Death, **Thrill Steps, **Zombies!, **Dead or Dead (MC), **Tomb Raiding (MC)

9th-Level Zombie Techniques—Canopic Conversion, Cursed Earth, Energy Drain, Implosion, Overwhelming presence, Soul Bind, **Zombie Swarm, **Zombie's Revenge, **DIEmension slash (MC)

RACIAL VARIANT[]

Prinbie

Prombie

These prinnies made it to the afterlife but were either bitten by a wandering undead, or their suit wasn't bound to their soul quite correctly, and as such they've become a wandering, undead nightmare.

• +2 Strength, +4 Dexterity, -2 Wisdom, -2 Intelligence, No Con Score.


•Speed: 15


• small sized Undead (Monster), +1 size bonus to Armor Class, +1 size bonus on attack rolls, +4 bonus on Stealth checks, -1 penalty to their combat maneuvers and combat defense.


• DarkVision out to 60 feet


• Automatic Languages: English and Japanese


•Bonus Languages: Any

Reincarnation[]

If Reincarnating into this class after having already been this class, or a class with similar abilities, check the following page to see what ability you'll get instead at the levels you would normally gain an already achieved class ability.

Zombie Reincarnation

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