Acid Spitter
Medium size Undead B.O.W.
HD: 3d12+6 (26HP)
Initiative: +2
Speed: 20ft.
Def: 16 (+4 natural armor, +2 Dex)
DR: 3/--
BAB/Grapple: +3/+10
Attacks: Slam +6(1d6+3), Bite +6(1d6+3)
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: Improved grab, Viciousness, Vomit
Special Qualities: Infectious, Undead
Saves: Fort: +3, Ref +2, Will +2
Abilities: Str 16, Dex 14, Con--, Int--, Wis 10, Cha 1
Skills: Climb+6, Intimidate +6, Listen+10, Spot+10
Feats: Alertness, Toughness, Improved Toughness
CR: 4

Improved Grab (ex): To use this ability the T-zombie must first hit with its slam attack. It may then attempt to start a grapple as a free action without providing am attack of opportunity. If it succeeds it establishes a hold and automatically deals its bite damage.

Viciousness (ex): The T-Zombie can move at its base speed normally. They are not limited to partial actions and if a successful attack of opportunity would normally interrupt its action (for example: Grapple, Charge, etc.) the zombie takes the damage and continues to move on with its action uninterruptedly, unless the attack knocks it prone.

Vomit (ex): An Acid Spitter can project a 5ft. wide, 15ft. stream (Line) of gastric acid every 1d4 rounds. Anyone caught in the vomits path must make a Reflex save (DC15) for half the damage. The acid is considered Strong and deals 2d6 damage per round administered.

Special Notes:

  • Any T-zombie that is reduced to 0 or less hit points “dies” but unless its nervous system is destroyed or they will rise in 1 hour as an Acid Spitter.
  • A head shot does not always guarantee the severing of the head from the body. There is a 60% chance that a Head Shot will sever this connection.
  • Whenever a Zombie is “dropped” by an attack there is a 50% chance of it continuing to drag on. A successful "Called Shot" targeting the lower torso of the zombie results in a 60% chance of it falling prone, resulting in a legless zombie, if a second Called Shot targeting the lower torso of the zombie is used it automatically drags itself across the floor as a legless zombie.
  • The Burst-fire attack of some weapons has a 70% chance of provoking a legless zombie, the Auto-fire attack has an 80% chance of causing legless zombies. A "Burst Fire Called Shot" or a "Shot Gun Called Shot" to the lower torso will 90% of the time result in a Legless Zombie.
  • Anytime a Zombie takes Fire damage from any source it risks catching on fire. If it takes at least 1d4 (2.5) fire damage it turns into a Flaming Zombie. So be careful with explosives and molotov cocktails! Nekkid Zombies require at least 1d8 (4.5) fire damage to successfully catch on fire
  • Any personnel that would have logically been armored in life is also Armored in Undeath.

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