|From Zombie Pandemic dot com|
This disgusting, bloated undead poses a grave danger to those unfamiliar with its peculiarity. Its massive size belies the speed with which the creature can move and attack. The creature is so engorged with gasses and infection that it seems to be larger than the creature was in life.
Bloat zombies extrude an incredibly nasty smell of rotting tissue, decomposition, and death gasses. The smell is so bad that it almost immediately sickens those who come near it and causes physical damage to those it affects. When defeated, these bloated gas bags take their revenge upon their victors, infecting them with undeath, gradually weakening the still-living until they eventually die, spawning a new bloat zombie.
Bloat zombie is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature). The template utilizes the same changes as a regular zombie, with the following changes:
- “Special Attacks” outlined below
- while the base creature's size remains the same, some aspects are treated as if one size larger (Strength, Damage, Natural Armor, AC/Attack, Grapple, and Hide modifier)
- the base creature’s HD increases by 1
- the base creature's CR increases by 3
Bloat zombie (Human Commoner)
Hit Dice: 3d12 +3 (22 hp)
Speed: 30 ft. (can’t run)
Armor Class: 12 (-1 Dex, -1 size, +4 natural), touch 8, flat-footed 13
Base Attack/Grapple: +0/+6
Attack: Slam +2 melee (1d8+5) or club +2 melee (1d8+5)
Full Attack: Slam +2 melee (1d8+5) or club +2 melee (1d8+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Undead reek, Explosive decomposition
Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., Hide -4, undead traits
Saves: Fort +0, Ref -1, Will +3
Abilities: Str 20, Dex 8, Con --, Int –, Wis 10, Cha 1
Alignment: Always neutral evil
Level Adjustment –
Undead reek (Ex): The smells of death leak from the over-sized bodies of bloat zombies with the least movement. The reek of decomposition and gasses is so potent that it sickens nearly every form of animal life. Any living creature within 30 feet of a bloat zombie must succeed on a DC 15 Fortitude save or be sickened for 10 rounds. (Save DC is Constitution-based.) An affected creature also takes 1d4 hp of damage per round for each of the 10 rounds. Creatures that successfully save cannot be affected by the same bloat zombie’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffedcted, and creatures resistant to poison receive their normal bonus on their saving throws.
Explosive decomposition (Ex): When a bloat zombie is reduced to 0 hp, it explodes in a violent blast of gas that deals 5d6 poings of damage to all creatures within a 30-foot radius (DC 15 Reflex save for half damage). Every creature within that radius must also make a DC Fortitude save (Constitution-based) or be infected by the gas. Each day thereafter, an infected creature must succeed on a Fortitude save or take 1d6 points of Constitution damage. When the creature’s Constitution reaches 0, the victim dies and becomes a bloat zombie. A remove disease spell cast on a an affected creature before it dies destroys the infection and prevents any further Constitution damage.