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Zombie Cyclops
- Details
- Category: Bestiary
- Published on Thursday, 14 October 2010 12:48
- Written by Matthew D. Woodard
Zombie Cyclops
CR 8 (4,800 xp)
NE large undead
Init -2; Senses darkvision 60 ft.; Perception +0
hp 75 (10d8+30)
Fort +3, Ref +1, Will +4
DR 5/slashing
Immunities Undead traits
Melee Slam +16 (1d8+6)
Base Atk +7, CMB +14, CMD 22
Gear Rotting Hide Armor
Organization Any, usually solitary
Treasure None
Staggered (Ex): Zombies have poor reflexes and can only perform a single move or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.
A Zombie Cyclops is a 9ft tower of quivering, rotting flesh. These retched creatures tend to mill about in search of living creatures to slaughter.
Init -2; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 14, touch 10, flat-footed 18 (-1 size, +3 natural, +4 armor, -2 Dex)hp 75 (10d8+30)
Fort +3, Ref +1, Will +4
DR 5/slashing
Immunities Undead traits
OFFENSE
Speed 30 ft.Melee Slam +16 (1d8+6)
BASE STATISTICS
Str 23, Dex 6, Con -, Int -, Wis 10, Cha 10Base Atk +7, CMB +14, CMD 22
Gear Rotting Hide Armor
ECOLOGY
Environment Any temperate or tropicalOrganization Any, usually solitary
Treasure None
SPECIAL ABILITIES
Flash of Insight (Su): Once per day as in immediate action, a cyclops can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the cyclops only, and cannot be applied to the rolls of others.Staggered (Ex): Zombies have poor reflexes and can only perform a single move or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.
A Zombie Cyclops is a 9ft tower of quivering, rotting flesh. These retched creatures tend to mill about in search of living creatures to slaughter.
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