Crawler Template Crawlers lose all class abilities, skills, and feats they possessed in life.

HD: All hit die the base creature possessed turn into D12's. Speed: As base creature -10. Ability Scores: Strength +2, Dexterity -4, Constitution +4 Intelligence (Becomes 3), Wisdom -2, Charisma -4 Base Attack Bonus Progression: 1/2 Base Saves: All poor. Special Qualities: - Move or Attack only: Crawlers can only move or attack on their initiative, but not both. The only exception is that a Crawler can charge, but it only moves its normal speed instead of twice its normal speed. Natural Attacks Only. Crawlers gain a claw attack dealing slashing damage, and a bite attack dealing piercing damage, each according to the original creature's size (humans gain a 1d4+str claw attack, and a 1d6+str bite). Crawlers cannot use manufactured or improvised weaponry.
Secondary Infection: Any creature dealt damage by a zombie's melee attack must make a fortitude save (DC10+zombie's HD) or become infected a secondary infection. An Infected(1) creature that dies will rise as one of the seven types of zombie in 1d4+1 minutes; whichever zombie is determined using the table at the end of this article. - Cranial Weakness: Sunder checks may be made against a zombie's head as though the attack targets a worn object. The Defense/AC of a zombie's head is equal to 10+4+the zombie's dexterity. A Zombie's head has a number of hitpoints equal to 1/5 of the zombie's normal hitpoints. In addition, zombies suffer additional damage from critical hits as normal creatures (as opposed to how creatures with no constitution score normally function).

- Mob Grapple: The Crawler counts as ½ a combatant in a grapple when grappling with other crawlers. Special: Any creature with 6HD or more cannot become a crawler. If Crawler is rolled on the turning table (haha...), reroll until another type is chosen. Feats: All Zombies gain the Toughness feat. CR: As base creature.

Basilisk Template Basilisks lose all class abilities, skills, and feats they possessed in life. HD: All hit die the base creature possessed turn into D12's. Speed: As base creature -10. Ability Scores: Strength +2, Dexterity -4, Constitution +4, Intelligence -4, Wisdom -2, +4 Charisma Base Attack Bonus Progression: 3/4 Base Saves: Poor Fort, Poor Ref, Good Will.

Secondary Infection: Any creature dealt damage by a zombie's melee attack must make a fortitude save (DC10+zombie's HD) or become infected a secondary infection. but not both. then shaken for the rest of the day . The Defense/AC of a zombie's head is equal to 10+4+the zombie's dexterity. Natural Attacks Only: Basilisks gain a claw attack dealing slashing damage. In addition.Basilisk Gaze: Once per round.Move or Attack only: Basilisks can only move or attack on their initiative.Special Qualities: . This target must make a will save (DC15+Charisma modifier+HD) or become paralyzed for 15+1d6 minutes. . and a slam attack dealing bludgeoning damage. CR: As base creature +3 Berserker Berserkers lose all class abilities. The only exception is that a Basilisk can charge.Cranial Weakness: Sunder checks may be made against a zombie's head as though the attack targets a worn object.Cranial Weakness: Sunder checks may be made against a zombie's head as though the attack targets a worn object. a Basilisk can make a gaze attack against a single target within 30ft. HD: All hit die the base creature possessed turn into D12's.Natural Attacks: Berserkers gain a claw attack dealing slashing damage. +4 Charisma Base Attack Bonus Progression: 1 Base Saves: Good Fort. a Basilisk is utterly indistinguishable from a Crawler. The Defense/AC of a zombie's head is equal to 10+4+the zombie's dexterity. Secondary Infection: Any creature dealt damage by a zombie's melee attack must make a fortitude save (DC10+zombie's HD) or become infected a secondary infection. and a 1d6+str bite). but it only moves its normal speed instead of twice its normal speed. each according to the original creature's size (humans gain a 1d4+str claw attack. A Zombie's . Creature gains 4HD Speed: As base creature +20. . and a 1d6+str slam). Constitution +6. each according to the original creature's size (humans gain a 1d4+str claw attack. Once able to move again. and a bite attack dealing piercing damage. and feats they possessed in life. skills. Intelligence -2.Blend In: Until it uses its gaze attack. Feats: All zombies gain the Toughness feat. Poor Will. whichever zombie is determined using the table at the end of this article. . a bite attack dealing piercing damage. An Infected(1) creature that dies will rise as one of the seven types of zombie in 1d4+1 minutes. a 1d6+str bite. the creature is nauseated for 1 minute. Basilisks cannot use manufactured or improvised weaponry. whichever zombie is determined using the table at the end of this article. Ability Scores: Strength +4. An Infected(1) creature that dies will rise as one of the seven types of zombie in 1d4+1 minutes. Special Qualities: . Good Ref. A Zombie's head has a number of hitpoints equal to 1/5 of the zombie's normal hitpoints. as an attack action. zombies suffer additional damage from critical hits as normal creatures (as opposed to how creatures with no constitution score normally function).

If a creature was already shaken and fails. 11-14=+6. Good Will. berserk. a Berserker may go. Natural Attacks Only: Howlers gain a claw attack dealing slashing damage. (610=+4. causing them to perform in a less than optimal fashion as long as they are near the Berserker. Special Qualities: . Special: Characters under 6HD. but it only moves its normal speed instead of twice its normal speed. reroll until another creature is selected. Wisdom -2. CR: As base creature +7 Howler Template Howlers lose all class abilities. each according to the original creature's size (humans gain a 1d4+str claw attack. skills.. 15-18=+8..Cranial Weakness: Sunder checks may be made against a zombie's head as though the attack targets a worn object. In addition.. Secondary Infection: Any creature dealt damage by a zombie's melee attack must make a fortitude save (DC10+zombie's HD) or become infected a secondary infection. When a berserker comes within 30ft of a creature. An Infected(1) creature that dies will rise as one of the seven types of zombie in 1d4+1 minutes. zombies . +6 Charisma Base Attack Bonus Progression: 3/4 Base Saves: Poor Fort. 19-20=Why are you fighting a 20th level berserker? You poor.. When it does. Beserkers also gain the Run feat. and characters with a Constitution score of less than 10 cannot become Berserkers.Frightful Presence: Berserker's inspire fear in all living beings. Speed: As base creature -10. that creature must make a will save (DC=5+HD+Charisma modifier) or become shaken. Feats: All zombies gain the Toughness feat. This ability can only apply once per battle per creature. and feats they possessed in life.Move or Attack only: Howlers can only move or attack on their initiative. it becomes frightened. A Zombie's head has a number of hitpoints equal to 1/5 of the zombie's normal hitpoints. and a 1d6+str bite). The Defense/AC of a zombie's head is equal to 10+4+the zombie's dexterity. it gains a bonus to strength and constitution depending on its HD. Intelligence -4.. Ability Scores: Strength +2.. zombies suffer additional damage from critical hits as normal creatures (as opposed to how creatures with no constitution score normally function).) for a number of rounds equal to its constitution modifier. .Berserker Rage: A number of times per day equal to ¼ its HD. insane person. HD: All hit die the base creature possessed turn into D12's. . Constitution +4. Howlers cannot use manufactured or improvised weaponry. In addition. Poor Ref. and a bite attack dealing piercing damage. The only exception is that a Howler can charge. whichever zombie is determined using the table at the end of this article. If Berserker is rolled on the turning table. Dexterity -4. .head has a number of hitpoints equal to 1/5 of the zombie's normal hitpoints. well. but not both.

Feats: All zombies gain the Toughness feat. . Ability Scores: Strength +2. Jump. It cannot gain less than 1 skill point per level. Dexterity +4. Wisdom +4 Charisma 4 Base Attack Bonus Progression: 1 Base Saves: Good Fort. HD: All hit die the base creature possessed turn into D12's. it gains a +4 to the Survival check. It cannot gain less than 1 skill point per level. Whenever a Hunter tracks a creature while using its scent. .Cranial Weakness: Sunder checks may be made against a zombie's head as though the attack targets a worn object. Constitution +4. A Zombie's head has a number of hitpoints equal to 1/5 of the zombie's normal hitpoints. . Skills: A Berserker gains 2 skill points. plus any skill points granted by its intelligence modifier. An Infected(1) creature that dies will rise as one of the seven types of zombie in 1d4+1 minutes.Natural Attacks: Hunters gain a claw attack dealing slashing damage. plus any skill points granted by its intelligence modifier. Good Ref. Intelligence -4. and feats they possessed in life. and Survival. Bluff. Spot. whichever zombie is determined using the table at the end of this article. shift its range upwind 15ft) . Creatures within 20ft who fail the save become nauseated. In addition. zombies suffer additional damage from critical hits as normal creatures (as opposed to how creatures with no constitution score normally function). a bite attack dealing piercing damage. Speed: As base creature +10. Feats: All zombies gain the Toughness feat. Secondary Infection: Any creature dealt damage by a zombie's melee attack must make a fortitude save (DC10+zombie's HD) or become infected a secondary infection. and a slam attack dealing bludgeoning damage. Special Qualities: . Skills: A Hunter gains 2 skill points. Hunters also gain the Track feat. This special attack can be used once every 3+1d4 rounds.Pounce: A hunter can make a full-round attack at the end of a charge. Intimidate. The Defense/AC of a zombie's head is equal to 10+4+the zombie's dexterity. Poor Will. .suffer additional damage from critical hits as normal creatures (as opposed to how creatures with no constitution score normally function). Listen.Howler's Cry: As a full-round action. CR: As base creature +3 Hunter Hunters lose all class abilities. it can spend a full-round action to become aware of all creatures within 30ft of itself (in still air. skills. each according to the original creature's size (humans gain a 1d4+str claw attack. Creatures within 30ft must make a fortitude save (DC=10+HD+Charisma modifier) or become shaken. a Howler can emit a deadly sonic wave. and a 1d6+str slam). Its class skills are as follows: Balance. Creatures within 10ft take 1d4x(HD) sonic damage (which is halved if they successfully saved). In addition. a 1d6+str bite. If there is wind. Climb.Scent: A Hunter can track creatures by scent. .

Spot. Listen. Move Silently. Speed: As base creature -10. and feats they possessed in life. plus any skill points granted by its intelligence modifier.Natural Attacks: Mercies gain a claw attack dealing slashing damage. Intelligence -4. Spot.Its class skills are as follows: Balance. It cannot gain less than 1 skill point per level. and a 1d6+str slam). Dexterity +2. Feats: All zombies gain the Toughness feat. HD: All hit die the base creature possessed turn into D12's. a 1d6+str bite. Treat Injury (only used to classify targets). Wisdom +2. and Survival. An Infected(1) creature that dies will rise as one of the seven types of zombie in 1d4+1 minutes. Skills: A Mercy gains 2 skill points. Good Ref. a bite attack dealing piercing damage. In addition. Mercies also gain the Track feat and the Improved Grappling feat. zombies suffer additional damage from critical hits as normal creatures (as opposed to how creatures with no constitution score normally function). Its class skills are as follows: Climb. Ability Scores: Strength +8. Jump. each according to the original creature's size (humans gain two 1d4+str claw attacks. A Zombie's head has a number of hitpoints equal to 1/5 of the zombie's normal hitpoints.Detect Illness: A Mercy instinctively knows the direction of the nearest dying creature. . HD: All hit die the base creature possessed turn into D12's. and a slam attack dealing bludgeoning damage. skills. Good Will. . Speed: As base creature -10. and Survival. Secondary Infection: Any creature dealt damage by a zombie's melee attack must make a fortitude save (DC10+zombie's HD) or become infected a secondary infection.Cranial Weakness: Sunder checks may be made against a zombie's head as though the attack targets a worn object. -6 Charisma Base Attack Bonus Progression: 3/4 . Special Qualities: . skills. and feats they possessed in life. Constitution +4. Constitution +4. whichever zombie is determined using the table at the end of this article. Ability Scores: Strength +2. CR: As base creature +4 Mercy Mercies lose all class abilities. Climb. Hide. Listen. Intelligence -4. Wisdom -2. -2 Charisma Base Attack Bonus Progression: 1 Base Saves: Poor Fort. CR: As base creature +4 Spitter template Spitters lose all class abilities. The Defense/AC of a zombie's head is equal to 10+4+the zombie's dexterity.

CR: As base creature +3 Turning Table Below is the table used to determine what type of zombie an infected character becomes after death Roll a D% to determine which type.Special Qualities: .100. a Spitter difficult to distinguish from a Crawler. An Infected(1) creature that dies will rise as one of the seven types of zombie in 1d4+1 minutes. This attack can infect a creature as though the Spitter has bitten it.80-83% Howler . but not both.88-91% Hunter . a Spitter can make attempt to drench a creature within 10ft of it in its digestive fluids. Acidic Douse: Once every 1d4 rounds. All spot checks against a Spitter in crowd of Crawlers take a -4. Acidic Shot: Once every 1d4 rounds.96-99% Berserker . a Spitter can fire a short burst of bile with a range increment of 20ft. In addition.84-87% Spitter . This is a ranged touch attack. whichever zombie is determined using the table at the end of this article.Lesser Blend In: Until it spits. The only exception is that a Spitter can charge. zombies suffer additional damage from critical hits as normal creatures (as opposed to how creatures with no constitution score normally function). and a bite attack dealing piercing damage. Secondary Infection: Any creature dealt damage by a zombie's melee attack must make a fortitude save (DC10+zombie's HD) or become infected a secondary infection. and a 1d6+str bite). This attack deals 10d6 acid damage upon a successful hit. Natural Attacks Only: Spitters gain a claw attack dealing slashing damage. and deals 2d6 acid damage upon a successful hit.92-95% Mercy .Move or Attack only: Spitters can only move or attack on their initiative. Crawler . This attack can infect a creature as though the Spitter has bitten it. The Defense/AC of a zombie's head is equal to 10+4+the zombie's dexterity. A Zombie's head has a number of hitpoints equal to 1/5 of the zombie's normal hitpoints.Cranial Weakness: Sunder checks may be made against a zombie's head as though the attack targets a worn object. . each according to the original creature's size (humans gain two 1d4+str claw attacks.00% . . Spitters cannot use manufactured or improvised weaponry. but it only moves its normal speed instead of twice its normal speed. Feats: All zombies gain the Toughness feat.1%-79% Basilisk .

huh? Evil ideas below.Aging. see new equipment) + class bonus The difference between a ex.might not be noticed until an unlucky PC goes scrounging for spare parts. If you only beat the body Defense you only hit the body. The zombie does not get DEX or any dodge bonuses to Defense. can't use the arm for anything strenuous. can't use that hand for anything Legs: -target makes Balance check (DC 15+damage) or falls prone. child’s head and an adult’s head isn’t as big as the body difference) + misc.just glares and snarls and wriggles. one of each for the head and the body. (the zombie might be missing his jaw) You roll attack rolls normally with all the same bonuses. Body (HPb): 5/6 of the original HP (Ex: 20. .it's hanging by one ankle with a dislocated hip. The Traction Cast zombie has more range of motion .) Poison Zombies are immune to all poisons and diseases. Defense The zombie only gains the nonprof. rotting Every 2 months after the zombie has been reanimated it gets 2 points of ability damage to all abilities. -10 Speed penalty. The zombie only gets ½ size (rounded up) and natural armor (rounded up) bonus to the head Defense. Critical hits automatically hit the head and deals damage to the head with all multipliers. HP A weapon deals damage normally to the head and the body but they have different amounts of HP. 2. hospital next. If you beat the head Defense you hit the head. This is only relevant when making old zombies or determining when the zombie threat ends in an isolated area. Defense bonus) + class bonus (The zombie does not get Defense bonus from DEX) Head (Defh): 14 + armor (Helmet. Defense bonus. If the heads HP reaches 0 the zombie dies. So.Iron Lung zombie . No attack unless a PC puts hand in ILZ’s mouth. Body (Defb): 10 + armor (The zombie only gains the nonprof. 1. Split Defense/HP The zombie NPC has two Defense values and two sets of HP. grabbed from the internet. Feet: -target makes Balance check (DC 20+damage) or falls prone. (GMs may want to ignore this rule when running a campaign long time after the zombie invasion. Torso: Normal rules. Neither version can attack effectively. total 24) Head (HPh): 1/6 of the original HP (Ex: 4. total 24) If the body HP reaches 0 the zombie dies.Body Cast zombie . Coup de Graces automatically hit the head and deals damage to the head with all multipliers. or its body is so damaged that it isn’t a threat. 50% chance to drop anything in that hand Hands: target takes -1 Dex penalty. Called shot effect: Head: damage doubled. Arms:-target takes -2 Dex penalty. but both can bite if a PC gets careless. Fun ideas for the dm…. -20 Speed penalty.

Light-bulb-up-butt Fetish zombie .dragging their canes and walkers with 'em. Morgue zombie .kinda like the Body Cast zombie.Car Crash zombie . 11. Maybe the arrow missed the brain or something. 7. Dex -2.. 6. Maybe it looses the machine and heart/lungs and has a big ol' gapin' hole in its chest. Maybe it can get up and drag the cart along with it. The paddles cause 4D6 damage to the first PC struck in a grappling attack.gooey all over. No effects unless autopsy scars are unduly disturbing to one or more PCs. 12. 8.just spins in a circle until it falls out and drags itself toward the Cast Members using only its arms. -2 to first 1D6 attacks – after that time the IV tubes will have been ripped loose. 18. 4.still carrying/towing a fully charged crash cart with those zapper pads for heart attacks. Wheelchair zombie . Morbidly obese zombie.IV Drip zombie . but can still get in the way as well as grab PCs. No effective attack. ah.. May have difficulty moving through doorways as the arrow is a “clothyard shaft” nearly 4’ in length. Speed 10.keeps tripping up on the toe tag. but why not toss a glimmer of hope to the poor PCs now and again? -10 Maximum HP. freeing the zombie from the IV bag rack.has a tube either in the mouth or the other. 16.Burn Victim zombie . No attack if restrained (see 2. Prosthetic limb zombie . 17. well…you figure it out. above). Fear check is appropriate 9. 20. Colostomy zombie . -4 to attack rolls. More than 15 points of damage indicates that the PC has been knocked unconscious for 1D6 minutes. 19.Eye Surgery zombie .Gains additional attack damage (raise to base 1D6) to reflect shards of glass. Candidate-for-stomach-stapling zombie . -5 on attacks if mobile for first 1D3 attacks until heart and lungs rip away. Arrow-in-the-head zombie .Brain Surgery zombie .dragging an IV bag rack by the rubber tubes still connected to its arms. -4 on all attacks due to sensory impairment and physical damage. the paddles could simply induce a heart attack in the first target successfully touched. If the GM is truly evil.sure. -2 to all attack rolls. penalty to attack rolls from prone position.Geezer Zombies . and broken bones protruding from zombie’s skin. 14. Effects of said heart attack are up to the GM but should be disabling to the PC for at least a couple of days. See above.3. 5. .Heart/Lung Machine zombie . Dex -2. but with the gooey parts exposed.. 22. Endoscope zombie .has its own hook for snaring careless PCs. and no overt signs of unusual trauma except for protractors protruding from. but if the zombie succeeds. No attack modifiers. More Geezer zombies . Second case can barely walk because it's dragging the camera along behind it. 21.kinda like the Body Cast zombie. If the zombie is missing a leg instead. First case can't bite.can't turn head to fully utilize bite attack.is smashing up the goodies the PCs would like to get their grubby lil' mits on. 10. metal.can't bite because of the plastic tube still in its mouth and throat. it must crawl as it is unable to balance on its artificial leg.it's not just for Steve Martin anymore. but strapped down instead of incased in plaster. freeing the zombie from the machine anchor. so they have to gum the PCs to death. the scalp is flayed and the brain exposed for easy access.might not be able to move under its own power. Zombie can gain a Piercing attack from its damaged mechanical forearm. 15. maybe whole fingers and pieces of scalp are visible through the bag.bag full of bits of half-chewed interns. -4 on all attacks.kinda walks funny. Intern zombie . Medic Alert bracelets paging long dead technicians ("Help! I've died and I'm getting up!"). In this case. Respirator zombie .lost their false teeth. Gurney zombie . Neck brace zombie . opening. it is immensely strong and can easily pin a PC to a wall or floor beneath it’s bulk. Just snarls and snaps and struggles and glares and stuff. Speed 10. Speed 10.. 13.

Maybe handcuffed to the gurney it’s dragging along. -4 to attacks in either case due to the heavy weight to which the zombie is attached. Medical isotope zombie . when subjected to the T-virus. Face lift zombie .chest/abdomen still open with parts handing out. Augmentation zombie . hemostats and all. Causes radiation poisoning (ala d20 future). Will +1 Abilities: Str 11. 27. Ref +5. 26. Con -. Cerberus Medium T-virus Zombie Hit Dice: 2d10 (20 hp) Initiative: +2 (Dex) Speed: 40 ft.best left to the imagination. Mercury zombie . Interrupted Surgery zombie . 30. The Cerberus are not intentional creations of Umbrella. C-section-gone-awry zombie . Dex and Con loss). Wis 10. Armor Class: 15 (+2 Dex. The Cerberus is a Medium sized creature and gets a +4 to Armor Class if target for a called shot. Special Attacks: Infectious Special Qualities: Zombie Saves: Fort +3. 29.half finished. Horrific 28.tube still embedded in stomach. Looks like Phyllis Diller on a REALLY bad day. Cha 1 Feats: Toughness CR: 1 Sanity Loss: 0/1d4 Zombie: The Cerberus are common dogs that have become infected with the T-virus.inserts are starting to fall out of upper torso. by 5 ft.got into the barium and cesium and now it’s glowing in the dark and emitting high levels of gamma radiation. Int -. it can be killed instantly with a called shot to the head. but PC may suffer additional effects as time passes at the discretion of the GM to reflect mercury poisoning (i. 25.battered and bloodied and still in handcuffs. . 24. turn into mindless zombies following the most primal of instincts… To feed. +3 natural) Attacks: Bite +2 melee Damage: Bite 1d6 Face/Reach: 5 ft./5 ft. and like all T-virus Zombies.23.e. or to the half-eaten decapitated officer it’s dragging behind it. Like humans and other animals the dogs. Lipo-suction zombie . Police Injury zombie . Mouth full of ground glass and mercury.died and kept chewing on the thermometer. Potentially toxic bite. but rather the result of normal dogs being infected with the Tvirus. Bite attack causes normal damage. If hit with a called shot to the head will die instantly as it cannot function without its brain. Dex 14.

Ref +4. Will +2 Abilities: Str 1. Con -. Search +6. (average) Armor Class: 14 (+2 Dex.. fly 40 ft./0 ft. They are fast and deadly carriers of the T-virus that are hard to hit. Despite being zombies like both the Cerberus and humans. Wis 10. Weapon finesse (claws) CR: ½ Sanity Loss: 0/1 Zombie: The Corax are common ravens that have become infected with the T-virus. Special Attacks: Infectious Special Qualities: Zombie Saves: Fort +2. Corvus Corax Tiny T-virus Zombie Hit Dice: d4 (4 hp) Initiative: +2 (Dex) Speed: 10 ft. Spot +13. Dex 15. Int -. but once you hit them. . The Corax is not an intentional creation of Umbrella but. they tend to go down. by 2½ ft. the Corax cannot be instantly killed with a called shot to the head due to its small size. like the Cerberus. a zombie created by an unintentional outbreak of T-virus. Listen +11 Feats: Toughness.The Cerberus are lightning fast and usually hunt in pairs but they also roam alone depending on the situation. Cha 1 Skills: Jump +9. +2 size) Attacks: Claws +4 melee Damage: Claws 1d3 Face/Reach: 2½ ft.

tongue 2d8+5 Face/Reach: 10 ft. Ref +9. alertness.Licker Medium T-virus BOW Hit Dice: 5d12+14 (74 hp) Initiative: +4 (Dex) Speed: 40 ft. Dex 19./15 ft. Will +3 Abilities: Str 19. The licker is created by injecting the T-virus directly into an already infected human. Special Attacks: Infectious Special Qualities: Spider climb. Int 3. regenerate Saves: Fort +6. AC: 18 (+4 Dex. by 10 ft. Cha 7 Feats: Lightning reflexes. Wis 11. +4 natural) Attacks: 2 Claws +7 melee. tongue +12 melee Damage: Claw 1d4+8. Con 14. CR: 6 Sanity Loss: 1/d4 Spider climb: The licker can climb any surface by digging its massive claws deep into almost any surface. They are one of the most favored of the BOW projects as they are somewhat controllable and with their chest piercing tongue they are extremely deadly .

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/5 ft. the spider is one of those creatures that grow to huge sizes when subjected to the T-virus. Con 12.Spiders Medium T-virus mutation Hit Dice: 2d8+2 (18 hp) Initiative: +3 (Dex) Speed: 30 ft. Dex 17. Though the spiders are weak and easily killed. Spot +8 Feats: Weapon finesse (bite) CR: 2 Sanity Loss: 1/d4 Like the moth. Will +0 Abilities: Str 11. As their size increases so does the lethalness of their poison. Special Attacks: Infectious Special Qualities: None Saves: Fort +4. Wis 10. Hide +10. Cha 2 Skills: Climb +12. Jump +6. . by 5 ft. +1 natural) Attacks: Bite +4 melee Damage: Bite 1d6 poison Face/Reach: 5 ft.. climb 20 ft. Int -. they are very dangerous when they get up close. AC: 14 (+3 Dex. Ref +3.

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