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Nano-Zombie

Nano-Zombie CR 1/2

XP 200 NE Medium undead (technological)
Init +0; Senses darkvision 60 ft., Perception +0

DEFENSE

HP 24
EAC 12; KAC 14
Fort +0; Ref +0; Will +3
DR 5/slashing; Immunities undead traits
Weaknesses staggered (can perform only a single move action or standard action each round)

OFFENSE

Speed 30 ft.
Melee +1 slam (1d12+4)
Ranged none

STATISTICS

Str +4; Dex +0; Con —; Int —; Wis +0; Cha +0
Languages none
Noncombat Abilities unliving
Gear none

SPECIAL ABILITIES

Nanite Repair (Ex)

A nano-zombie’s nanites heal it, restoring a 5 Hit Points per hour. Once per day as a full action, a nanoswarm can restore 1d8 Hit Points to itself or any construct touched with the technological subtype.

Create Spawn (Ex)

An uncontrolled nano-zombie will “dust” a corpse with its nanites if not engaged in combat. In 1d4 minutes the corpse will rise with the same zombie template nano-zombie.

ECOLOGY

Environment any
Organization any

Unlike a typical zombie, the flesh of a nano-zombie has stopped rotting. From a distance, it might even appear alive were it not for the faint blue glow given off by the nanites actively repairing and animating the corpse.

Nano-zombies are created by “dusting” a corpse with zombie dust, a nanocolony which allows the corpse to be reanimated and controlled by a computer. When nano-zombies are encountered, they will either be controlled or uncontrolled. Uncontrolled zombies are arguably more dangerous because they actively work towards creating additional corpses to use their “dust” ability on.

Section 15: Copyright Notice

Gravity Age: Creature Update 00, © 2017 STROH HAMMER; Authors: Jason Stroh