Braaaaaaains!
It’s still Zombie Week here at Necromancers of Northwest, a weeklong tribute to our favorite undead monster (after vampires, of course). Now I know what you’re thinking: zombies don’t get feats, right? Well, yes, that’s technically true, but today I’ve created a number of feats which you can give to zombies as a bonus feat instead of toughness. You have my permission, no worries.
And for those of you who are interested in digging around in The Crypt, we have some cool feats from years ago in a From the Workshop, which allow you to play as an intelligent zombie that can have feats.
Burst of Speed (Zombie)
Unlike a normal zombie, this undead monstrosity is capable of bouts of incredible agility, making it a dangerous foe in combat
Prerequisite: Zombie.
Benefits: As a free action, you can gain a burst of speed. While under this effect, you lose the staggered special quality and gain a +2 bonus to Strength and Dexterity. At the end of the burst of speed, you suffer a -2 penalty to your Strength and Dexterity score due to overtaxed muscles. Most zombies use this ability immediately upon entering combat. This ability lasts for a number of rounds equal to twice your Hit Dice, and you must wait at least one hour after using this ability before you can use it again.
Dread Splatter (Zombie)
This rotted corpse seems filled with blood and pus which roils under the surface, giving the impression that it may explode in a shower of blood and gore at any time.
Prerequisite: Zombie.
Benefits: Whenever you are reduced to 0 hit points, you explode in a shower of bone and gore that deals 1d6 points of damage per two Hit Dice you possess to each creature within your reach. A successful Reflex save (DC 10 + 1/2 your Hit Dice + your Strength modifier) reduces the damage by half.
Negative Energy Empowered (Zombie)
These zombies are able to use negative energy channeled into them to deal additional damage.
Prerequisite: Zombie.
Benefits: Whenever you recover hit points as a result of a cleric (or similar character) channeling negative energy, you gain a +2 morale bonus on attack and damage rolls for a number of rounds equal to your Hit Dice.
Rise Again (Zombie)
This foul undead creature just won’t stay dead. Upon being slain, he rises again even, more powerful than before.
Prerequisite: Zombie.
Benefits: Whenever you are reduced to 0 hit points, there is a 50% chance that instead of being destroyed, you are rendered inert for 1d4 rounds, after which you are restored to 1/2 your maximum hit points and lose the staggered special ability. For each time that this ability is used beyond the first within a one-week period, the chance of not being destroyed decreases by 15% (to a minimum of 0%).
Semblance of Life (Zombie)
This particular zombie doesn’t appear outwardly to be undead at all, but rather appears vital and life-like, even capable of making intelligent speech.
Prerequisite: Zombie.
Benefits: You appear as you did when you were alive and maintain normal skin color and rhythmic breathing. Characters attempting to identify you as an undead creature suffer a – 10 penalty on Knowledge (religion) checks made to identify you as a zombie. Furthermore, you are capable of intelligent speech (this ability does not grant a mindless zombie the ability to come up with anything intelligent to say, however). Finally, characters must succeed on a DC 30 Perception check to determine that you are not alive.