Husk Zombie

Level 2
Creature· evilMediumLegacy
AC
17
HP
55
Speed
25 ft.
Perception
+5
Fort
+7
Ref
+9
Will
+7
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Weaknesses vitality 5, slashing 5
Languages common, necril
Senses darkvision
Skills athletics +8, stealth +7, deception +6, intimidation +6
Recall Knowledge DC 16 (religion)

Attacks

Melee Shortsword +11 (agile, versatile-s), Damage 1d6+4 piercing
Melee Fist +11 (agile, unarmed), Damage 1d8+4 bludgeoning

Abilities

Slow

A husk zombie is permanently Slowed 1 and can't use reactions.

Void Healing
Sneak Attack

The husk zombie deals an additional 1d6 precision damage to Off-Guard creatures.

Sudden Surge

Trigger The husk zombie's turn begins


Effect The husk zombie has a sudden burst of speed. They are Quickened this turn and can use the extra action only to Stride or Strike. If the husk zombie's first action this turn is a melee Strike, the target is Off-Guard against the attack.

The husk zombie can't use Sudden Surge again until after they spend at least 10 minutes standing motionless.

Rather than allow a body to rot, some necromancers attempt to dry-cure the corpse to prevent further deterioration. Combined with special reagents, this process can preserve a rudimentary form of intelligence, allowing husk zombies to act more like predators than their mindless kin. Most husk zombies have no memories of their prior lives, though some keep trinkets from that time, oblivious as to why they value such items. A rare few husk zombies retain most of their former knowledge, though they tend to have gaps in their memory.


Simple to create and varied in purpose, these shambling undead are often used for their strength and endless stamina to conduct boring, repetitive tasks.