Monsters:
Baby Zombie
 
 
By: Jan Willem v.d. Brink
Type: Undead
Difficulty: CR 1/6
Game: Dungeons & Dragons (D&D)

Small Undead
Hit Dice: 2d12+3 (16 hp)
Initiative: -4 (-4 Dex)
Speed: 10 ft. (2 squares)
AC: 8 (+1 size, -4 Dex, +1 natural), touch 7, flat-footed 8
Base Attack/Grapple: +1/-6
Attack: Slam -1 melee (1d4-3)
Full Attack: Slam -1 melee (1d4-3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Demoralize
Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits
Saves: Fort +0, Ref -4, Will +3
Abilities: Str 5, Dex 3, Con -, Int -, Wis 10, Cha 1
Skills: -
Feats: Toughness
Climate/Terrain: Any
Organisation: Any
Challenge Rating: 1/6
Treasure: None
Alignment: Always neutral evil
Advancement: None
Level Adjustment: -

The sight of a normal zombie, a walking, rotting corpse, is horrible. But when the undead body is that of a baby, it is even worse. The clumsy moving, mindless creature is a mockery of the cute little being it was in life.
A baby zombie follows the instructions of its creator. Due to its lack of intelligence, it can only follow simple, one-line orders.

Combat
A baby zombie is unnaturally strong. It can't walk upright, but it can stand on its legs and hit opponents with its small, but powerful, fists.
Demoralize (Ex): At the mere sight of a baby zombie, the viewer must succeed on a DC 11 Will save or be shaken for 2d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same baby zombie's demoralize ability for 24 hours. The save DC is Constitution-based.
Single Actions Only (Ex): Baby zombies have poor reflexes and can perform only a single move action or attack action each round. A baby zombie can move 10 feet and attack in the same round, but only if it attempts a charge.

Habitat/Ecology
Only the vilest, most despicable necromancers are prepared to animate the corpse of a baby. Most often the weak zombies are not meant to actually defeat any enemies of the necromancer in battle, but to strike fear in the hearts of those who oppose him.

Adventure Seeds
Good/Neutral Party: The PCs are hired to investigate the exhumation of several deceased children from their graves. They find out that a sorceress whose baby-girl passed away a couple of months ago has done this. She has gone mad with grief and is trying to find a way to bring her daughter back to life. The sorceress needed the bodies of other dead children to test her magic. She has killed her husband, blaming him for the death of their child, and uses his animated corpse to dig up dead children. She has not managed to bring a baby back to life with her arcane arts, so when the PCs finally find her, they are confronted with the results of her experiments: baby zombies.

Evil Party: A necromancer wants to know if the baby zombies he created are as terrifying as he thinks. He is afraid that his activities will be discovered if he tests this in the town where he lives, so he hires the PCs to secretly bring his creations to a town far away. They will have to unleash the creatures there, watch what happens, and report back to the necromancer.
Naturally, the townsfolk will not be pleased, and they will try to find out who is responsible for the zombie infestation.

Good/Neutral Party: Same hook as above, except that the PCs are hired by the townsfolk. They have to get rid of the baby zombies first, and then they'll have to find out where the creatures came from.

Licensing:
This material is distributed under the Open Game License Version 1.0a (view a copy of the license). The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License, Version 1.0a: all names. All text in this document is designated as Open Game Content, except the previously claimed Product Identity

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