Zombie Hulk Creature 6
NEHugeMindlessUndeadZombiePathfinder Bestiary (Second Edition), page 341; family: Zombie
These towering horrors are animated from the corpses of monstrosities.
Perception +8; darkvision
Skills Athletics +18
Str +7, Dex –1, Con +4, Int –5, Wis +0, Cha –2
Slow As zombie shambler.
AC 21; Fort +16, Ref +9, Will +12
HP 160, negative healing; Immunities death effects, disease, mental, paralyzed, poison, unconscious; Weaknesses positive 10, slashing 10
Speed 25 feet
Melee ◆ hunk of meat +17 (reach 15 feet), Damage 2d10+9 bludgeoning
Ranged ◆ hunk of meat +9 (thrown 10 feet), Damage 2d10+9 bludgeoning
Ranged ◆ corpse +17 (brutal, range increment 30 feet), Damage 2d6+9 bludgeoning
Corpse Throwing A zombie hulk can throw corpses at foes. While any Medium dead body will do, they sometimes throw zombie shamblers, who take just as much damage from being thrown as the target they hit. A thrown shambler lands prone, but if it’s not destroyed, it can rise and use other actions normally.
Wide Swing ◆ The zombie hulk makes a hunk of meat Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within the Strike’s reach. This attack counts as two attacks for the zombie hulk’s multiple attack penalty.
Trigger The monster is targeted with a thrown rock Strike or a rock would fall on the monster. Effect The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock.
Change Shape ◆ (concentrate, [magical tradition], polymorph, transmutation) The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster’s transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn’t gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Constant Spells A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Constrict ◆ The monster deals the listed amount of damage to any number of creatures grabbed or restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Coven (divination, mental, occult) This monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments (page 6), adjusting their levels accordingly. Coven members can sense other members’ locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well. Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single-action spellcasting activity that has a single verbal component. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-level baleful polymorph spell and all the following spells, which the coven can cast at any level up to 5th: augury, charm, clairaudience, clairvoyance, dream message, illusory disguise, illusory scene, prying eye, and talking corpse. Individual creatures with the coven ability
