pistol shrimp are intelligent?
EPIC ZOMBIE
Epic Zombie is an Acquired Template that can be added to any living corporeal creature of at least 21 Hit Dice that has a skeletal system.
Size and Type: Size is unchanged, Type changes to Undead. Subtypes except Alignment or species (such as Goblinoid or Reptilian) are retained.
Hit Dice: All current and Future Hit Dice become d12's.
Speed: Unchanged.
Armor Class: The Epic Zombie gets a Natural Armor Bonus equal to it's Hit Dice, and a Profane Bonus to AC equal to half that mount.
Attacks: The Epic Zombies BAB is now equal to it's Hit Dice, if it wasn't already
Damage: Epic Zombies who have no Natural Attacks gain a Slam Attack whose damage depends on their size:
Fine: 1 pt.
Diminutive: 1d2
Tiny: 1d3
Small: 1d4
Medium: 1d6
Large: 1d8
Huge: 2d6
Gargantuan: 2d8
Colossal: 4d6
Special Attacks: The Epic Zombie keeps all Special Attack and Class Abilities except Spells and Spell-Like Abilities. Any Class Ability formerly based on Int or Charisma now gets a +4 Racial Modifier instead. For example if an ability had a Save DC of 10 + 1/2 HD + Cha Mod, it is now 10 + 1/2 HD +4. If the ability normally gets you a Bonus of some sort equal to your Int or Cha Mod you now have a +4. It also gains the following:
Terrifying Appearance (Su): Any living being within 60' of the Epic Zombie must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular Epic Zombies Terrifying Appearance for 24 hours.
Infectious Bite (Su): Any creature bitten by the Epic Zombie must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus 4) or contract Mummy Rot. Unlike normal if the opponent dies it becomes a Zombie (or an Epic Zombie if it qualifies for this template).
To Me Mah Mindless Companions!(Ex): All Mindless Undead willingly defend the Epic Zombie if they are within 120', and will willingly sacrifice themselves to save it by interposing themselves between it and any enemies.
Improved Grab (Ex): If the Epic Zombie hits with it's Primary Natural Attack (usually it's Slam) it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.
Constrict (Ex): If the Epic Zombie has a Primary Natural Attack, it does double that damage (plus double it's Strength Modifier) with a successful Grapple Check. Otherwise it does double it's normal Slam damage.
Former Caster (Ex): If the Base Creature had the ability to cast spells, and lost it because of this Template, it gains a Deflection Bonus to Armor Class equal to half it's Hit Dice, and an Enhancement Bonus to all Attack and Damage rolls equal to half it's Hit Dice. It also increases it's Spell Resistance by +5.
Special Qualities: The Epic Zombie keeps all Special Attack and Class Abilities. Any Class Ability formerly based on Int or Charisma now gets a +4 Racial Modifier instead. It also gains the following:
Turn Immunity (Ex):You are Immune to Turn/Rebuke Undead attempts.
Unnatural Aura (Su): Animals will not come within 100' of an Epic Zombie, and Panic if forced to do so (they remain Panicked so long as the Epic Zombie is within Range).
Lifesense (Ex): Epic Zombies may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.
Spell Resistance (Ex): The Epic Zombie gains Spell Resistance equal to 14 plus half its hit Dice.
Damage Reduction (Ex): Gains Damage Reduction 15/Slashing and Epic.
Regeneration (Ex): Epic Zombies gain Regeneration 5. Fire does normal damage to an Epic Zombie.
Unnatural Vitality (Ex): The Epic Zombie gains Maximum hit points per hit die.
Negative Energy Aura (Ex): All Undead within 60' of an Epic Zombie gain Turn Immunity.
Saves: Unchanged.
Abilities: -2 Dex. It has no Int or Con score. Strength increases by an amount equal to Hit Dice (i.e. if it has 22 Hit Dice it gets +22 Str). Charisma drops to 1.
Skills: Unlike other Mindless creatures Epic Zombies retain some skill. They keep all ranks in the following skills (but cannot add more ranks with further Hit Dice or Levels): Climb, Hide, Jump, Listen, Move Silently, Spot, and Swim.
Feats: Epic Zombies retain all Feats, but do not get more Feats with further Hit Dice or Levels.
Environment: Any Land or Underground
Organization: Unchanged, usually Solitary
Challenge Rating: +4 (+5 if former Spellcaster)
Treasure: None, but if the Base Creature was wearing or carrying any magical items it still has them (though most likely it can't use them)
Alignment: Always Neutral or Chaotic Evil
Advancement: An Epic Zombie can keep gaining Hit Dice up to double the Base Creatures. If the Base Creature advances by Class Level the Zombie may possibly advance by Character Levels (see above).
Level Adjustment: +9 (+10 if former Spellcaster)
"Bert...there's something different about this one..."
There are few Epic Zombies in the world. Necromancers love the idea, but they tend to create zombie plagues, and thus quickly drawing unwanted attention. They make great shock troops for the undead horde though, so expect to keep seeing them.
Really Dead Bob (21st Level Barbarian)
Medium Undead.
Hit Dice: 21d12 (252 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 41 (+21 Natural, +10 Profane), touch 20, flat-footed 41
Armor Class (Raging): 39 (-2 Rage, +21 Natural, +10 Profane), touch 18, flat-footed 39
Base Attack/Grapple: +21/+36
Attack: Slam +36 melee (1d6+15) or by Weapon +36 melee
Full Attack: 2 Slams +36 melee (1d6+15) or by Weapon +36/+31/+26/+21 melee
Attack (Raging): Slam +40 melee (1d6+19) or by Weapon +40 melee
Full Attack (Raging): 2 Slams +40 melee (1d6+19) or by Weapon +40/+35/+30/+25 melee
Space/Reach: 5 ft./5 ft.
Special Attacks: Mighty Rage 8/day, Tireless Rage, Terrifying Appearance (DC 24), Infectious Bite (DC 24), To Me Mah Mindless Companions!, Improved Grab, Constrict (2d6+30)
Special Qualities: DR 5/-, Trap Sense +6, Indomitable Will, Uncanny Dodge, Improved Uncanny Dodge, Turn Immunity, Unnatural Aura, Lifesense, SR 24, DR 15/Epic and Slashing, Unnatural Vitality, Regeneration 5, Negative Energy Aura
Saves: Fort +14, Ref +6, Will +7 (+11 Rage)
Abilities: Str 41 (49 Rage), Dex 11, Con -, Int -, Wis 12, Cha 1
Skills: Climb +25, Jump +27, Listen +11, Swim +25
Feats: Extra Rage, Greater Powerful Charge, Great Fortitude, Improved Initiative, Instantaneous Rage, Mad Foam Rager, Powerful Charge, Reckless Charge
Environment: Any Land or Underground
Organization: Solitary
Challenge Rating: 25
Treasure: None
Alignment: Chaotic Evil
Advancement: By Class Levels
Level Adjustment: +9