Yellow Musk Zombie Orc* (CR 1/2)
Alignment: Always neutral
Initiative: +0; Senses: darkvision 60 ft.
AC: 15 (+2 natural, +3 studded leather armor), touch 10, flat-footed 15
Hit Dice: 1d8 (4 hp)
Fort +2, Ref +0, Will -1
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +3
Attack: Heavy flail +3 melee, or javelin +1 ranged
Full Attack: Heavy flail +3 melee, or javelin +1 ranged
Damage: Heavy flail 1d10+3/19-20, javelin 1d6+2
Special Attacks/Actions: -
Abilities: Str 15, Dex 10, Con 11, Int 2, Wis 8, Cha 8
Special Qualities: Creeper loyalty, deadened mind, light sensitivity, plant traits, seeded
Climate/Terrain: Any land and underground
Organization: Solitary or gang (2-8)
Yellow musk zombies are not zombies at all, though their low groans, sickly yellow skin, and vacant stares lead many to believe they are undead. Rather, the wretched creatures are all that remains of victims of the deadly yellow musk creeper. During their thankfully brief lives, yellow musk zombies do everything within their power to protect and support the plant that spawned them.
Outwardly, a yellow musk zombie orc resembles a normal member of its species except for its hollow, dead eyes and pallid, jaundiced skin. It has another important distinction that cannot be seen with the naked eye: When the yellow musk creeper responsible for its transformation devours a creature's brain, it leaves a fleshy seed within the creature's head that slowly germinates over a period of two months.
The mindless zombies are not truly evil, though their unswerving loyalty to their progenitor makes them determined and deadly opponents. A yellow musk zombie retains a vestige of intelligence, although it is incapable of using abilities or skills requiring special training or knowledge (including most class abilities or any tool or device more complicated than a weapon).
This is a sample creature derived from a Template.