Zombie Ettin* (CR 6)

Large Undead
Alignment: Always neutral evil
Initiative: -2 (Dex)


AC: 17 (-1 Size, -2 Dex, +7 natural, +3 hide), touch 7, flat-footed 17
Hit Dice: 20d12+3 (133 hp); DR: 5/slashing
Fort +6, Ref +4, Will +12
Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +10; Grapple +10
Attack: Slam +16 melee or greatclub +16 melee
Note: As a DM ruling, feel free to allow the zombie ettin two attacks, one with each greatclub. Zombies can take only partial actions, but you could count these two attacks as one partial action by each half of the ettin.
Full Attack: Slam +16 melee or greatclub +16 melee
Note: As a DM ruling, feel free to allow the zombie ettin two attacks, one with each greatclub. Zombies can take only partial actions, but you could count these two attacks as one partial action by each half of the ettin.
Damage: Slam 1d8+10 or greatclub 1d10+10
Special Attacks/Actions: -
Abilities: Str 25, Dex 6, Con -, Int -, Wis 10, Cha 1
Special Qualities: Undead traits, partial actions only,
Feats: Toughness
Skills: -
Advancement: -
Climate/Terrain: Any land and underground
Organization: Any
Treasure/Possessions: None

Source: Web

Zombies are corpses reanimated through dark and sinister magic. These mindless automatons shamble about, doing their creator's bidding without fear or hesitation.

Zombies are not pleasant to look upon. Drawn from their graves, half decayed and partially consumed by worms, they wear the tattered remains of their burial clothes. A rank odor of death hangs heavy in the air around them.

Because of their litter lack of intelligence, the instructions given to a newly created zombie must be very simple, such as "Kill anyone who enters this room."