Yellow Musk Zombie
"Yellow musk zombie" is an acquired template that can be applied to any living creature that would ordinarily have an Intelligence score, and whose physiology includes a brain (referred to hereafter as the base creature). The creature's type becomes plant. It uses all the base creature's statistics and abilities except as noted here.
Hit Dice: Change to d8.
AC: Natural armor increases by +2.
Attacks: A yellow musk zombie retains all the attacks of the base creature. Most yellow musk zombies use the weapons they used before their transformation.
Special Qualities: A yellow musk zombie gains the following special qualities.
Creeper Loyalty (Ex): Yellow musk zombies always act to protect and nurture the yellow musk creeper that created them. They can range no farther than 100 feet from their progenitor for the first two months of their existence.
Thereafter, they wander freely for 1d4 days before dropping dead. Unless cured (see below), a yellow musk zombie automatically dies two days after the death of its patron creeper.
Deadened Mind (Ex): A yellow musk zombie recalls nothing of its previous life and it exists only to serve its parent plant. It cannot make use of class abilities, skills, or feats it previously knew. It also cannot use magic devices, although it can still wield weapons and use armor.
Plant Traits (Ex): A yellow musk zombie is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mind-affecting effects. The creature also has low-light vision.
Seeded (Ex): If a yellow musk zombie dies, the growing seed inside its head takes root and grows in to a yellow musk creeper within 1 hour.
Abilities: Same as the base creature, except that the yellow musk zombie has an Intelligence of 2, and Dexterity and Wisdom change to 10, unless they were already lower.
Skills: A yellow musk zombie has no skills.
Feats: A yellow musk zombie has no feats.
Climate/Terrain: Any land and underground.
Organization: Solitary or gang (2-8).
Treasure: Same as the base creature (although the zombie retains only whatever it was wearing or carrying when transformed).
Alignment: Always neutral.
Curing a Yellow Musk Zombie
A yellow musk zombie's patron plant must be killed before the zombie can be cured of its affliction. Thereafter, a cleric of at least 12th level must cast regenerate or heal upon the character before the implanted seed germinates.
Sample Yellow Musk Zombie: Yellow Musk Zombie Orc.