Sea Zombie (Drowned One) (CR 3 ()
AC: 12 (-1 Dex, +3 natural,) touch 9, flat-footed 13
Hit Dice: 5d12+3 (35 hp)
Fort +1, Ref +0, Will +5
Speed: 20 ft., swim 30 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple -3
Attack: Slam +6 melee
Full Attack: Slam +6 melee
Damage: Slam 1d6+4 and disease
Special Attacks/Actions: Disease, spells, stench
Abilities: Str 19, Dex 8, Con --, Int 6, Wis 12, Cha 1
Special Qualities: Undead, +2 turn resistance, waterbound, waterlogged
Feats: Power Attack; Toughness
Skills: Hide +5, Listen +8, Move Silently +5, and Spot +8
Advancement: 6-10 HD (Medium), 11-16 HD (Large)
Climate/Terrain: Any ocean
Organization: Gang (2-4), band (5-12), or pack (13-24)
Disease (Ex): Any hit by a drowned one has a 10% chance of causing a gangrenous infection if the victim fails a Fortitude save (DC 20). The effects are the same as for mummy rot, except that the corpse of one who dies from the disease will rapidly putrefy instead of crumbling to dust.
Spells: 50% of drowned ones are priests of Nerull (level 1d4 for spell-casting purposes), casting only harmful spells.
Stench (Ex): Drowned ones emit a nauseating stench of putrefaction which forces everyone within 20' to make a Fortitude save (DC 13). A failed save means that the character suffers a -1 to attack rolls and AC for 2d4 rounds.
Waterbound (Ex): Drowned ones cannot move more than 300' from the water, except in fog.
Waterlogged (Ex): Drowned ones take half damage from fire and double damage from cold and electricity.
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.