Perception +5; darkvision
Language Common, Necril
Skills Athletics +8, Deception +6, Intimidation +6, Stealth +7
Str +4, Dex +3, Con +3, Int –1, Wis +1, Cha +0
Items
Slow As
.AC 17; Fort +7, Ref +9, Will +7
HP 55, negative healing (see Ability Glossary); Immunities death effects, disease, paralyzed, poison, unconscious; Weaknesses positive 5, slashing 5
Speed 25 feet
Melee shortsword +11 (agile, versatile S), Damage 1d6+4 piercing
Melee fist +11 (agile), Damage 1d8+4 bludgeoning
Sneak Attack The husk zombie deals an additional 1d6 precision damage to flat-footed creatures.
Sudden Surge Trigger The husk zombie’s turn begins; Effect The husk zombie has a sudden burst of speed. They are quickened this turn and can use the extra action only to Stride or Strike. If the husk zombie’s first action this turn is a melee Strike, the target is flat-footed against the attack. The husk zombie can’t use Sudden Surge again until after they spend at least 10 minutes standing motionless.
Husk Zombie
Rather than allow a body to rot, some necromancers attempt to dry-cure the corpse to prevent further deterioration. Combined with special reagents, this process can preserve a rudimentary form of intelligence, allowing husk zombies to act more like predators than their mindless kin. Most husk zombies have no memories of their prior lives, though some keep trinkets from that time, oblivious as to why they value such items. A rare few husk zombies retain most of their former knowledge, though they tend to have gaps in their memory.