Awakened Zombie (3.5e Template)
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A sentient and highly dangerous type of zombies.
Ages ago, a Necromancer devised a ritual to create a new type of zombies. The ritual involved the restoration of the original soul back into the body, to grant the created zombie full sentience. Though the ritual succeeded, the Necromancer underestimated the will of the resulting creature, who refused to serve him and escaped. Although the details of the ritual have spread through certain spellcaster circles, to date none has ever managed to assert magical control over an Awakened Zombie.
Awakened Zombies appear as they did in life, except they become very pale, their hair (if have) lacks nearly any color and their entire sclera is black.
Creating an Awakened Zombie
Awakened Zombie is an acquired template that can be applied on any Humanoid/Monstrous Humanoid creature (referred to hereafter as the base creature); an Awakened Zombie uses all the base creature's statistics, abilities and special abilities, except as noted here.
Size and Type: The creature's type changes to Undead. They gain the subtypes Augmented and unliving. Don't recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: All current and future racial Hit Dice become d12s.
Speed: Double all the speeds of the base creature. They also receive swimming speed and climbing speed both equal to half their land speed.
Armor Class: The base creature's natural armor bonus improves by +6. Awakened Zombie are far tougher than the base creatures and aren't as easy to damage.
Attack: An Awakened Zombie retains all the attacks of the base creature, and gains a slam attack. Their natural weapons as well as unarmed attacks deal damage as though they were 1 size category larger than they actually are, and are treated as magical weapons for the purpose of overcoming DR.
Full Attack: An Awakened Zombie fighting without weapons would use its slam attack and unarmed attacks, as well as any natural weapons it may has (see above).
Special Qualities: An Awakened Zombie retains all the special qualities of the base creature, and also receives those described below.
Undead Immortality (Ex): Being undead, Awakened Zombies don't age. They can persist indefinitely without any sustenance or oxygen. Awakened Zombies don't require physical rest and can't get tired due to physical activity, however do require a few hours of sleep here and there; if they remain awake for more than several consecutive days, they begin to suffer from increasingly severe hallucinations.
Superior Darkvision: Awakened Zombies possess keen night vision; they can see in dim illumination as if it were bright light, and in complete darkness as if it were a dim light.
Damage Reduction (Ex): Due to their undead nature, Awakened Zombies aren't actually harmed by injuries they sustain; However, they aren't completely invulnerable and can still be damaged by sufficient force, or by magical effects. Awakened Zombies have damage reduction 20/epic (+6) or magic.
Healing Factor (Ex): Awakened Zombies possess a very potent healing factor; they have regeneration 10/magic and fast healing 1, and restore 1 lost ability point per round and 1 drained ability point per minute. They can also regrow internal organs and small extremal appendages (such as fingers). Though unable to regrow entire limbs, these can be instantly reattached if are held to the stump.
Resistances (Ex): Awakened Zombies have resistance 20 to all elements; they also gain an additional +4 bonus against mind-affecting effects.
Immunities (Ex): Awakened Zombies are immune to transmutation effects and unholy damage. Also, Awakened Zombies cannot be turned or controlled.
Abilities: +12 Strength, +8 Dexterity, +14 Constitution, +2 Intelligence, +6 Wisdom, +2 Charisma
Skills: Awakened Zombies receive a +6 bonus on all Athletics, Bluff, Hide, Listen, Move Silently, Search, Sense Motive and Spot checks, and base saving throw bonuses of Fort +3, Ref +4 and Will +4.
Feats: Awakened Zombies gain Alertness, Dodge, Endurance, Improved Initiative, Iron Will, Lightning Reflexes, Mobility and Two-Weapon Fighting, even if the base creature doesn't meet the prerequisites.
Environment: Any, usually same as base creature.
Organization: Due to their bizarre appearance and undead nature, Awakened Zombies tend to be outcast from most societies. They often get along with others of their kind.
Challenge Rating: +12. Awakened Zombies are immune to being turned or controlled and can endure nearly all injuries and damage without succumbing to them, making them highly dangerous.
Treasure: Between 1/2 the usual and the usual for the base creature.
Alignment: Any. Awakened Zombies normally retain the mindset and morality they had in life.
Advancement: By character class or HD, whichever is quicker.
Level Adjustment: +8.