Zombie, Yellow Musk; CR: 2; XP: 600; Align: N; Medium plant
Init: -1; Senses: darkvision 60 ft.; Perception +6
DEFENSE: AC: 17; TAC: 9; FFAC: 17 (+6 armor, -1 Dex, +2 natural); HD: 3d8+6; HP: 19; Saves: For: +5, Ref: +2, Will: +1; Immune plant traits;
OFFENSE: Speed: 20 ft.; Melee: longsword +5 (1d8+3/19-20) or slam +5 (1d6+4); Space: ; Reach: ; Special Attacks: ; Spell-Like Abilities: (CL );
Statistics: Str: 16; Dex: 8; Con: 14; Int: 2; Wis: 10; Cha: 1; BAB: +2; CMB: +5; CMD: 14
Feats:
Skills: Plant: (2+Int/HD) Perception (W)(c) +6, Stealth (D)(c)
Plant Traits: (Low-light vision, Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), Immunity to paralysis, poison, polymorph, sleep effects, and stunning, Proficient with its natural weapons only, Not proficient with armor, Plants breathe and eat, but do not sleep.)
Special Abilities:
Link to Creator (Ex): A yellow musk zombie is linked to the yellow musk creeper that created it and can never move more than 200 feet from it.
Sprout New Creeper (Ex): After about 2 months of service to a yellow musk creeper, the yellow musk zombie wanders up to 1 mile away from its creator (the link to creator is broken) and dies. Where it falls, new yellow musk seedlings sprout from its head and the corpse, take root, and within one hour, a new fully grown yellow musk creeper blossoms.
Languages:
Special Qualities: link to creator, sprout new creeper
Environment: temperate land and underground
Organization: solitary or patch (2–5 yellow musk zombies and 1 yellow musk creeper)
Treasure: gear (chainmail, longsword)
"This shambling corpse has pale yellow skin and stark white eyes. Its clothes hang in tatters around its decaying form."