
Graylight |
2 people marked this as FAQ candidate. |

I've encountered a bit of confusion regarding the spell "Animate Dead". I've searched through a few related threads, but there seem to be differing opinions of how to interpret the rules regarding natural armor.
So my question is, how do you apply the Natural Armor Bonuses to a newly created zombie or skeleton? Do the "Natural Armor Bonuses" (as listed by base-creature size, on p.250 & p.288 of the Bestiary) REPLACE the natural armor statistic of the base creature entirely, or do I ADD the listed values on top of the base creature's natural armor?*
*Eg. If the base creature had 5 natural armor, and was of medium size, the new undead creature would have a natural armor value of 7

wraithstrike |
1 person marked this as FAQ candidate. |

The template works the same way it did in 3.5. They did change the wording though.
The wording should be "replaces" or "adds to" in order to make things easier. Maybe FAQ'ing this can change that.
Until then Reverse Engineering time. :)
I can't find any zombies to reverse engineer, but the wording does make it seem like the zombies's natural armor replaces the creature which is different from 3.5.

default |

the values replace. The toughness of larger creatures is represented by the extra hit dice and the higher natural armor value than smaller creatures.
You can think of this as the difference between the softness of dead tissue and the unflinching nature of a creature immune to pain
If you want to armor up a particularly tough zombie however, feel free to do so.