
toxicpie |

Zombie Boar CR 1
XP 400
NE Medium animal
Init +0; Senses darkvision, scent; Perception +6
DEFENSE
AC 16, touch 10, flat-footed 14 (+4 natural +2)
hp (3d8)
Fort +1, Ref +1, Will +3
Defensive Abilities DR5/slashing
OFFENSE
Speed 40 ft.
Melee gore +6 (1d8+5), slam +6 (1d6+5)
STATISTICS
Str 19, Dex 8, Con -, Int -, Wis 10, Cha 10
Base Atk +2; CMB +6; CMD 15
Feats Toughness
Skills Perception +6
Pretty sure I applied every aspect correctly, but all the stats seem to high for a CR1 monster. :/ Sorry, I know this is a massive pain, but I've never really added templates before (first session, first-time GM) and I'm really unsure if I've done it right or not. Any reassurance or corrections and pointers would be really really appreciated. Thanks for reading! :)))

Drejk |

AC is wrong - it should be 11: zombie template natural armor bonus isn't addition to existing natural bonus, it replaces the base creature natural armor making its +2 natural armor bonus and -1 penalty for Dex 8.
Initiative is -1, Reflex save is +0 (+1 base, -1 Dex).
The damage should be 1d8+4 (zombie boar has two natural attacks despite not being able of using them in single round).
I think that permanent staggered condition preventing it from moving and attacking (except for standard action charge) or using both attacks balances the creature. It can one-hit drop down most 1st level characters but fourth level party of 1st level characters should be able to deal with it.
Oh, and it's Perception total is +0 (Wisdom modifier of 0, as mindless creature it does not get any skill ranks, and without 1+ rank in a skill it does not get class skill bonus).

j b 200 |

all the stats check out.
Also if you check the Monster Stats by CR table, the numbers all look good. Hp 15, attacks are a little high, but saves are bad and they're staggered so they can move or attack each turn not both. Also don't forget that this monster is going to take serious damage from channeled energy and cure spells.
Edit: ninjaed by Drejk

Quantum Steve |

Also, it's type changes to Undead and it loses scent,
Zombie Boar CR 1
XP 400
NE Medium Undead
Init -1; Senses darkvision; Perception +0
DEFENSE
AC 11, touch 9, flat-footed 11 (dex -1 natural +2)
hp 16 (3d8+3)
Fort +1, Ref +0, Will +3
Defensive Abilities DR5/slashing
OFFENSE
Speed 40 ft.
Melee gore +6 (1d8+4), slam +6 (1d6+4)
STATISTICS
Str 19, Dex 8, Con -, Int -, Wis 10, Cha 10
Base Atk +2; CMB +6; CMD 15
Feats Toughness
Special Qualities Staggered

B.O.B.Johnson |
toxicpie wrote:
It's a shame there's no program to apply templates for the lazy GM.Herolab can do this.
While Herolab does do this, you have to be careful using it. It doesn't always apply templates correctly.
For instance, I was generating stat blocks for the undead creatures you can get out of robe of bones (CRB p. 527) and then comparing what I came up with based upon what Herolab said it should be. For both the wolf and heavy horse skeleton, Herolab gave the creatures 2 claw attacks - however, the Skeleton template only gains the claw attacks if the base creature has hands. While I can reason through the wolf getting claw attacks via its front paws, there is just no way that a horse does.
Also, while I don't know if Herolab is correct, but the Ogre Plague Zombie has a natural armor bonus of 8 (+5 ogre, +3 large zombie). Now there seems to be some contention on the boards of whether a zombie template replaces or stacks with existing.
Want to have even more fun with Herolab? If instead of applying the plague zombie template to an Ogre, you give it the skeleton template: the Ogre's natural armor bonus drops to 2.
So apparently the developers of Herolab think that a Skeleton's template replaces natural armor, while a Zombie's template adds to it.
Next try this: import a human zombie or skeleton into Herolab via the Encounter builder - then give it the advanced template: the hp, saves, and Wis/Cha values are all wrong. This is because Herolab blindly sets the Wisdom/Charisma to a flat 10 value. 10 should be the base value not absolute value. If Charisma can't change (according to Herolab) then why does the Bestiary entry for the Zombie template state:
Zombies use their Charisma modifiers to determine bonus hit points (instead of Constitution).
Not to mention the save DC for the Plague Zombie's zombie rot disease is based on its charisma modifier.
Anyway, my point: Herolab can get you most of the way there in applying templates, but it has hidden gotchas.