Shock Zombies : CR and new abilities


Rules Discussion


Hello, I will need help to add new abilities for a creature as shock zombies.

I want to add arcing strikes and lightning rod.

It loses the undead trait, loses negative healing, loses its weakness to positive damage (vitality now), and gains the construct trait.

What is the new CR ? CR 8 ?

Must I add the unholy trait ?

Thanks for your future answer.


By 'CR' I am hoping that you mean creature level. Otherwise this is being asked in the forums for the wrong edition.

It doesn't look like this is actually going to be a zombie any more if it is losing the undead trait and undead interaction with void/vitality and instead gains the construct trait. This is a new creature that heavily borrows the stats and abilities of a zombie. Which is fine.

Creature level should be based on the values of its stats - its AC, HP, attack bonus, save bonuses, skill bonuses, damage values, and other such things. Not its special abilities that use those values or any traits that the creature has. So if you are using the stats of a level 8 zombie as the base, then the construct 'zombie' you are designing is also level 8. If you use a level 6 zombie as the base, then the new creature would also be level 6. An exception that I can think of in this scenario is HP and weaknesses. Zombies have very high HP and large weaknesses to very common damage types. If you remove the weaknesses, be sure to adjust the HP accordingly to match the table entries for typical stats of that level of creature.

You do not need to add the unholy trait. Especially if this is a construct instead of an undead creature.


For the immunity it should be the immunities most construct have.

GM Core's Creature Building Rules for Construct wrote:
Immunities bleed, death effects, diseased, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; if mindless, add mental

Which shares some similarity with undead immunities due to both not being alive, but they're a lot more for constructs.

And for abilities, in pf2e the creature's level determines what abilities it should have, not the other way around.

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