Zuvembie
System: Pathfinder | SRD
Zuvembie
CR 4
NE
Undead
Medium
Init +2
;
Senses darkvision 60 ft.; Perception +10
Defense
AC 15, touch 13, flat-footed 12 (+2 Dex, +1 dodge, +2 natural)
hp 37 (5d8+15)
Fort +3
Ref +3
Will +6
DR 5/piercing
Immune cold, undead traits
Offense
Speed 30 ft.
Melee battleaxe +4 (1d8+1/×3), claw -1 (1d4) or 2 claws +4 (1d4+1)
Special Attacks corpse call (DC 16)
CMB +4
CMD 17
Statistics
Str 13,
Dex 14,
Con -,
Int 11,
Wis 14,
Cha 15
Base Atk +3
Feats Ability Focus (corpse call), Dodge, Toughness
Skills Bluff +7, Knowledge (arcana) +8, Perception +10, Stealth +14
Languages Common (can't speak)
Special Abilities
Corpse Call (Su) Zuvembies cannot speak, but their strange calls and whistles captivate the minds of those who hear them. Once per day, a zuvembie may call out, and all living creatures with an Intelligence score of 3 or higher within a 100-foot spread must succeed at a DC 16 Will save or move toward the zuvembie using the most direct means possible. If this path leads them into a dangerous area such as through fire or off a cliff, the creatures receive a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the zuvembie simply stands and offers no resistance to the zuvembie's attacks. This effect continues for as long as the zuvembie continues its call as a standard action each round. This is a sonic mind-affecting charm effect, and has no effect on deaf creatures. The save DC is Charisma-based.
This withered old corpse has a feral glint in her eyes and clasps a rusty axe in her yellow-nailed hands.