Shambling Horror
You reanimate the corpse of a fallen creature as an undead minion under your control. The reanimated creature is an undead skeleton or zombie. Choose a skeleton or zombie stat block of the same size as the original creature and of a level no higher than the creature's original level. The shambling horror keeps Speeds it had in life, as well as melee Strikes that deal only physical damage. These attacks use the highest attack modifier from the skeleton or zombie you choose. Some of the skeleton's or zombie's abilities might not make sense for the shambling horror, and some abilities the creature had in life might not persist in undeath; the GM makes the final choice of what abilities the horror has.
A shambling horror has the minion trait. You can't control more than one shambling horror at the same time-if you create a new one while one is already under your control, you must choose one to release, causing it to lose the minion trait. Shambling horrors that have been released expire when the spell duration does. After the duration expires, you can cast shambling horror again on the same corpse to animate it once more. However, after the next sunrise, you can no longer animate the corpse as a shambling horror.
Undead Skeletons
Level
Size
Creature Name
-1
Skeleton Guard
0
Medium
Wolf Skeleton
1
Medium
Skeletal Soldier
2
Medium
Skeletal Champion
2
Large
Skeletal Horse
3
Large
Skeletal Giant
5
Medium
Harpy Skeleton
5
Medium
Skeletal Mage
6
Large
Beetle Carapace
7
Huge
Skeletal Hulk
8
Large
Drake Skeleton
9
Gargantuan
Tyrannosaurus Skeleton
11
Gargantuan
Skeleton Infantry
13
Gargantuan
Skeletal Titan
Zombies
Level
Size
Creature Name
-1
Medium
Zombie Shambler
0
Medium
Zombie Snake
1
Medium
Plague Zombie
2
Medium
Husk Zombie
2
Large
Zombie Brute
3
Large
Zombie Owlbear
4
Gargantuan
Shambler Troop
4
Medium
Zombie Lord
5
Medium
Withered
6
Medium
Sulfur Zombie
6
Huge
Zombie Hulk
9
Huge
Zombie Dragon
11
Huge
Zombie Mammoth
Traits
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
An action with this trait requires a degree of mental concentration and discipline.
Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.