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This withered old corpse has a feral glint in her eyes and clasps a rusty axe in her yellow-nailed hands.

Zuvembie CR 4

XP 1,200
NE Medium undead
Init +2; Senses darkvision 60 ft.; Perception +10


AC 15, touch 13, flat-footed 12 (+2 Dex, +1 dodge, +2 natural)
hp 37 (5d8+15)
Fort +3, Ref +3, Will +6
Defensive Abilities channel resistance +4; DR 5/piercing; Immune cold, undead traits


Speed 30 ft.
Melee battleaxe +4 (1d8+1/x3), claw -1 (1d4) or 2 claws +4 (1d4+1)
Special Attack corpse call (DC 16)
Spell-Like Abilities (CL 4th; concentration +6)

At willdarkness
3/dayghoul touch, scare (DC 14)
1/dayanimate dead, ray of exhaustion, summon (level 3, 1d3 bat or bird swarms [use bat swarm stats for bird swarms], 1d2 constrictor snakes, 1d3 venomous snakes, or 1d4 wolves)


Str 13, Dex 14, Con —, Int 11, Wis 14, Cha 15
Base Atk +3; CMB +4; CMD 17
Feats Ability Focus (corpse call), Dodge, Toughness
Skills Bluff +7, Knowledge (arcana) +8, Perception +10, Stealth +14; Racial Modifiers +4 Stealth
Languages Common (can't speak)


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.