SWURPG
Nightsister Zombie

Nightsister Zombie

TR 0.5

Undead · Medium·Recommended levels: 1-3

AC
9(Rotted flesh)
HP
19(3d8+6)
Speed
25 ft
Initiative
-1

Abilities

STR
14
+2
DEX
8
-1
CON
14
+2
INT
4
-3
WIS
6
-2
CHA
5
-3

Saves

Skills

Languages

  • Understands Paecian and Galactic Basic but can't speak

Equipment

Rusted blade

Traits

Undead Fortitude

If damage reduces the Zombie to 0 hit points, it makes a Constitution saving throw (DC 5 + the damage taken) unless the damage was energy or Force damage or from a critical hit. On a success, the Zombie drops to 1 hit point instead.

Animated by Magick

The Zombie is held together only by the witch who raised it. The instant that Nightsister is reduced to 0 hit points (or moves more than 1 mile away), the Zombie collapses and drops to 0 hit points.

Relentless

The Zombie doesn't require air, food, drink, or sleep, and is immune to the Poisoned and Frightened conditions.

Actions

SlamMelee Weapon Attack
To hit
+4
Range
5 ft
Target
one target
Hit
7 (2d4+2) kinetic damage

Lore

The Nightsister Zombie is the coven's risen dead — a corpse reanimated by the Chant of Resurrection and the ichor of Dathomir. In The Clone Wars, Old Daka raised an army of them from the clan's burial grounds to fight General Grievous's droids, and in Ahsoka the Great Mothers performed the same rite on fallen Night Troopers. They are slow, mindless, and utterly relentless, feeling neither fear nor pain.

Their defining weakness is also canon: a Nightsister Zombie is animated only so long as the witch who raised it lives. When Old Daka was killed, every zombie she had raised collapsed in the same instant. For a party, this is the lesson of the encounter — you can grind through the fodder forever, or you can find the witch behind them and end the whole horde at a stroke.

In Play

Zombies are fodder and a clock. Field them in numbers to soak the party's attacks and pin them in place while the real threats — Spell Weavers, Hunters, a Clan Mother — do the work. Their job is not to win but to cost the party time, positioning, and resources. The moment the party realizes the zombies drop when the raiser dies, the encounter pivots from attrition to a race: kill the witch and clear the board. Reward that insight — it is the intended solution.

Adventure Hooks

  1. The Burial MarshA settlement built too close to an old Nightsister burial ground wakes to find the dead walking. Somewhere out in the marsh a witch is chanting, and the horde won't stop until she's silenced.
  2. They Dropped All at OnceA mercenary company reports a zombie attack that ended in a single heartbeat — the whole horde collapsing mid-charge. The party is hired to find out what killed the witch behind them, and whether someone else now holds the Chant.
  3. The Risen FriendA fallen ally's body has gone missing from the field, and turns up days later among a coven's risen dead. The party can fight through to free the corpse for proper rest — by killing the witch who raised it — or live with what they left behind.