Dirge Piper
CREATURE 3Under rare circumstances, an attempt to reanimate a skilled musician or performer as a mindless zombie is impeded by lingering occult magic that anchors a piece of the being's artistic soul to its shambling body. The resulting dirge piper retains a fragment of the person's former intellect and personality, but lacks the coordination and acuity to make true music any longer. Instead, they force air through the cavities and organs of their decomposing bodies to produce haunting piping, squelches, and trumpeting.
Most dirge pipers cling to a sense of fashion from their former lives, often obsessing over the condition of their clothes. They are aware enough of their deteriorating bodies that their own decay drives them into deepening despair. The only thing more disturbing to a dirge piper than their corpse is their own music. Despite hating the sounds they make, they cannot help but produce constant noise from their mouths and their wounds.
Although many necromancers consider the noisy dirge pipers a mistake, dirge pipers can be useful as leaders of other groups of zombies because their piping invigorates their fellow walking corpses. Even their putrid, trumpeting blasts resonate in a way that doesn't harm other zombies.
A zombie is permanently Slowed 1 and can't use reactions.
30 feet. Living creatures that enter the aura or start their turn within it become Frightened 1 and can't reduce their frightened value below 1 while within the aura.
A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
The dirge piper expels air and bile in a trumpeting blast from its exposed guts. Each non-zombie creature within a 30-foot emanation takes 4d6 sonic damage (DC 20 basic Fortitude). A creature that fails the save is also Sickened 1 (Sickened 2 on a critical failure). The dirge piper can't use Putrid Blast again for 1d4 rounds.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.