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I loves me some zombies and I’m quite sure that a lot of
other DMs share my fondness for the Restless Dead. So to that end and in spite of the fact that the bog standard B/X or AD&D Zombie is already made of complete and
utter win, sometimes you may enjoy throwing your players a curve ball. Maybe the
old ruined keep was once home to a perverse cult of necromancers and the
zombies therein are substantially different than the run-of-the-mill variety.
Perhaps the zombies found dwelling in the Forbidden Crypts of Omeror, Petty God
of Gratuitous Bloodshed and Violence are of a particularly vile strain. Or
maybe a glowing green comet just struck that small village lying in the path of
the hapless heroes.
1. Rabid Zombies: The zombies in this dungeon are not undead
(can’t be turned) so much as they are “stricken by some bizarre disease” that
fills them with a hatred for the living and a desire to spread their disease
through blood, which they freely belch and spew. All combatants within 5’ of
these fellows need to save each round vs poison or contract the disease.
Failure means conversion to a Rabid Zombie within 2d6 rounds (DM takes
control). The disease requires both a Cure Disease and Remove Curse to cure
those afflicted. Rabid Zombies fight in a berserk fashion and add +2 to attacks.
Consider 2HD***** for awarding experience.
2. Bloated Zombies: These poor wretches are filled with all
sorts of unpleasantness and explode in spectacular fashion when a killing blow
is landed. All living creatures within 30’ of the exploding zombie are covered
by vile substances and fluids requiring a save vs poison. Failing this save
results in violent sickness, throwing up, etc. Those sickened fight at -2.
Missile fire, undead turning and spell casting are impossible during this
period of illness, which lasts for a full turn. The Bloated Dead are hefty
fellows and have HD 3+2. The DM should count them as 3HD** for awarding experience.
|
Liam (age 7) renders a particularly gruesome Minecraft Zombie |
3. Rotting Dead: Sharing the same shuffling, brain-dead
characteristics of the standard zombie, your PCs in their initial encounter
with the Rotting Dead will surely be reminded of a certain zombie subtype
created by a well-known vampire many, many years ago. These zombies are quite
sturdy in spite of their withered and rotting appearance and have 4HD. Any blow
of 5 or more HPs removes an arm/claw, which continues to fight on its own
(doing a d6 of damage on a successful hit). A Rotter that loses both arms,
still fights on by biting viciously. Claws are Scrubs (any blow of more than 2
points rolled on a damage dice destroys them, otherwise place a wound token,
glass bead, etc. beside the mini, or make a note if you’re rolling without
miniatures) but fight as 4HD monsters.
Award experience as 4HD***.
4. Stirge Zombies: Possessing a ferocious thirst for mortal blood and attack
with great ferocity these grizzly undead can make for a very dangerous encounter
and are often confused with vampiric spawn. Any successful hit by 5 or more
indicates that the zombie has become attached to its victim just like a Stirge.
On subsequent rounds of combat, 1d3 of blood loss is inflicted and the undead
will continue to pummel their victim at +4 to hit. Stirge Zombies may only be
removed after their demise or by making a successful open doors roll, which
causes a d3 damage of torn flesh. Consider 2HD*** for awarding experience.
5. Relentless Zombies: Whatever Hell-wrought energy that
animates these zombies gives them a superior toughness. They are 3+3HD
creatures and Regenerate 3 HPs per round. They can withstand tremendous abuse
(bashing weapons do a mere 1 point of damage) and enjoy the effects of a
Stoneskin spell when first attacked. Given their Hellish nature, these undead
turn as Mummies. Consider 4HD** for awarding experience.
6. Brain-Hungry Zombies: The dreaded hordes of Omeror, Petty
God of Gratuitous Bloodshed and Violence hunger for the flesh of the living,
particularly brains and other squishy bits. These fiends are very dangerous to
hirelings and the like as their predatory senses guide them to attack the
weakest members of a party. Woe to anyone who falls unconscious during melee since
d3 of the Brain-Hungry zombies will immediately begin to feed on the poor
unfortunate (thus killing them). These undead are not all that different from
the standard undead variety, though they are considerably slower with a Move
60/20. The key difference though is that a “headshot” is required to finish the
Brain-Hungry Zombie. They will remain at 1 HP until someone succeeds in a
headshot, thus dispatching them. Any Brain-Hungry that is successfully targeted
by a headshot must save vs Paralysis or be slain, regardless of HP totals.
Consider 2HD* for awarding experience.
|
Clare (age 4) gets into the action with this awesome Green Zombie |
7. Brain-Dead Zombies: These beings aren’t really undead at
all, but are rather dead bodies animated by evil, possessing spirits. Unlike
other undead, they have no connection with the Negative Material plane and are
in fact a construct similar to a flesh golem, only far weaker. To further
confuse the issue, they are not overtly hostile and only shamble around out of
curiosity. They will attack if the PCs become aggressive, but they are
otherwise content to follow the PCs at range. Creepy no doubt, but otherwise
harmless. Play these as normal zombies with the only change being their
immunity to turning.
Experience as 2HD*.
8. Voodoo Zombies: Victims of devilish Ju Ju these are
living humans who only vaguely resemble zombies. Still, there is enough
similarity that PCs will initially be confused. They are of course immune to
Clerical turning, but fight as a 2HD Berserker in every fashion. Consider 2HD*
for awarding experience.
9. Frenetic Zombies: Some unknown, yet Hellish energy
animates these restless undead. They are very fast (Mv 150/50), add +1
initiative (even if group init is used), and have an AC of 6 due to their
agility. Due to their speed, they get 2 attacks per round (d6), but are a bit
less sturdy than the standard Zombie (1HD +4). Consider 1HD*** for awarding
experience.
10. Rapidly-Decaying Zombies: These undead are in an
advanced state of decay and are literally falling to pieces as they attack the
PCs. The first hit from weapon or spell, causes a random limb or other bit to
fall to the floor with a sickening splat. The zombie of course, ignores all
damage from this first blow. Any successful turning attempt destroys these
creatures as they literally fall apart in their attempt to flee. Consider 2HD*
for awarding experience.
11. Legions of Hell Zombies: Hell spawn zombies have a
particularly evil aspect about them and each encounter features an additional
number of zombies which are Newbs (Any successful attack that rolls more than a
1 on the damage dice will slay Newb.)
even though they attack at full value, etc. Newbs are indistinguishable
from the regular monsters of their type, and kindly DMs may or may not allow
extra attacks for fighters if they are only engaging Newbs. Add 100% to the
normal zombie encounter numbers, all of which are Newbs. Hell Zombies are
menacing in the extreme and this in addition to their numbers will cause all
henchmen and hirelings to check morale at a -2 penalty (-25% for OSRIC) or flee
as per a Fear spell. Standard experience award.
12. Knights in Rotting Satin Zombies: These undead fellows
are quite often confused with animated statues or similar. Once engaged in
melee, it becomes quite obvious from the stench that they are indeed undead of
some sort. These zombies are identical to the standard zombie, except they have
AC 3 and move of 90/30. Consider 2HD** for awarding experience.
13. Flaming Zombies: My son Connor’s idea… These shambling
fellows are the product of some fire-obsessed necromancer and their combustible
animating fluids cause them to smolder in an alarming fashion as they shuffle
toward the hapless PCs. Striking them with edged weapons of any sort will cause
them to spark and begin to burn violently for d6 turns at which point the
flammable necromantic fluids expire, leaving the zombie to continue its undead
existence as a normal zombie (should it survive the efforts of the PCs that
is). While burning, they do an extra d6 damage and will set things alight much
as a Produce Flames spell (bad news for PCs toting lanterns or flasks of oil).
Consider 2HD** for awarding experience.
14. Acid Zombies: Connor again… These deliciously-decaying
zombies are quite obviously in an advanced state of decay and have an odd,
stringent odor about them. They are in fact animated via some bizarre, Herbert
Westian fluid that is itself a very potent acid. Each blow from a weapon of any
sort will create a splash effect that potentially ruins both the weapon that
struck them and the armor of the splashed victim (normal save for those items
vs Acid, does not affect magical items). Those splashed by the viscous
reanimating goo suffer d3 damage from incidental acid. Consider 2HD*** for
awarding experience.
15. Gelatinous Zombies: Extended exposure to some unknown
vile, briny substance has played havoc with the necromancy which animates these
unfortunate souls. The resultant undead creature though bloated, vile and thoroughly
revolting in both aspect and odor, is actually a rather weak example of its
kind. Damage from Jelly Zombies is a mere d3 and their AC is one point worse
than the standard Zombie. Such is the revolting nature of these creatures that
PCs suffer a similar effect to that experienced when fighting Ghasts. Consider
2HD for awarding experience.
16. Zombie Giants: Typically only encountered alone, in
pairs or triplets, these ghastly nightmares are often turned loose into the
world by powerful necromancers to wreak vengeance on the living. Zombie Giants
are usually of the Hill or Stone variety in life and share the same HD, Move,
AC & Damage abilities that they possessed before being animated. Some
unknown Hellish energy drives them to collect the corpses of their fallen foes,
stuffing them into their garments, bags, etc. all to be used in later
encounters. They employ these bodies as both missiles to be hurled at opponents
who do not close with them (doing 3d6 damage out to 150’) and as makeshift
melee weapons when battle is joined. The sickening damage caused by these
“weapons” can cause a random disease (save once at the end of combat, and only
once, vs poison if stricken by either missile or melee attack) and extreme
nausea to anyone within 10’ of the Zombie Giant or anyone stricken by one of
the disgusting missiles (a failed save equates violent, disabling nausea). Victims are unable to take normal
actions other than movement and may save vs poison at the start of each
subsequent round at -2, success indicating that the victim has “emptied their
tummy” and may fight on as normal). Note that the disease effect and the nausea
effect can only be triggered once per combatant no matter how many times they
are hit. Zombie Giants carrying d6+2 of their special weapons and will close to
combat once there supply is down to a single corpse. Of course, they are more
than happy to restock with the PCs’ limp bodies should the opportunity present
itself. Experience should be awarded as per the HD of the original Giant w/ 4
special abilities (as an example, the B/X Hill Giant converted to a Giant Zombie
would be worth 8HD**** for calculating XPs).
17. Zombie Hordes: Yet another favored troupe of the
Necromancers of Omeror, Petty God of Gratuitous Bloodshed and Violence, these
undead minions seek to wear the PCs down through weight of numbers,
overpowering them and pulling them to the ground in order to more readily dine
upon their innards. A true Zombie Horde is represented by an additional 400% zombies
added to the encounter and the entire group of zombies are considered Scrubs (any
blow of more than 2 points rolled on a damage dice destroys them, otherwise
place a wound token, glass bead, etc. beside the mini, or make a note if you’re
playing without miniatures). Zombie Hordes are pathetic combatants and attack
in a swarming manner. Opponents engaged by 2 or more Horde Zombies take
automatic damage (d2 if the PC is wearing chain mail or better, d4 if less than
chain mail) though from the sheer weight of numbers. At the end of each round,
if a target is engaged by 2 or more Horde Zombies, they must make a save
adjusted by any Str bonus (Petrify/Paralysis seems the likely saving throw,
individual DMs may decide some other means is appropriate). Failure means they
are pulled to the ground where the Horde Zombies can really get at them, with damage
rising to d6+2 and d10+2 according, once again, to the relative armor of the
victim. Tackled victims may fight from a prone position OR attempt a saving
throw (as above) to rise to their feet. Individual Horde Zombies attack for
only d3 damage if unable to gang up on an individual. Horde Zombies are very
difficult to Turn, being Turned by clerics and the like as if they were 5 HD
undead and then only ½ the normal number will flee. You really do have to mow
these guys down. Consider 2HD** for awarding experience.
18. Cyborg Zombies: Yet another example of a creature that
ostensibly, looks like a zombie, but is actually something else entirely. These
zombie-look-alikes are in fact a very advanced Animated Statue (Iron type see p
98 LL) with zombie skin stitched over the iron frame and then slathered in
blood and gore. Of course, being statues, they’re immune to Turning and will
certainly puzzle your PCs as their weapons become jammed into the armature of
the creature. Particularly diabolical DMs, or those who have higher level PCs
no longer concerned with common zombies, may decide that perhaps the underlying
armature is in fact a Command Cyborg from Mutant Future (MF p. 68). Experience should be awarded based on the
actual creature used (either animated statue or the Commando Cyborg which will
require some XP calculations on the DM’s part).
|
Connor's (age 10) wicked Flying Zombie |
19. Flying Zombies: One final idea by Connor… Surely the
result of some delirious necromancers fevered dreams, these wretches possess
rudimentary wings, mere strips of necromantic skin stretched from wrist to
ankle, allowing them to attack from above the hapless PCs. Due to their agile
nature and speed, these undead gain a +1 to initiative and unlike the common
zombie do not strike last in the round. Flight speed is 150’ (50’).
Consider
2HD** for awarding experience.
20. Doom Zombies: The apex predator of all zombie kind, the
Doom Zombie is occasionally mistaken for a ghoul due to the ferocity of their
attack. They are however a zombie and in fact, a variant of the dread JuJu
Zombie. Doom Zombies are superb combatants with M 120 (40) AC 5 HD 5+3 Attk 3
(d3, d3, d8, special) and possess all the characteristics of undead. Unlike
standard zombies, they roll initiative normally and are immune to electrical,
cold and magic missile attacks in addition to the standard undead spell
immunities. Any opponent struck by both claw attacks will be savagely bitten
for an additional 2d4+2 damage. Most frightening of all is the Doom Zombie’s
delayed Regeneration ability. A Turn (10 minutes) after being dispatched, if
the bodies are not completely burned, disintegrated, or the heads removed, they
will bounce back up at 50% of their original HP total and ready for more
carnage. Some Hellish magic imbues the Doom Zombie with the ability to track
the living and they will pursue PCs with unerring accuracy (90%) often doing so
after the initial encounter once they have reanimated. Such is the strength of
the necromantic magic that created them, they are turned as a 6 HD Undead.
Truly they are fearsome foes and wily necromancers will often include them within
a pack of normal zombies to disguise their true nature. Other zombies will of
course follow the Doom Zombies. A skilled cleric may discern them from the
standard zombie by their more substantial bulk and the leathery nature of their
hides. Consider 5HD***** for awarding experience.
Just a final note on Newbs and Scrubs, this is a trope that
I developed and it is clearly derived from both Savage Worlds and 4E D&D.
It certainly makes combats entertaining and may puzzle your PCs the first time
you use it. Alert them to the fact that some of the creatures you are using
have special qualities that are keyed to minimum weapon damage. Alternatively,
if you’ve only a few players, you can simply watch the damage dice they roll.
The number on the damage dice is key here so total damage is irrelevant. It
simply comes down to “did you roll a 1 or a 2”. Newbs die in droves and Scrubs
very nearly so.