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The Dead Are Coming - The Zombies

 


9 - Zombies

Some call them the Deathless, Walkers or some other dumb name. They are flesh eating mutant creatures that devour or infect you making you one of them. Run from them. If you can’t, aim for the head.


9.1 - Zombie Traits

All zombies share these common characteristics:

  • Don’t require Food, Water or Rest to survive.

  • Cannot suffer Critical Damage and fight until their STR reaches 0.

  • Don’t check Morale.

  • All damage against them explodes: when the damage die’s highest result is rolled, roll it again until you don’t roll the highest result, combining your results.

  • Desire nothing more than to eat your flesh.


9.2 - Zombie Infection

When a survivor takes STR damage from a Zombie attack they must make a STR save to avoid being Infected. 

When Infected, make a STR Save daily. After 3 failures you become the Zombie type that infected you (or something similar if not possible).

9.3 - Sample Zombies

Here are some examples of zombies found in the world. There can be many other types, as they mutate over time.


The Sluggish
2 HP - STR 10, DEX 6, WIL 8
Attacks: Slam (d4) or Bite (d6)
Special: can only attack or move each round.

Slow and steady they come in hordes. You can put one down but two more take its place.


The Runner
4 HP - STR 12, DEX 12, WIL 8
Attacks: Claws (d6) or Bite (d6)
Special: move twice each round.

Possessing an unnatural agility for something that should be dead, Runners will overtake you if you’re not careful. Kill them first!


The Hulk
12 HP - Def 1 - STR 15, DEX 10, WIL 6
Attacks: Slam (d8) or Crush (d12, skip acting next round)
Special: At STR 7 it’s enraged, attacking twice per round.

Hulking bloated zombies that walk haphazardly towards you, these abominations are almost impossible to stop. If I see one I just run as fast as I can!


The Spitter
4 HP - STR 10, DEX 12, WIL 10
Attacks: Claw (d6) or Acid Spit (d6, short range)
Special: When dealt STR damage everyone in close range makes a DEX Save or takes 1d4 damage.

Maybe the most irritating zombie out there. These pesky buggers form bands and rain acid over you. Kill them from afar.


The Toxic
6 HP - STR 12, DEX 8, WIL 10
Attacks: Slam (d4)
Special: Everyone within short range makes a STR test or suffers 1d4 damage.

You will see them coming. A green miasma moving towards you. Don’t wait for it or you will cough blood.


The Exploding
3 HP - STR 8, DEX 10, WIL 6
Attacks: Slam (d4)
Special: At 0 STR they explode splashing acid (d8) on everyone in close range.

These zombies look frail and week, but don’t be fooled. When killed, they explode bathing you in acid sludge and dissolving you into a pulp. Keep away.


The Mass
20 HP - STR 15, DEX 5, WIL 10
Attacks: Slam (d6) and Engulf
Special: Attacks everyone in close range simultaneously and, if it rolls a 6 for damage, engulfs the victim (STR Save to escape each round).

A grotesque vision. A great mass of corpses entwined as if by a mad intelligence swallows everyone in its path. I’ve seen it eat a horse in seconds!


The Master
10 HP - Def 1 - STR 10, DEX 12, WIL 14
Attacks: Claws (d6) or Terrifying Gaze
Special: Intelligent and can command other zombies strategically. Gazing into its eyes forces a WIL save to avoid Stress (1d6 WIL damage).

I don’t know how these terrifying creatures are created but they’re the most dangerous of all. You can feel a malignant intelligence in their eyes. Run if you ever see one of them.


Z Dog
3 HP - STR 12, DEX 12, WIL 6
Attacks: Bite (d6) or Howl
Special: Once per encounter, it howls (roll for a Random Encounter).

I once saw a dog in the distance and thought I'd found a friend. Big mistake. Nasty things. Hungrier than the human zombies. Nastier bite too.


Z Elephant
20 HP - Def 1 - STR 16, DEX 5, WIL 6
Attacks: Slam (d8) or Trample (d8)
Special: Band scale; Can move up to medium distance trampling everyone in its path.

Some animals in abandoned Zoos turned into zombies. I once saw a gigantic elephant that looked like a death machine killing a dozen people as it stepped on their heads.


Mutations

No one knows why, but zombies mutate, becoming more and more monstrous.

 

d12

Mutations

d12

Mutations

1

Extra arms: attacks twice per round.

7

Drain Blood: Bite (1d6) recovers half as much STR.

2

Spikes: Inflicts 1d4 damage to close range attackers.

8

Leathery Skin: 1d4 - 1 Defense.

3

Stench: Anyone in short range must pass a STR check or suffer Disadvantage on Saves.

9

Stare: Forces a WIL Save. Failure means the zombie can’t be attacked for 1d4 rounds.

4

Strong: Improve damage die and +1d4 STR.

10

Grasping Tongue: Target makes a DEX Save or can’t move.

5

Agile: Can move one range band further than normal and +1d4 DEX.

11

Scream: DEX Save to avoid being Deafened.

6

Intelligent: Grants 1 extra action to another zombie within short range

12

Regeneration: Recovers 1d4 STR per round.

 

 


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