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Basic Zombie stats

HP 40

ST 13
Dex 8
Con --
Int 2
Wis 10
Cha 1

AC 11

spd - 20 ft

2 claw 1 bite +2 TH 1d4+1 dmg claws (dc 12 con save from claw or gain 10 infection)
1d6+1 dmg bite ( when bitten gain 50 infection no save possible)

F/R/W +1/+0/+4

Swarm Attack: The more Living Dead that surround and attack a victim the deadlier
they become. For every two Living Dead that are attacking a singular target each
one gains an additional + 1 on their to hit rolls (example: if 6 Living Dead are
attacking one person each Living Dead gains an additional + 3 on their to hit
rolls). For this reason alone one should never allow themselves to become
surrounded by the Living Dead for in large numbers even the strongest of Heroes
will quickly be overran by them.

Unliving: Immune to mind-influencing effects, poison, sleep, paralysis, stunning,


radiation, and disease. Not subject to critical hits, subdual damage, ability
damage, energy drain, or death from massive damage.All Living Dead have Darkvision
60'

Scent: Living Dead are able to locate and track their Humanoid prey by using their
Scent ability. They draw air into themselves through what might remain of their
nose or mouth in order to smell their intended victims. As they release the air
from their bodies Living Dead emit groans and wails that chill the blood and have
been known to drive some people to the verge of insanity. Because their Scent
ability is exclusively used to hunt Humanoids, Living Dead gain a +2 bonus on all
checks made with this ability.

Zombies have a 10% chance per week after day 0 to have additional mutations from
the following list (chosen by GM at the time of encounter using 1d4 points per
every 5 hero levels starting at 1)

Acidic saliva minor - 1 Your bite attack deals an extra 1d4 points of acid damage
with each successful hit.
Claws - 1 Claws upgrade to d6 damage
Fangs - 1 bite upgrades to 1d8
Energy diffusion 2 Gain 10 resistance to one damage type
Scaly armor 3 +2 natural armor
Energy absorption 4 gain 20 resistance to one damage type
venemous bite 5 if bitten hero must make a dc 14 con save or lose 1d6 con
Echolocator 5 Blindsight 60 feet
exoskeleton 5 +3 natural armor
Enlarged form 6 Large size instead of medium
Roll 1d6 to see which chart to roll on, then another d6

Chart 1
1) one unaware Zombie
2) one unaware Zombie
3) one unaware Zombie
4) one aware Zombie
5) one aware Zombie
6) one aware Zombie

Chart 2
1) two unaware Zombies
2) two unaware Zombies
3) two unaware Zombies
4) two aware Zombies
5) two aware Zombies
6) two aware Zombies

Chart 3
1) three unaware Zombies
2) three unaware Zombies
3) three unaware Zombies
4) three aware Zombies
5) three aware Zombies
6) three aware Zombies

Chart 4
1) four unaware Zombies
2) four aware Zombies
3) four aware Zombies
4) five unaware Zombies
5) five aware Zombies
6) five aware Zombies

Chart 5
1) six unaware Zombies
2) six aware Zombies
3) six aware Zombies
4) seven unaware Zombies
5) seven aware Zombies
6) seven aware Zombies

Chart 6
1) eight aware Zombies
2) nine aware Zombies
3) ten aware Zombies
4) eleven aware Zombies
5) twelve aware zombies
6) fifteen aware Zombies

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