PDA

View Full Version : Help me assign CR to some Zombahs!



Jack Zander
2013-04-29, 04:03 PM
I've got some homebrew advanced zombies created (they aren't actual undead though) and I need some help determining their CR.

Here's the basic "lurker"
Adult Lurker
Medium-sized humanoid
CR: 1
HD: 2d12+2; 15
Mas: 12
Init: -1
Speed: 30 ft.
Defense: 11, touch 9, flat-footed 11 (-1 Dex, +2 natural)
BAB/Grapple: +1/+2
Atk: +2 melee (1d6+1, slam)
Full Atk: +2 melee (1d6+1, slam)
FS/Reach: 5x5 ft. / 5 ft.
SQ: Can't run, bite 1d4+1 plus disease (Toxoplasma Memtem), Scent
SV: Fort +1, Ref -1, Will +3
AP: 0
Ability Scores: Str 13, Dex 8, Con 12, Int 2, Wis 10, Cha 1
Skills: None
Feats: None

Here's a child lurker:
Child Lurker
Small humanoid
CR: 1/3
HD: 2d12-4; 9
Mas: 7
Init: -1
Speed: 20 ft.
Defense: 10, touch 9, flat-footed 10 (-2 Dex, +1 natural, +1 size)
BAB/Grapple: +1/-5
Atk: +0 melee (1d4-1, slam)
Full Atk: +0 melee (1d4-1, slam)
FS/Reach: 5x5 ft. / 5 ft.
SQ: Can't run, bite 1d3-1 plus disease (Toxoplasma Memtem), Scent
SV: Fort -2, Ref -2, Will +2
AP: 0
Ability Scores: Str 8, Dex 7, Con 7, Int 2, Wis 9, Cha 1
Skills: None
Feats: None

This is what I call a "mercy"
The most peculiar of all the zombie types, Mercies have very sharp pointed fangs and nails. Their behavior is much different from all the other types. Mercies will typically cower in an enclosed area, making sobbing noises or moans. They will wait until prey comes within melee range to investigate, and then suddenly lash out with their claws and teeth. They try to snap at the jugular, and once they've got their bite in, they stop their attack and cradle their victim, making cooing noises or stroking their head and hair as they turn. They will even protect the victim from attacks of other zombies, hissing at them and keeping them from mutilating the victim's body. This usually results in a very healthy fresh zombie.

Sometimes a mercy will stalk a lone creature who is lost or injured, waiting for it to collapse like a vulture. A mercy who does this will only attack once it's victim is lying or sitting down to rest, or collapsed due to exhaustion. A mercy that does this makes no attempt to hide itself from its victim, but it does try to stay about 60 feet or more away.

If a mercy is attacked it will fight back, even if it is attacked by a victim it is cradling. At first glance, Mercies really do not look any different from their lurker counterparts, aside from their sharp teeth and claws. A DC 20 spot check is required to tell the difference, though usually their behavior will give it away.
Adult Mercy
Medium-sized humanoid
CR: 3
HD: 4d12+4; 30
Mas: 12
Init: +0
Speed: 30 ft.
Defense: 13, touch 9, flat-footed 13 (-1 Dex, +4 natural)
BAB/Grapple: +3/+5
Atk: +5 melee (1d8+2, claw)
Full Atk: +5 melee (1d8+2, two claws)
FS/Reach: 5x5 ft. / 5 ft.
SQ: Can't run, bite 1d6+2 plus disease (Toxoplasma Memtem), Scent
SV: Fort +2, Ref +1, Will +4
AP: 0
Ability Scores: Str 14, Dex 10, Con 12, Int 2, Wis 10, Cha 1
Skills: None
Feats: Improved Grab

And the child version:
Child Mercy
Small humanoid
CR: 1
HD: 4d12-4; 22
Mas: 8
Init: -1
Speed: 20 ft.
Defense: 14, touch 10, flat-footed 14 (-1 Dex, +4 natural, +1 size)
BAB/Grapple: +3/-2
Atk: +3 melee (1d6-1, claw)
Full Atk: +3 melee (1d6-1, two claws)
FS/Reach: 5x5 ft. / 5 ft.
SQ: Can't run, bite 1d4-1 plus disease (Toxoplasma Memtem), Scent
SV: Fort +0, Ref +0, Will +3
AP: 0
Ability Scores: Str 8, Dex 9, Con 8, Int 2, Wis 9, Cha 1
Skills: None
Feats: Improved Grab

It should be noted that being infected with Toxoplasma Mentem will kill your character. Maybe not right away but death is inevitable. I've designed it so that the zombies cannot bite you unless they begin the round grappling, and the lurkers only know how to grapple (they won't use their slams aside from AoO).

BTW, this is for d20 modern. Same basic principals as 3.5 except characters gain attack bonuses slower and AC bonuses naturally increase.