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sacreddeamon
2005-09-22, 12:01 PM
Hello all, this will be my attempt at making up several differnt zombies, all based off differnt Horror movies. You are going to have the basic rank and file zombies, im going to make some nasty zombies that dont stop comming, no matter how many times you hit them, I might have a king or queen Demon/Zombie, ruling them all, and perhaps a disease to spread the effects of the zombies from one person to another. Feel free to post, offer criticisms and ideas as you see fit.

EDIT
The Plauge is Done
Grunt Zombie is done
Bloodkin finished
Eternal Complete

The Glyphstone
2005-09-22, 12:04 PM
Neat..
You should maybe include an entry for each major "theme" of zombie: The shambling Romero zombie, the fast 28 Days Later zombie...maybe even the vocal refrain singer Shawn of the Dead zombie... ;D

sacreddeamon
2005-09-25, 12:19 AM
Actually, I was thinking something along those lines. Each had its own strenghts and weaknesses

As I see it now, I am going to be making
The basic grunt zombie

Fast (28 days later) zombies that spread the disease differntly

Strong (Land of the dead) zombies that dont die

Stupid/silly (Shawn of the Dean) zombies that do random stuff

A disease that all the zombies spread

A template for smart / PC / Villian class zombies

Some kind of overmind, dont know yet, but its gonna be cool.

sacreddeamon
2005-09-25, 12:25 AM
For the first step, the DISEASE all zombies carry

Zombie Plauge magical accelerated disease

When the dead walk the earth, they are normally weak minded slaves risen by necromacers to do their evil will. However, sometimes a supernatural disease will spread throughout the country, killing everyone in its path, and turning the victims into zombies, ready to carry the plauge farther. Friends and family can only watch in horror as a single bite can turn a lover into a murderer...

Spread by Contact (Bite or Claw)
DC 25 save every 5 minutes or loose 2d4 con
Unlike normal diseases, zombie plauge is not thrown off after two consecutive saves, but rather FOUR. This means that after contracting the disease, your minutes are numbered.
Once a person saves from the disease, they cannot contract it again for 24 hours

If a person dies of Constitution loss (Not HP loss, when con = 0) then 1d4 + 1 minutes later they rise as a grunt zombie, unless the Dark Gods (AKA the DM) decides that a unhallowed one rises...



GRUNT ZOMBIE

Size/Type: Medium Undead
Hit Dice: 4d12 + 3 (29)
Initiative: -1
Speed: 20ft. (4 squares)
Armor Class: 12 (-1 dex, +3 natural)
Base Attack/Grapple: +2/+5
Attack: Slam + 5 melee 1d8 + 4 damage
Full Attack: Slam + 5 melee 1d8 + 4 damage
Space/Reach: 5ft./5ft.
Special Attacks: Disease
Special Qualities: Undead Traits, Braindead, AIM FOR THE HEAD, damage reduction 5/bludgening
Saves: Fort +1, Ref + 0, Will + 4
Abilities: Str 17, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills: Spot + 3, Listen + 3
Feats: Toughness
Environment: Anywhere
Organization: Solitary, Pair, or Pack (4-10)
Challenge Rating: 2
Treasure: None
Alignment: Neutral
Advancement: -
Level Adjustment: -

COMBAT
What is dead should stay dead, but such is not the case with these zombies. Victims of a foul disease, they rise up to slay former comrades in arms, and to spread their dread affliction...

Grunt Zombies have no sense of tactics or planning. The simply bum rush the nearest living thing and try to devour it, sometimes creating more replicas of themselves and sometimes eating the lucky creature, saving it from unlife.

Damage Reduction: Due to a lack of working organs, piercing and slashing weapons do not have a great effect on Grunt Zombies. Only the crushing power of maces and the like can overcome the damage reduction
AIM FOR THE HEAD: The strange disease that creates the zombies seems to reside in the head. A well aimed blow to the cranium can almost always take a zombie out. Grunt zombies are vulerable to critical hits and rouge sneak attacks, but not subdual damage, ability drain, or energy drain. Also, all bludgening weapons have their critical threat range doubled, to show their power.
Braindead: Zombies can only take a partial action each turn. They can only move and attack in the same round if they perform a partial charge.
Disease Those hit by a Grunt zombies that deals 8 or more damage must make a DC 15 fort save or be affected by Zombie Plauge



Bloodkin

Size/Type: Medium Undead
Hit Dice: 5d12 + 3 (35)
Initiative: 6 (2 dex + 4 Init)
Speed: 40ft. (8 squares)
Armor Class: 16 (-3 dex, +3 natural)
Base Attack/Grapple: +4/+7
Attack: Slam + 7 melee 2d6 + 4 damage
Full Attack: Slam + 7 melee 2d6 + 4 damage
Space/Reach: 5ft./5ft.
Special Attacks: Disease, Projectile Vomit
Special Qualities: Undead Traits, Braindead, AIM FOR THE HEAD, damage reduction 5/bludgening, Haste
Saves: Fort +2, Ref + 1, Will + 5
Abilities: Str 17, Dex 15, Con -, Int -, Wis 10, Cha 1
Skills: Spot + 5, Listen + 5
Feats: Toughness, Run, Improved Init.
Environment: Anywhere
Organization: Solitary, Pair, or Pack (4-10)
Challenge Rating: 4
Treasure: None
Alignment: Neutral
Advancement: -
Level Adjustment: -

COMBAT
Most zombies are slow and funny. It is easy to outrun them and destroy them from a range. Bloodkin are not a laughing matter. Running faster then most humans, Bloodkin travel in packs, completley overtaking those who belive them to be mere zombies, and spewing forth plauge everywhere

Bloodkin Zombies are like their slower Grunt counterparts, only much deadlyer. They move very quickly, and this can come to a surprise for those not prepared. Bloodkin are still mindless, and simply attack whatever is in front of them, slamming and biting what is in their way, and throwing up on whatever they can. They do not reconize between someone already infected and those that are free, so they attack and throw up on those closest and doing the most damage to it.

Damage Reduction: Due to a lack of working organs, piercing and slashing weapons do not have a great effect on Bloodkin. Only the crushing power of maces and the like can overcome the damage reduction
AIM FOR THE HEAD: The strange disease that creates the zombies seems to reside in the head. A well aimed blow to the cranium can almost always take a zombie out. Bloodkin are vulerable to critical hits and rouge sneak attacks, but not subdual damage, ability drain, or energy drain. Also, all bludgening weapons have their critical threat range doubled, to show their power.
Braindead: Bloodkin can only take a partial action each turn. They can only move and attack in the same round if they perform a partial charge.
Disease Those hit by a Bloodkin that deals 8 or more damage must make a DC 15 fort save or be affected by Zombie Plauge
Projectile Vomit: Once every round as a free action, a Bloodkin can launch forward a gout of projectile vomit of infected blood. This blood counts as a ranged touch attack up to a range of 20 feet. The person hit is subject to a DC 11 Fort save or be effected by Zombie Plauge. Those surrounding the hit subject also must make a DC 9 save or be infected, from the splash. Every time the Bloodkin uses this ability, it takes 3 points of damage due to fluid loss. This is a supernatural ability.
Haste: Once per day for 3 rounds a Bloodkin can become Hasted, as per the spell. This is a supernatural ability.



Eternal

Size/Type: Medium Undead
Hit Dice: 20d12 + 13 (140)
Initiative: 3 (-1 dex + 4 Init)
Speed: 30ft. (6 squares)
Armor Class: 21 (-1 dex, +8 natural armor, +3 deflection0
Base Attack/Grapple: +4/+7
Attack: Slam + 7 melee 1d12 + 4 damage
Full Attack: Slam + 7 melee 1d12 + 4 damage
Space/Reach: 5ft./5ft.
Special Attacks: Disease
Special Qualities: Undead Traits, Braindead, AIM FOR THE HEAD, Damage Reduction 5/-, Damage Reduction 10/bludging, Fast Healing 3
Saves: Fort +2, Ref + 1, Will + 5
Abilities: Str 19, Dex 9, Con -, Int -, Wis 10, Cha 1
Skills: Spot + 5, Listen + 5
Feats: Toughness, Improved Init, Improved Toughness, Endurance
Environment: Anywhere
Organization: Solitary or Pair
Challenge Rating: 6
Treasure: None
Alignment: Neutral
Advancement: -
Level Adjustment: -

COMBAT
Zombies are known in general for their strenght and hardiness. Some zombies, those known as the Eternal, are almost impossible to kill. It takes extremely powerful magic and weapons to hammer an Eternal down, due to thick skin, rapid healing, and the ability to shrug off almost any damage at all.

Eternals are shambling horrors that stop for almost nothing. They are mindless, and roam about attacking whatever they can. They are not extremly strong, but they have incredible endurance, able to withstand horrific punishment before being destroyed

Damage Reduction: Due to a lack of working organs slashing and pieceing weapons of any kind have almost no effect on Eternals. Only the crushing power of maces and the like can overcome some of the damage reduction, but even then the Eternal can shrug some of it off
AIM FOR THE HEAD: The strange disease that creates the zombies seems to reside in the head. A well aimed blow to the cranium can almost always take a zombie out. Eternals are vulerable to critical hits ONLY, not rouge sneak attacks, subdual damage, ability drain, or energy drain. Also, all bludgening weapons have their critical threat range doubled, to show their power against Eternals
Braindead: Eternals can only take a partial action each turn. They can only move and attack in the same round if they perform a partial charge.
Disease: Those hit by an Eternal that deals 8 or more damage must make a DC 15 fort save or be affected by Zombie Plauge
Fast Healing: An Eternal heals 3 damage every turn due to the amount of undead energy that fuels it


Rerembrent

Size/Type: Medium Undead
Hit Dice: 10d12 + 13 (80)
Initiative: 3 (-1 dex + 4 Init)
Speed: 30ft. (6 squares)
Armor Class: 21 (-1 dex, +8 natural armor, +3 deflection0
Base Attack/Grapple: +4/+7
Attack: Slam + 7 melee 2d8 + 4 damage
Full Attack: 2 Slams + 7 melee 2d8 + 4 damage
Space/Reach: 5ft./5ft.
Special Attacks: Disease
Special Qualities: Undead Traits, AIM FOR THE HEAD, Damage Reduction 5/bludging, Crazed
Saves: Fort +2, Ref + 1, Will + 5
Abilities: Str 19, Dex 9, Con -, Int - (10), Wis 10, Cha 1
Skills: Spot + 5, Listen + 5
Feats: Toughness
Environment: Anywhere
Organization: Solitary or Pair
Challenge Rating: 5
Treasure: None
Alignment: Neutral
Advancement: -
Level Adjustment: -

COMBAT
Most zombies have no knowledge of their past. They are merely walking shells, animated by fell magic. Occasionally, a zombie will remember part of its life. These zombies are known as Rerembrents. Crazed by glimpses of their past life, they are wholly insane. They can attack, retreat, help, or even try to communicate with the living, but their mental condition insures that any current mood does not last long...

Remembrants are tortured by a knowlege that they were once alive. They are not braindead, due to the fact that they randomly remember things from ther lives. Hence, their actions are extremly disjointed and strange, and two fights with remembrants are never the same.


Damage Reduction: Due to a lack of working organs, piercing and slashing weapons do not have a great effect on Rerembrents. Only the crushing power of maces and the like can overcome the damage reduction
AIM FOR THE HEAD: The strange disease that creates the zombies seems to reside in the head. A well aimed blow to the cranium can almost always take a zombie out. Rerembrents are vulerable to critical hits and rouge sneak attacks, but not subdual damage, ability drain, or energy drain. Also, all bludgening weapons have their critical threat range doubled, to show their power.
Crazed: Remembrants are crazy, simply put. They are subject to a permament Insanity spell with a few minor alterations. Whenever they would effect the castor, they instead effect the hostile party they are facing. They have two actions per turn, each of which is a seperate roll on the table. This makes them very unpredicable, and many differnt things can happen. Once a remembrant has taken 50 points of damage, the fog temporaraly clears, and they get two attacks per turn at whoever is damaging them the most.
Disease Those hit by a Rerembrent that deals 10 or more damage must make a DC 15 fort save or be affected by Zombie Plauge

The Glyphstone
2005-09-28, 05:44 AM
Pretty neat. Two things:
Grunt Zombies: If you want to make them slow, you should add a caveat to the Speed that they cannot run, similar to constructs.
Eternal: If you have DR5/-, you don't need the DR5/Bludgeoning, damage reduction overlaps but does not stack, so it's redundant.

sacreddeamon
2005-09-28, 08:36 AM
Ah, danke. The Eternal had two DR, just one was 10/bludgening and the other way 5/-. This was it still shurgs off some damage no matter what. I had it put in below, but not on the stat part.

Also, the Grunts do have the 20 speed and that is OK, because they can only take partial actions in the first place so they cannot take a run move. The best they can do is 40 feet a turn, which is very easy to outrun.

runehawk
2005-09-28, 01:22 PM
:D This IS great! can't wait to see the rest of the list. Keep up the good work sacreddeamon.