If you like your zombies to have a more disease/infection origin then maybe this could be interesting.
Hungry Tatters Level 3 Minion
Medium Natural Humanoid (undead) XP 37
Initiative +3 Senses Perception +3
HP 1; a missed attack never damages a minion.
AC 17; Fortitude 16, Reflex 15, Will 15
Immune disease, poison; Resist 5 necrotic
Speed 7
[FONT=D&D 4e icons]M[/FONT]Desperate Grab (Standard; at-will)
Attack +6 vs. Reflex; 3 damage and target is grabbed; athletics DC16 or
acrobatics DC15 to escape
[FONT=D&D 4e icons]m[/FONT]Very Hungry (Standard; at-will)
Grabbed target only; attack +7 vs. Fortitude; 4 damage; on hit target
contracts The Hunger (disease), see Disease Track for initial effect
Mob Tactics
Hungry Tatter gains a +1 to hit with Desperate Grab attacks for each
Tatter ally adjacent to target
Alignment Unaligned Languages
Str 16 (+4) Dex 15 (+3) Wis 14 (+3)
Con 14 (+3) Int 13 (+2) Cha 10 (+1)
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The Hunger (disease)
Endurance or Heal: Daily Roll (upon waking).
Any character with the Heal skill that is treating a sick comrade may make
1 heal check and apply that result instead.
Result
16 or less = worsen
17 to 22 = maintain
23 plus = improve
Effect Track
- 2 : Cured
- 1 : Feeling much better, wounds still feels slightly tender
-- Healing surge total back to full.
Initial : Nasty looking bite wounds, mild headache.
-- lose 1 healing surge, (daily healing surges -1 total)
+1 : Bite wounds start to fester, wounds start to itch, headache worsens.
-- lose 2 healing surges, (daily healing surges -2 total), -1 to Will defence.
+2 : Bad headache, bite wounds have become infected and filled with puss.
Wounds are very itchy and you have the constant urge to scratch them.
Concentrating on what you are doing becomes very difficult, you start to
have odd flashes of hunger.
-- lose 4 healing surges, (daily healing surges -4 total), - 2 to Will defence.
+3 : Things seem much more straight forward now. You must feed on living
flesh, those people around you look tasty so you had better start with
them.
-- you become undead, gain 5 resistance to necrotic damage. Gain a bite
attack ½ level + Dex or STR vs. AC 1d8+ DEX or STR damage, on hit
target contracts The Hunger.
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Tattered Champion Level 4 Elite Soldier (Leader)
Medium Natural Humanoid (undead) XP 350
Initiative +4 Senses Perception +4
HP 112; Bloodied 56; see Bloodied Vomit
AC 22; Fortitude 19, Reflex 17, Will 16
Immune disease, poison;
Resist 10 necrotic; Vulnerable 5 radiant, 5 fire
Saving Throws +2
Speed 6
Action Points 1
[FONT=D&D 4e icons]MSword Swing (Standard; at-will)
Attack +11 vs. AC; 1d8+4 damage
[FONT=D&D 4e icons]mSwing and Bite (Standard; at-will)[/FONT]
Attack +11 vs. AC; 1d8+4 damage; on hit secondary (bite) attack +9 vs.
Reflex; 1d8+4 damage; on hit target contracts The Hunger (disease), see
Disease Track for initial effect
[FONT=D&D 4e icons]mGoing for the Throat (Standard; encounter)[/FONT]
Attack +10 vs. Reflex; 3d6+4 damage; Champion takes a -4 penalty to AC
until the start of its next turn; on hit target contracts The Hunger
(disease), see Disease Track for initial effect
[FONT=D&D 4e icons]cMotivating the Mob (Move; recharge 56)[/FONT]
Burst 10; all tatter allies inside burst may shift 2 squares and gain +1 AC
until the start of Champions next turn
[FONT=D&D 4e icons]cBloodied Vomit (Immediate Reaction; encounter) ♦ necrotic, when bloodied [/FONT]
When bloodied Champion coughs and sprays out a blast of bloody vomit; close
blast 3; attack +8 vs. Fortitude; 1d8+4 necrotic damage; on hit target takes 2
ongoing necrotic damage (save ends)
Alignment Unaligned Languages common
Skills endurance +10, athletics +11
Str 18 (+6) Dex 14 (+4) Wis 15 (+4)
Con 16 (+5) Int 14 (+4) Cha 12 (+3)
Equipment damaged heavy armour, buckled shield, notched longsword
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