3.X Zombies: How Can They Be More Of a Threat?

Presto2112 said:
You know it. I know it. Current edition zombies are friggin pushovers, unlike movie zombies - those nigh unstoppable, animal intelligence, burst of speed, death-spreading killing machines!

What can be done, stat-wise, to make PCs fear zombies?

Guess it depends on what kind of cinema zombies you're looking for. You mention "burst of speed", which isn't traditionally zombie-like, but more "Nu-Zombie" (Dawn of the Dead remake, notably, and a couple of other recent zombie pics).

If you're going for traditional zombies, I'd suggest probably not changing anything but their numbers- Zombies aren't necessarily frightening because they are impossible to evade or destroy, they're scary because there are just so damned many of them that you can only run so far before they get to you and you get worn down from running. They're inevitable, like death.

You might also add some kind of zombie-disease ability (similar to a mummy's rot, I'd say) that they spread.

Otherwise, I think they pretty much work as is.

The real difficulty comes with the ease of clerical/divine retribution against undead in D&D, which is something that doesn't exist in the movies. Sheer numbers (above) is one workaround- there's just too many to turn. Making them into a strange form of disease (and not undeath)- like the "zombies" of '28 Days Later' would be another workaround.
 

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You could make the zombies animated by a virus as opposed to necromancy. Turning attempts are then useless.

I did this with a 1E / Traveller crossover adventure. The virus was carried by the crew of a scout ship that crashed millenia before. Some dwarves dug it up, one got infected and the PCs were sent to defeat the growing mob as others were soon infected. The zombies got a bite attack every round. The bitten pc got a save (I think it was against poison) or would turn into a zombie in 1d4 hours.

Instead of the plague being carried by a dead spaceship crew, you could have it introduced by some alchemy work gone awry or maybe by some elder god?

Thanks,
Rich
 

If you want those silly things that pass of as zombies in modern movies use ghouls.

Imo the D&D zombies are fine (might be still a bit harder to kill) . The modern movie "zombies" are completely laughable.
 

Burst of speed zombies - Improved initiative, maybe the ability to take a full attack action and move in the same round, a better movement, multiple attacks

Relentless Horde Zombies - regeneration that is difficult to stop (something like submerging them in water or blowing them completely apart), deal 1 (unreducable) damage every attack even if they miss, large numbers

Off the top of my head, those should work - but it'll take judgement to not overdo it.
 

Here's something I'm kicking around but haven't gotten to the stats yet. Bear in mind this comes from my 5 year old son who, through no prompting from me, is quite aware that to kill a zombie you must cut off his head - for the full details of that check out my blog - Exsilium .

Anyhow, here's the pertinent part of that blog posting;
I was picking up my kids today from their various day cares and once both of them were in my truck, M (my daughter) mentioned that there were zombies in her school. I nodded and continued driving and then Bubba (my son) indicated that you could cut a zombie but that wouldn't kill them. He then went on to inform M that you had to cut off their heads, because if you cut off their arm it wouldn't kill them. "You can cut off their feet though, that won't kill them but its hard for them to walk." His words, I'm completely out of this conversation. M is completely enthralled by her brother's knowledge of battling zombies. Bubba then goes on about some super zombies who can grow back their arms and feet super fast, "making zombies very dangerous monsters!"​

Yeah, I'm proud of the little guy and can't wait to get him introduced to gaming.
 

Instead of DR 5/slashing, give them DR 5/-? Zombies were pretty darn scary at level 1 in the game I DMed where no one had a slashing weapon :) You could also give them greater damage, so that when they finally get to you, it hurts!

Also, you gotta have a ton of them. Have the players completely surrounded on all but one side by these horribly tough and damaging zombies. They can run through the town the other way, but when they go there, they run into a dead end and the horde of zombies is coming up from behind...!
 


Hmm. Basically, in order to make the zombies more dangerous, you need to make them more durable and provide with some means of hurting PCs.

Here are some traits you may improve your zombies with:

Dead Cockroach Swarm Zombie
These zombies are actually mundane corpses animated by swarm of dead cockroaches.
Turning works normally.
Each round and one round after they "die" (use normal zombie characteristics) DCS Zombies are allowed to make grapple attack in order to transfer swarm of Dead Cockraches to their opponent. If the attack succeeds, hundreds of little black shapes rush out of the zombie (leaving previous corpse immobile) and swarm over the victim.
The victim is allowed Willpower check vs 14 to act normally each round.
The victim has to pass Fortitude check vs 14 or take one point of temporary Constitution damage. Victims with Consitution reduced to 0 die and become new host for DCS.
The swarm is affected normally by energy attacks, possesses 5/slashing or piercing reduction, its hitpoints are equal to those of its last host.

Spectral Cockroach Swarm Zombie
These zombies are actually mundane corpses animated by swarm of spectral cockraches (.
For characteristics, see DCS Zombie above.
Increase check difficulties to 16.
Failed Fortitude check results in one negative level.
The swarm is affected normally by energy attacks, possesses incorporeal traits, its hitpoints are equal to those of its last host.

Endoskeleton Zombie
Treat as Flesh Golem (it's actually a flesh golem of reduced capabilities), but reduce hitpoints by 2.

Regards,
Ruemere
 

First and Foremost:

0) Don't use the player's characters

If you really want to play a Survival Horror-type adventure with D&D, pre-generate some temporary characters with NPC classes. That's right, Commoners, Experts and Aristocrats. Maybe an adept if you're feeling gracious. Having a single hit die, meager weapons, and no magic should put the fear of god into your players.

Give these pre-generated characters to the players, run them through your survival horror session, and don't sweat it if they die or escape. Use this session as a Preface to the next adventure. Maybe the survivors come across the group's PCs at the beginning of the next session. If everyone dies, have the PCs find the corpses of their temporary characters (possibly as zombies).

Not only will you have scared the crap out of them, but giving them their characters back and letting them take on the zombies in the real adventure will give them a sense of vengeance.

1) Split the party up.

If the Fighter is over here, and the rogue is over there, and the mage is back there... and they all get surrounded...

2) Swarm Tactics

The above mentioned grapple suggestion except have the zombies use Aid Another on one or two of their friends. This way, you have a horde of zombies trying to drag an opponent down.

Try the above, but with a disarm, or a trip. Impose using improvised weapon problems. Make sure you stick to AoOs.

3) The environment.

Zombies in water, just grabbing a PC and pulling him down, or zombies on thin ice, in a gas-filled room, difficult terrain, or other sorts of "It's difficult/dangerous to be here" is great. Like say, a partially caved in mine shaft that could fall in, narrow bridges/ledges over pits with tons of zombies inside...

4) Alter stats.

DR 5/Slashing + Fast Healing 2. Or instead of DR 5/Slashing, give them Regeneration 5/Good or Acid.

Toss in some large zombies in there. Ogres, giants, etc. This is great if they're doing the grappling, and the medium sized creatures Aid Another.

5) Other Undead or creatures.

Seriously, a ghoul who tries to steal some food, or who is herding the zombies around as a protective technique, is slick. Or hey, an NPC using a potion of Hide from Undead. He attacks, then retreats into the mob. Plant-based monsters (Yellow mold), stirges, or other small monsters that could have a symbiotic relationship with the zombies makes a great spice for an encounter. The "Zombie that has a swarm of centipedes inside of it" is a great surprise.
 
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These replace the standard zombies in my campaign (modified the DR because of an earlier post, I like the suggestion of making it X/- instead of X/slashing). It's inspired by the Dresden Files where the zombies are strong but not infectious (there's some cool flavor in the book where necromancers need "drummers" to control the dead, the pulse of sound creates the false sensation of a beating heart in the zombies). Also, the older the corpse used the stronger the zombie. They don't got a lot of defense besides the DR, the idea is that you can kill them just fine but their increased strength means you can't easily ignore them.

Dresden "Fresh" Zombie, CR 2
HD: 3d12+3 (22 hp)
Move: 30 ft. (Can’t Run), Init -1
AC: 12 (-1 Dex, +3 Natural), Grapple +6
Saves: Fort +1, Ref +0, Will +4
Attacks: Slam +6 melee (1d6+5)
SQ: Single actions only, DR 5/-, Undead traits
Str 20, Dex 8, Con --, Int 3, Wis 10, Cha 1.
Skills: Listen +3, Spot +4.
Feats: Alertness, Toughness.

Dresden "Ancient" Zombie, CR 4
HD: 6d12+3 (42 hp)
Move: 40 ft. (Can’t Run), Init +2
AC: 15 (+2 Dex, +3 Natural), Grapple +10
Saves: Fort +2, Ref +4, Will +5
Attacks: Slam +10 melee (1d6+7)
SQ: Single actions only, DR 5/-, SR 14, Undead traits
Str 24, Dex 14, Con --, Int 3, Wis 10, Cha 1.
Skills: Listen +5, Spot +5.
Feats: Alertness, Power Attack, Toughness.
 
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