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<blockquote data-quote="DnDChick" data-source="post: 2221102" data-attributes="member: 54"><p>In the thread I linked above I posted some stats for Medium, Small, and Tiny zombies more in the style of Romero than the D&D zombies. Try these on for size:</p><p></p><p><strong>Teenage/Adult Zombie:</strong> CR 1; Medium-size Undead; HD 2d12; hp 16; Mas (10); Init -1; Spd 30 ft. (cannot run); Defense 9, touch 9, flat-footed 9 (-1 Dex); BAB/Grap +1/+1; Atk +1 melee (1d3+1, slam) or +1 melee (1d4+1 plus disease, bite); Full Atk +1 melee (1d3+1, slam) or +1 melee (1d4+1 plus disease, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ disease, improved grab, undead traits, vulnerability; SV Fort +0, Ref -1, Will +3; Str 12, Dex 8, Con —, Int —, Wis 11, Cha 1.</p><p></p><p><em>Skills:</em> Listen +1, Spot +1; Feats: Toughness.</p><p></p><p><em>Disease (Ex):</em> (I left this blank so you can fill in your own rules for how you want the plague to work).</p><p></p><p><em>Improved Grab (Ex):</em> To use this ability, a zombie must hit an opponent with its slam attack. It can then start a grapple check as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to bite the foe following round.</p><p></p><p><em>Undead Traits (Ex):</em> Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, death from massive damage, or any effect that requires a Fortitude save (unless the effect works on objects); darkvision with a range of 60 feet.</p><p></p><p><em>Vulnerability (Ex):</em> A single attack that deals more than 10 points of damage to a Medium-size zombie destroys one of its limbs; roll 1d12. 1-3, arm; 4-5 hand; 6-8, leg; 9-10, foot; 11-12 head. A zombie missing an arm or a hand cannot make slam attacks with that arm. A zombie without a leg or a foot has a -5 ft. penalty to its speed. A zombie missing both legs or both feet can only move 10 ft. per round by crawling, suffering an additional -5 ft. penalty to its speed per missing arm. A zombie that has had its head removed is permanently destroyed. An opponent can make a called shot to a zombie’s head with a -4 penalty to the attack roll.</p><p></p><p><em>Advancement:</em> 3-4 HD.</p><p></p><p></p><p></p><p><strong>Adolescent/Child Zombie:</strong> CR 1/2; Small Undead; HD 1d12; hp 9; Mas (8) ; Init +0; Spd 20 ft. (cannot run); Defense 11, touch 11, flat-footed 11 (+1 size, +0 Dex); BAB/Grap +0/-5; Atk +0 melee (1d2-1, slam) or +0 melee (1d3-1 plus disease, bite); Full Atk +0 melee (1d2-1, slam) or +0 melee (1d3-1 plus disease, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ disease, improved grab, presumed innocence, undead traits, vulnerability; SV Fort +0, Ref +0, Will +3; Str 8, Dex 10, Con —, Int —, Wis 11, Cha 1.</p><p></p><p><em>Skills:</em> Listen +1, Spot +1; Feats: Toughness.</p><p></p><p><em>Disease (Ex):</em> (I left this blank so you can fill in your own rules for how you want the plague to work).</p><p>Improved Grab (Ex): To use this ability, a zombie must hit an opponent its slam attack. It can then start a grapple check as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to bite the foe following round.</p><p></p><p><em>Presumed Innocence (Ex):</em> The first time a living opponent encounters a Small zombie he must succeed on a DC 10 Will save or be unable to attack the zombie for 1d4 rounds.</p><p></p><p><em>Undead Traits (Ex):</em> Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, death from massive damage, or any effect that requires a Fortitude save (unless the effect works on objects); darkvision with a range of 60 feet.</p><p></p><p><em>Vulnerability (Ex):</em> A single attack that deals more than 8 points of damage to a Small zombie destroys one of its limbs; roll 1d12. 1-3, arm; 4-5 hand; 6-8, leg; 9-10, foot; 11-12 head. A zombie missing an arm or a hand cannot make slam attacks with that arm. A zombie without a leg or a foot has a -5 ft. penalty to its speed. A zombie missing both legs or both feet can only move 10 ft. per round by crawling, suffering an additional -5 ft. penalty to its speed per missing arm. A zombie that has had its head removed is permanently destroyed. An opponent can make a called shot to a zombie’s head with a -4 penalty to the attack roll.</p><p></p><p><em>Advancement:</em> —.</p><p></p><p></p><p></p><p><strong>Toddler/Infant Zombie:</strong> CR 1/4; Tiny Undead; HD 1/2 d12; hp 6; Mas (6); Init +1; Spd 15 ft. (cannot run); Defense 13, touch 13, flat-footed 12 (+2 size, +1 Dex); BAB/Grap +0/-11; Atk -1 melee (1 point, slam) or -1 melee (1d2-3 plus disease, bite); Full Atk -1 melee (1 point, slam) or -1 melee (1d2-3 plus disease, bite); FS 2 1/2 ft. by 2 1/2 ft.; Reach 0 ft.; SQ disease, improved grab, presumed innocence, undead traits, vulnerability; SV Fort +0, Ref +1, Will +3; Str 4, Dex 12, Con —, Int —, Wis 11, Cha 1.</p><p></p><p><em>Skills:</em> Listen +1, Spot +1; Feats: Toughness.</p><p></p><p><em>Disease (Ex):</em> (I left this blank so you can fill in your own rules for how you want the plague to work).</p><p></p><p><em>Improved Grab (Ex):</em> To use this ability, a zombie must hit an opponent its slam attack. It can then start a grapple check as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to bite the foe following round.</p><p></p><p><em>Presumed Innocence (Ex):</em> The first time a living opponent encounters a Tiny zombie he must succeed on a DC 10 Will save or be unable to attack the zombie for 1d4 rounds.</p><p></p><p><em>Undead Traits (Ex):</em> Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, death from massive damage, or any effect that requires a Fortitude save (unless the effect works on objects); darkvision with a range of 60 feet.</p><p></p><p><em>Vulnerability (Ex):</em> A single attack that deals more than 6 points of damage to a Tiny zombie destroys one of its limbs; roll 1d12. 1-3, arm; 4-5 hand; 6-8, leg; 9-10, foot; 11-12 head. A zombie missing an arm or a hand cannot make slam attacks with that arm. A zombie without a leg or a foot has a -5 ft. penalty to its speed. A zombie missing both legs or both feet can only move 10 ft. per round by crawling, suffering an additional -5 ft. penalty to its speed per missing arm. A zombie that has had its head removed is permanently destroyed. An opponent can make a called shot to a zombie’s head with a -4 penalty to the attack roll.</p><p></p><p><em>Advancement:</em> —.</p></blockquote><p></p>
[QUOTE="DnDChick, post: 2221102, member: 54"] In the thread I linked above I posted some stats for Medium, Small, and Tiny zombies more in the style of Romero than the D&D zombies. Try these on for size: [b]Teenage/Adult Zombie:[/b] CR 1; Medium-size Undead; HD 2d12; hp 16; Mas (10); Init -1; Spd 30 ft. (cannot run); Defense 9, touch 9, flat-footed 9 (-1 Dex); BAB/Grap +1/+1; Atk +1 melee (1d3+1, slam) or +1 melee (1d4+1 plus disease, bite); Full Atk +1 melee (1d3+1, slam) or +1 melee (1d4+1 plus disease, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ disease, improved grab, undead traits, vulnerability; SV Fort +0, Ref -1, Will +3; Str 12, Dex 8, Con —, Int —, Wis 11, Cha 1. [i]Skills:[/i] Listen +1, Spot +1; Feats: Toughness. [i]Disease (Ex):[/i] (I left this blank so you can fill in your own rules for how you want the plague to work). [i]Improved Grab (Ex):[/i] To use this ability, a zombie must hit an opponent with its slam attack. It can then start a grapple check as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to bite the foe following round. [i]Undead Traits (Ex):[/i] Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, death from massive damage, or any effect that requires a Fortitude save (unless the effect works on objects); darkvision with a range of 60 feet. [i]Vulnerability (Ex):[/i] A single attack that deals more than 10 points of damage to a Medium-size zombie destroys one of its limbs; roll 1d12. 1-3, arm; 4-5 hand; 6-8, leg; 9-10, foot; 11-12 head. A zombie missing an arm or a hand cannot make slam attacks with that arm. A zombie without a leg or a foot has a -5 ft. penalty to its speed. A zombie missing both legs or both feet can only move 10 ft. per round by crawling, suffering an additional -5 ft. penalty to its speed per missing arm. A zombie that has had its head removed is permanently destroyed. An opponent can make a called shot to a zombie’s head with a -4 penalty to the attack roll. [i]Advancement:[/i] 3-4 HD. [b]Adolescent/Child Zombie:[/b] CR 1/2; Small Undead; HD 1d12; hp 9; Mas (8) ; Init +0; Spd 20 ft. (cannot run); Defense 11, touch 11, flat-footed 11 (+1 size, +0 Dex); BAB/Grap +0/-5; Atk +0 melee (1d2-1, slam) or +0 melee (1d3-1 plus disease, bite); Full Atk +0 melee (1d2-1, slam) or +0 melee (1d3-1 plus disease, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ disease, improved grab, presumed innocence, undead traits, vulnerability; SV Fort +0, Ref +0, Will +3; Str 8, Dex 10, Con —, Int —, Wis 11, Cha 1. [i]Skills:[/i] Listen +1, Spot +1; Feats: Toughness. [i]Disease (Ex):[/i] (I left this blank so you can fill in your own rules for how you want the plague to work). Improved Grab (Ex): To use this ability, a zombie must hit an opponent its slam attack. It can then start a grapple check as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to bite the foe following round. [i]Presumed Innocence (Ex):[/i] The first time a living opponent encounters a Small zombie he must succeed on a DC 10 Will save or be unable to attack the zombie for 1d4 rounds. [i]Undead Traits (Ex):[/i] Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, death from massive damage, or any effect that requires a Fortitude save (unless the effect works on objects); darkvision with a range of 60 feet. [i]Vulnerability (Ex):[/i] A single attack that deals more than 8 points of damage to a Small zombie destroys one of its limbs; roll 1d12. 1-3, arm; 4-5 hand; 6-8, leg; 9-10, foot; 11-12 head. A zombie missing an arm or a hand cannot make slam attacks with that arm. A zombie without a leg or a foot has a -5 ft. penalty to its speed. A zombie missing both legs or both feet can only move 10 ft. per round by crawling, suffering an additional -5 ft. penalty to its speed per missing arm. A zombie that has had its head removed is permanently destroyed. An opponent can make a called shot to a zombie’s head with a -4 penalty to the attack roll. [i]Advancement:[/i] —. [b]Toddler/Infant Zombie:[/b] CR 1/4; Tiny Undead; HD 1/2 d12; hp 6; Mas (6); Init +1; Spd 15 ft. (cannot run); Defense 13, touch 13, flat-footed 12 (+2 size, +1 Dex); BAB/Grap +0/-11; Atk -1 melee (1 point, slam) or -1 melee (1d2-3 plus disease, bite); Full Atk -1 melee (1 point, slam) or -1 melee (1d2-3 plus disease, bite); FS 2 1/2 ft. by 2 1/2 ft.; Reach 0 ft.; SQ disease, improved grab, presumed innocence, undead traits, vulnerability; SV Fort +0, Ref +1, Will +3; Str 4, Dex 12, Con —, Int —, Wis 11, Cha 1. [i]Skills:[/i] Listen +1, Spot +1; Feats: Toughness. [i]Disease (Ex):[/i] (I left this blank so you can fill in your own rules for how you want the plague to work). [i]Improved Grab (Ex):[/i] To use this ability, a zombie must hit an opponent its slam attack. It can then start a grapple check as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to bite the foe following round. [i]Presumed Innocence (Ex):[/i] The first time a living opponent encounters a Tiny zombie he must succeed on a DC 10 Will save or be unable to attack the zombie for 1d4 rounds. [i]Undead Traits (Ex):[/i] Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, death from massive damage, or any effect that requires a Fortitude save (unless the effect works on objects); darkvision with a range of 60 feet. [i]Vulnerability (Ex):[/i] A single attack that deals more than 6 points of damage to a Tiny zombie destroys one of its limbs; roll 1d12. 1-3, arm; 4-5 hand; 6-8, leg; 9-10, foot; 11-12 head. A zombie missing an arm or a hand cannot make slam attacks with that arm. A zombie without a leg or a foot has a -5 ft. penalty to its speed. A zombie missing both legs or both feet can only move 10 ft. per round by crawling, suffering an additional -5 ft. penalty to its speed per missing arm. A zombie that has had its head removed is permanently destroyed. An opponent can make a called shot to a zombie’s head with a -4 penalty to the attack roll. [i]Advancement:[/i] —. [/QUOTE]
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